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Start of test and benchmark
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@@ -0,0 +1,401 @@
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|
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|
||||
|
||||
# JetBrains Rider
|
||||
*.sln.iml
|
||||
@@ -0,0 +1,248 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.ComponentModel;
|
||||
using GlitchyEngine;
|
||||
using GlitchyEngine.Core;
|
||||
using GlitchyEngine.Editor;
|
||||
using GlitchyEngine.Extensions;
|
||||
using GlitchyEngine.Physics;
|
||||
using GlitchyEngine.Serialization;
|
||||
|
||||
namespace TestProject;
|
||||
|
||||
class AClass
|
||||
{
|
||||
public AStruct MyStruct = new AStruct();
|
||||
|
||||
public bool Test;
|
||||
}
|
||||
|
||||
public class BClass
|
||||
{
|
||||
public float F;
|
||||
|
||||
private BClass()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public BClass(float f)
|
||||
{
|
||||
F = f;
|
||||
}
|
||||
}
|
||||
|
||||
enum MyTestEnum
|
||||
{
|
||||
Case1 = 0,
|
||||
[Label("What have I done!?")]
|
||||
Yes = 1,
|
||||
No = 17,
|
||||
Maybe = 12,
|
||||
OhHellNaw = 33,
|
||||
[Label(null)]
|
||||
___OhHellNaw2,
|
||||
___OhH_e123llNaw3,
|
||||
}
|
||||
|
||||
struct AStruct
|
||||
{
|
||||
public double Do = 5.5;
|
||||
|
||||
public string Hello = "World!";
|
||||
|
||||
public AStruct()
|
||||
{
|
||||
}
|
||||
}
|
||||
|
||||
class SerializationTest : Entity
|
||||
{
|
||||
public static int StaticNumber;
|
||||
|
||||
public float Floaty1 = 1; // Serialized, Visible
|
||||
[DontSerializeField]
|
||||
public float Floaty2 = -2.5f; // NOT Serialized, Visible
|
||||
[HideInEditor]
|
||||
public float Floaty3 = 1; // Serialized, Hidden
|
||||
[HideInEditor, DontSerializeField]
|
||||
public float Floaty4 = 1; // NOT Serialized, Hidden
|
||||
|
||||
// "private", "protected" and "internal" work the same way
|
||||
|
||||
private float Floaty5 = 1; // NOT Serialized, Hidden
|
||||
[SerializeField]
|
||||
private float Floaty6 = 7; // Serialized, Hidden
|
||||
[ShowInEditor]
|
||||
private float Floaty7 = 12.4f; // Serialized, Visible
|
||||
[ShowInEditor, DontSerializeField]
|
||||
private float Floaty8 = 69; // NOT Serialized, Visible
|
||||
|
||||
public double Doubly = 1337;
|
||||
public double Doubly2 = 1337.69;
|
||||
|
||||
[SerializeField]
|
||||
public decimal Decimaly = 420.69m;
|
||||
|
||||
public AClass Classy = new AClass();
|
||||
public AClass NullClass = null;
|
||||
|
||||
public MyTestEnum Enumy = MyTestEnum.Maybe;
|
||||
|
||||
public List<BClass> Listy = new List<BClass>()
|
||||
{
|
||||
new BClass(1),
|
||||
new BClass(2),
|
||||
new BClass(3),
|
||||
};
|
||||
|
||||
public List<BClass> NullList = null;
|
||||
|
||||
public List<List<BClass>> JaggeredList = null;
|
||||
|
||||
public BClass SecondReference;
|
||||
|
||||
public int[] ArrayInts = new[] { 4, 5, 6 };
|
||||
|
||||
public int[] NullArray = null;
|
||||
|
||||
public AStruct MyStruct = new ();
|
||||
|
||||
public List<AStruct> StructList = new List<AStruct>()
|
||||
{
|
||||
new AStruct(),
|
||||
new AStruct()
|
||||
{
|
||||
Do = 15,
|
||||
Hello = "Hi"
|
||||
}
|
||||
};
|
||||
|
||||
public AStruct[] StructArray = {
|
||||
new()
|
||||
{
|
||||
Do = 123,
|
||||
Hello = "How are you doing?"
