The setting gates belts on the minimap again, through MapPresenter.BeltsOnMinimap; the map screen always draws them. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
84 lines
4.2 KiB
C#
84 lines
4.2 KiB
C#
using System;
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using System.Diagnostics;
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using System.IO;
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using System.Linq;
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using GameCult.Caching;
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using UnityEditor;
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using CultMath;
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using UnityEngine;
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using float4 = CultMath.float4;
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using Debug = UnityEngine.Debug;
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// The map's belt cost per frame, CPU milliseconds and managed allocation: MapPresenter's belt upload and draw for belts of
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// 1000, 4000 and 10000 asteroids (a generated belt holds 11 + sqrt(mass * distance), Settings.asset). Needs a GPU device.
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//
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// Unity -batchmode -projectPath <project> -executeMethod MapBeltPerf.Run -logFile <log>
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public static class MapBeltPerf
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{
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private const int Warmup = 60, Frames = 600;
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public static void Run()
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{
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var work = Path.Combine(Path.GetTempPath(), $"map-belt-perf-{Guid.NewGuid():N}");
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try
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{
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Directory.CreateDirectory(work);
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foreach (var count in new[] { 1000, 4000, 10000 }) Measure(work, count);
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EditorApplication.Exit(0);
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}
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catch (Exception exception)
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{
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Debug.LogException(exception);
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EditorApplication.Exit(1);
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}
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}
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private static void Measure(string work, int count)
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{
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var settings = AssetDatabase.LoadAssetAtPath<GameSettings>("Assets/Resources/Settings.asset");
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var cache = AetheriaStores.Open(Path.Combine(work, $"c{count}.cc"), Path.Combine(work, $"r{count}.cc"), catalogWritable: true);
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cache.Upsert(new VerseGrammar { Revision = 1 });
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var sunOrbit = cache.Upsert(new OrbitData()).Key;
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var sunKey = cache.Upsert(new PlanetData { Name = "Sun", Orbit = new CultRecordRef<OrbitData>(sunOrbit), Mass = 400f }).Key;
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var beltOrbit = cache.Upsert(new OrbitData { Parent = new CultRecordRef<OrbitData>(sunOrbit), Distance = 900f, Phase = .42f }).Key;
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var asteroids = Enumerable.Range(0, count).Select(i => new Asteroid
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{ Distance = 120f + i * .01f, Phase = CultMath.math.frac(i * .618f), Size = CultMath.math.frac(i * .37f + .1f), RotationSpeed = .15f + i * 1e-4f }).ToArray();
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var beltKey = cache.Upsert(new AsteroidBeltData { Orbit = new CultRecordRef<OrbitData>(beltOrbit), Asteroids = asteroids }).Key;
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var pack = new ZonePack
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{
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Orbits = { new CultRecordRef<OrbitData>(sunOrbit), new CultRecordRef<OrbitData>(beltOrbit) },
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Planets = { new CultRecordRef<BodyData>(sunKey), new CultRecordRef<BodyData>(beltKey) },
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Radius = 5000f, Mass = 10000f, Time = 0
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};
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var items = new ItemManager(cache, new ProvenanceLedger(), settings.GameplaySettings, _ => { });
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var zone = new Zone(items, new PlanetSettings
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{
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BodyRadius = new ExponentialCurve(), WellStrength = new ExponentialCurve { Multiplier = 1f, Exponent = 1f },
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RocheLimit = new ExponentialCurve { Constant = 2f },
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AsteroidSize = new ExponentialLerp { Minimum = 2f, Maximum = 9f, Exponent = 1.7f },
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AsteroidHitpoints = new ExponentialLerp { Minimum = 10f, Maximum = 300f, Exponent = 2f },
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AsteroidRespawnTime = new ExponentialLerp { Minimum = 5f, Maximum = 60f, Exponent = 1f }
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}, pack, new GalaxyZone { Name = "Perf", Owner = null }, null);
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var transforms = new float4[count];
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// BEGIN MEASURED SETUP
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var presenter = new MapPresenter(new Material[0], AssetDatabase.LoadAssetAtPath<Material>("Assets/Materials/UI/MapAsteroid.mat"), 4, 4, 3f);
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presenter.BeltsOnMinimap = true;
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presenter.RegisterBelt(beltKey, transforms);
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// END MEASURED SETUP
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var stopwatch = new Stopwatch();
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long allocated = 0;
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for (var frame = 0; frame < Warmup + Frames; frame++)
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{
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zone.EvaluateBelt(beltKey, transforms, 0.016 * frame);
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var bytes = GC.GetAllocatedBytesForCurrentThread();
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if (frame >= Warmup) stopwatch.Start();
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// BEGIN MEASURED FRAME
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presenter.Draw(zone, 0);
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// END MEASURED FRAME
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if (frame >= Warmup) stopwatch.Stop();
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if (frame >= Warmup) allocated += GC.GetAllocatedBytesForCurrentThread() - bytes;
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}
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Debug.Log($"[MapBeltPerf] asteroids={count} cpu_ms_per_frame={stopwatch.Elapsed.TotalMilliseconds / Frames:F4} gc_bytes_per_frame={allocated / Frames}");
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}
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}
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