using System; using System.Diagnostics; using System.IO; using System.Linq; using GameCult.Caching; using UnityEditor; using CultMath; using UnityEngine; using float4 = CultMath.float4; using Debug = UnityEngine.Debug; // The map's belt cost per frame, CPU milliseconds and managed allocation, for belts of 1000, 2250 (the generated // maximum, Settings.asset) and 4000 asteroids: the base revision's AsteroidBeltUI.Update (MapBeltPerfBase, a verbatim copy) // and MapPresenter's belt upload and draw, each as the median and interquartile range of 21 runs of 300 frames after // a warm-up, in this one Unity job. CPU time only: GPU cost is not covered. Needs a GPU device. // // Unity -batchmode -projectPath -executeMethod MapBeltPerf.Run -logFile public static class MapBeltPerf { private const int Warmup = 60, Frames = 300, RunCount = 21; public static void Run() { var work = Path.Combine(Path.GetTempPath(), $"map-belt-perf-{Guid.NewGuid():N}"); try { Directory.CreateDirectory(work); foreach (var count in new[] { 1000, 2250, 4000 }) Measure(work, count); EditorApplication.Exit(0); } catch (Exception exception) { Debug.LogException(exception); EditorApplication.Exit(1); } } private static void Measure(string work, int count) { var settings = AssetDatabase.LoadAssetAtPath("Assets/Resources/Settings.asset"); var cache = AetheriaStores.Open(Path.Combine(work, $"c{count}.cc"), Path.Combine(work, $"r{count}.cc"), catalogWritable: true); cache.Upsert(new VerseGrammar { Revision = 1 }); var sunOrbit = cache.Upsert(new OrbitData()).Key; var sunKey = cache.Upsert(new PlanetData { Name = "Sun", Orbit = new CultRecordRef(sunOrbit), Mass = 400f }).Key; var beltOrbit = cache.Upsert(new OrbitData { Parent = new CultRecordRef(sunOrbit), Distance = 900f, Phase = .42f }).Key; var asteroids = Enumerable.Range(0, count).Select(i => new Asteroid { Distance = 120f + i * .01f, Phase = CultMath.math.frac(i * .618f), Size = CultMath.math.frac(i * .37f + .1f), RotationSpeed = .15f + i * 1e-4f }).ToArray(); var beltKey = cache.Upsert(new AsteroidBeltData { Orbit = new CultRecordRef(beltOrbit), Asteroids = asteroids }).Key; var pack = new ZonePack { Orbits = { new CultRecordRef(sunOrbit), new CultRecordRef(beltOrbit) }, Planets = { new CultRecordRef(sunKey), new CultRecordRef(beltKey) }, Radius = 5000f, Mass = 10000f, Time = 0 }; var items = new ItemManager(cache, new ProvenanceLedger(), settings.GameplaySettings, _ => { }); var zone = new Zone(items, new PlanetSettings { BodyRadius = new ExponentialCurve(), WellStrength = new ExponentialCurve { Multiplier = 1f, Exponent = 1f }, RocheLimit = new ExponentialCurve { Constant = 2f }, AsteroidSize = new ExponentialLerp { Minimum = 2f, Maximum = 9f, Exponent = 1.7f }, AsteroidHitpoints = new ExponentialLerp { Minimum = 10f, Maximum = 300f, Exponent = 2f }, AsteroidRespawnTime = new ExponentialLerp { Minimum = 5f, Maximum = 60f, Exponent = 1f } }, pack, new GalaxyZone { Name = "Perf", Owner = null }, null); var transforms = new float4[count]; var presenter = new MapPresenter(new Material[0], AssetDatabase.LoadAssetAtPath("Assets/Materials/UI/MapAsteroid.mat"), 4, 4, 3f); presenter.RegisterBelt(beltKey, transforms); var baseBelt = new MapBeltPerfBase(zone, zone.AsteroidBelts[beltKey], 4, 4, 3f); Report("base", count, Runs(zone, beltKey, transforms, () => baseBelt.Update(transforms, 0f))); Report("head", count, Runs(zone, beltKey, transforms, () => presenter.Draw(zone, 0))); presenter.Clear(); } // Each run is Frames frames after Warmup frames; the figure is one run's CPU ms per frame and managed bytes per frame. private static (double ms, long bytes)[] Runs(Zone zone, CultRecordKey beltKey, float4[] transforms, Action frame) { var results = new (double, long)[RunCount]; var stopwatch = new Stopwatch(); var time = 0.0; for (var run = -1; run < RunCount; run++) { stopwatch.Reset(); long allocated = 0; for (var i = 0; i < Warmup + Frames; i++) { zone.EvaluateBelt(beltKey, transforms, time += 0.016); var bytes = GC.GetAllocatedBytesForCurrentThread(); if (i >= Warmup) stopwatch.Start(); frame(); if (i >= Warmup) stopwatch.Stop(); if (i >= Warmup) allocated += GC.GetAllocatedBytesForCurrentThread() - bytes; } if (run >= 0) results[run] = (stopwatch.Elapsed.TotalMilliseconds / Frames, allocated / Frames); } return results; } private static double Quantile(double[] sorted, double q) { var at = q * (sorted.Length - 1); var low = (int)Math.Floor(at); var high = Math.Min(low + 1, sorted.Length - 1); return sorted[low] + (sorted[high] - sorted[low]) * (at - low); } private static void Report(string revision, int count, (double ms, long bytes)[] runs) { var ms = runs.Select(r => r.ms).OrderBy(v => v).ToArray(); var bytes = runs.Select(r => (double)r.bytes).OrderBy(v => v).ToArray(); var units = Process.GetProcessesByName("Unity").Length; Debug.Log($"[MapBeltPerf] revision={revision} asteroids={count} runs={runs.Length} frames_per_run={Frames} " + $"cpu_ms_median={Quantile(ms, .5):F4} iqr={Quantile(ms, .25):F4}-{Quantile(ms, .75):F4} " + $"gc_bytes_median={Quantile(bytes, .5):F0} unity_processes={units} cpus={Environment.ProcessorCount}"); } }