|
||||
},
|
||||
new()
|
||||
};
|
||||
|
||||
public BClass[] ClassArray = {
|
||||
null,
|
||||
new(5),
|
||||
null
|
||||
};
|
||||
|
||||
public Entity JustAnEntity;
|
||||
public Rigidbody2D RocketsRigidBody;
|
||||
|
||||
public Dictionary<string, int> TestDictionary = null;
|
||||
|
||||
public SerializationTest()
|
||||
{
|
||||
SecondReference = Listy[0];
|
||||
ClassArray[0] = SecondReference;
|
||||
}
|
||||
|
||||
// TODO: Dictionary mit custom serializer?
|
||||
|
||||
[ShowButton("Try Serialization")]
|
||||
void Serialize()
|
||||
{
|
||||
TestDictionary = new()
|
||||
{
|
||||
{ "Test", 1 },
|
||||
{ "Taste", 2 }
|
||||
};
|
||||
|
||||
//try
|
||||
//{
|
||||
// //EntitySerializer.SerializationContext ctx = new();
|
||||
// //EntitySerializer.Serialize(this, ctx);
|
||||
|
||||
// //string ser = ctx.ToString();
|
||||
//}
|
||||
//catch (Exception e)
|
||||
//{
|
||||
// Console.WriteLine(e);
|
||||
// throw;
|
||||
//}
|
||||
}
|
||||
|
||||
protected override void OnCreate()
|
||||
{
|
||||
//Log.Info($"Entity: {JustAnEntity?.UUID}");
|
||||
//Log.Info($"TheRocket: {TheRocket?.UUID}");
|
||||
//Log.Info($"RocketsRigidBody: {RocketsRigidBody?.UUID}");
|
||||
|
||||
//if (TestDictionary != null)
|
||||
//{
|
||||
// foreach (var (key, value) in TestDictionary)
|
||||
// {
|
||||
// Log.Info($"Key: {key}, Value: {value}");
|
||||
// }
|
||||
//}
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
|
||||
Expected output:
|
||||
|
||||
Object 0:
|
||||
Type = SerializationTest
|
||||
Floaty1 (float) = 1
|
||||
Floaty3 (float) = 1
|
||||
Floaty7 (float) = 12
|
||||
Classy (Object Reference) = (REF: Object 1)
|
||||
NullClass (Object Reference) = NULL
|
||||
Enumy (Enum) = MyTestEnum.Maybe
|
||||
Listy (List) = (REF: List 0)
|
||||
NullList (List) = NULL
|
||||
SecondReference (Object Reference) = (REF: Object 2) // Notice, how we reference the same Object as Listy[0]
|
||||
ArrayInts (List) = (REF: List 1)
|
||||
NullArray (List) = NULL
|
||||
MyStruct.Do (double) = 5.5
|
||||
MyStruct.Hello (string) = "World!"
|
||||
|
||||
StructList (List) = (REF: List 2)
|
||||
|
||||
Object 1: // Classy
|
||||
Type = AClass
|
||||
|
||||
Object 2: // Listy[0]
|
||||
Type = BClass
|
||||
F (float) = 1.0f
|
||||
|
||||
Object 3: // Listy[1]
|
||||
Type = BClass
|
||||
F (float) = 2.0f
|
||||
|
||||
Object 4: // Listy[2]
|
||||
Type = BClass
|
||||
F (float) = 3.0f
|
||||
|
||||
List 0:
|
||||
ElementType = BClass
|
||||
Serialization Type = Object Reference
|
||||
Element 0 = (REF: Object 2)
|
||||
Element 1 = (REF: Object 3)
|
||||
Element 2 = (REF: Object 4)
|
||||
|
||||
List 1:
|
||||
ElementType = int32
|
||||
Serialization Type = int32
|
||||
Element 0 = 4
|
||||
Element 1 = 5
|
||||
Element 2 = 6
|
||||
|
||||
List 2:
|
||||
ElementType = AStruct
|
||||
Serialization Type = Struct
|
||||
Element 0:
|
||||
Do (double) = 5.5
|
||||
Hello (string) = "World!"
|
||||
Element 1:
|
||||
Do (double) = 15
|
||||
Hello (string) = "Hi"
|
||||
*/
|
||||
@@ -0,0 +1,33 @@
|
||||
using GlitchyEngine;
|
||||
using GlitchyEngine.Math;
|
||||
using System;
|
||||
using System.Runtime.InteropServices;
|
||||
using static GlitchyEngine.Math.Math;
|
||||
|
||||
namespace TestProject;
|
||||
|
||||
public class TestScript : Entity
|
||||
{
|
||||
/// <summary>
|
||||
/// OnCreate is called once before the first call to OnUpdate.
|
||||
/// </summary>
|
||||
protected override void OnCreate()
|
||||
{
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// OnUpdate is called once every frame.
|
||||
/// </summary>
|
||||
protected override void OnUpdate(float deltaTime)
|
||||
{
|
||||
}
|
||||
}
|
||||
|
||||
public static class Test
|
||||
{
|
||||
[UnmanagedCallersOnly]
|
||||
public static void TestFunc()
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,17 @@
|
||||
<Project Sdk="Microsoft.NET.Sdk">
|
||||
<PropertyGroup>
|
||||
<!-- General configuration -->
|
||||
<AssemblyTitle>TestProject</AssemblyTitle>
|
||||
<TargetFramework>net9.0</TargetFramework>
|
||||
<OutputType>Library</OutputType>
|
||||
<Nullable>enable</Nullable>
|
||||
<!-- Define the output path -->
|
||||
<AppendTargetFrameworkToOutputPath>false</AppendTargetFrameworkToOutputPath>
|
||||
<OutputPath>./.cache/bin/</OutputPath>
|
||||
<!-- Generates a runtimeconfig-file and copies nuget references to the output -->
|
||||
<EnableDynamicLoading>true</EnableDynamicLoading>
|
||||
</PropertyGroup>
|
||||
<ItemGroup>
|
||||
<ProjectReference Include="D:\Development\Projects\Beef\GlitchyEngine\ScriptCore\ScriptCore.csproj" OutputItemType="Analyzer" ReferenceOutputAssembly="true"/>
|
||||
</ItemGroup>
|
||||
</Project>
|
||||
@@ -0,0 +1,4 @@
|
||||
<Solution>
|
||||
<Project Path="TestProject.csproj"/>
|
||||
<Project Path="D:\Development\Projects\Beef\GlitchyEngine\ScriptCore\ScriptCore.csproj"/>
|
||||
</Solution>
|
||||
@@ -0,0 +1,3 @@
|
||||
{
|
||||
_projectName = "TestProject"
|
||||
}
|
||||
@@ -1,21 +1,252 @@
|
||||
using System;
|
||||
using System.Linq;
|
||||
using GlitchyEngine.Scripting;
|
||||
using System.Diagnostics;
|
||||
using System.IO;
|
||||
using GlitchyEngine.World;
|
||||
using System.Collections;
|
||||
|
||||
namespace GlitchyEngine.Test.Base;
|
||||
|
||||
class ScriptEngineTestBase
|
||||
{
|
||||
[Test]
|
||||
public static void TestSomeScriptStuff()
|
||||
public static void Setup()
|
||||
{
|
||||
Debug.WriteLine("Starting up ScriptEngine...");
|
||||
Debug.WriteLine(Directory.GetCurrentDirectory(.. scope .()));
|
||||
|
||||
ScriptEngine.Init();
|
||||
|
||||
ScriptEngine.SetAppAssemblyPath(@"..\GlitchyEngine.Test\content\TestProject\.cache\bin\TestProject.dll");
|
||||
}
|
||||
|
||||
|
||||
|
||||
protected static void Shutdown()
|
||||
{
|
||||
Debug.WriteLine("Shutting down ScriptEngine...");
|
||||
ScriptEngine.Shutdown();
|
||||
}
|
||||
|
||||
private function void LoadScriptAssemblyFunc(uint8* appData, int64 appLength, uint8* pdbData, int64 pdbLength);
|
||||
private function void TestFunc();
|
||||
|
||||
//[Test]
|
||||
public static void TestSomeScriptStuff()
|
||||
{
|
||||
Setup();
|
||||
|
||||
Scene scene = new Scene();
|
||||
defer scene.ReleaseRef();
|
||||
|
||||
readonly Entity entity = scene.CreateEntity("Test");
|
||||
let script = entity.AddComponent<ScriptComponent>();
|
||||
script.ScriptClassName = "TestProject.TestScript";
|
||||
|
||||
Test.Assert(script.Instance == null);
|
||||
|
||||
scene.Start(true, true);
|
||||
|
||||
Test.Assert(script.Instance != null);
|
||||
Test.Assert(script.Instance.IsInitialized);
|
||||
Test.Assert(!script.Instance.IsCreated);
|
||||
|
||||
scene.Update(scope GameTime(), .Scripts);
|
||||
|
||||
Test.Assert(script.Instance.IsCreated);
|
||||
|
||||
scene.Stop();
|
||||
|
||||
Test.Assert(script.Instance == null);
|
||||
|
||||
Shutdown();
|
||||
}
|
||||
|
||||
//[Test]
|
||||
public static void BenchmarkSerializeEmptyScene()
|
||||
{
|
||||
Setup();
|
||||
|
||||
Scene scene = new Scene();
|
||||
defer scene.ReleaseRef();
|
||||
|
||||
ScriptInstanceSerializer serializer = scope .();
|
||||
|
||||
scene.Start(true, true);
|
||||
|
||||
Stopwatch time = scope Stopwatch(startNow: true);
|
||||
|
||||
serializer.SerializeScriptInstances();
|
||||
|
||||
time.Stop();
|
||||
|
||||
Debug.WriteLine($"Serialized in {time.ElapsedMicroseconds}μs ({time.ElapsedMilliseconds}ms)");
|
||||
|
||||
scene.Stop();
|
||||
|
||||
Shutdown();
|
||||
}
|
||||
|
||||
class Benchmark
|
||||
{
|
||||
public Action BeforeAll;
|
||||
public Action BeforeRun;
|
||||
public Action Run;
|
||||
public Action AfterRun;
|
||||
public Action AfterAll;
|
||||
|
||||
private TimeSpan[] _runDurations;
|
||||
|
||||
public void Run(int warmupRuns = 10, int runs = 100)
|
||||
{
|
||||
BeforeAll?.Invoke();
|
||||
|
||||
Stopwatch watch = scope .();
|
||||
|
||||
watch.Start();
|
||||
for (int i < warmupRuns)
|
||||
{
|
||||
Debug.WriteLine($"Warmup run {i + 1}/{warmupRuns}...");
|
||||
TimeSpan duration = DoRun();
|
||||
Debug.WriteLine($"Warmup run {i + 1} finished after {duration.TotalMilliseconds}ms.");
|
||||
}
|
||||
watch.Stop();
|
||||
Debug.WriteLine($"Warmup finished after {watch.Elapsed.TotalMilliseconds}ms");
|
||||
|
||||
_runDurations = new TimeSpan[runs];
|
||||
defer delete _runDurations;
|
||||
|
||||
for (int i < runs)
|
||||
{
|
||||
Debug.WriteLine($"Starting run {i + 1}/{runs}...");
|
||||
|
||||
watch.Restart();
|
||||
_runDurations[i] = DoRun();
|
||||
watch.Stop();
|
||||
|
||||
Debug.WriteLine($"Run {i + 1}: {_runDurations[i]} (total: {watch.Elapsed.TotalMilliseconds}ms).");
|
||||
}
|
||||
|
||||
TimeSpan totalRunTime = _runDurations.Sum();
|
||||
TimeSpan meanRunTime = TimeSpan(totalRunTime.Ticks / runs);
|
||||
|
||||
double varianceMs = _runDurations.Select(scope (d) => Math.Pow((d - meanRunTime).TotalMilliseconds, 2)).Sum() / runs;
|
||||
TimeSpan stdDeviation = TimeSpan.FromMilliseconds(Math.Sqrt(varianceMs));
|
||||
|
||||
Debug.WriteLine($"Results:");
|
||||
Debug.WriteLine($"Total Time ({runs} runs): {totalRunTime.TotalMilliseconds}ms");
|
||||
Debug.WriteLine($"Average run Time: {meanRunTime.TotalMilliseconds}ms");
|
||||
Debug.WriteLine($"Std deviation: {stdDeviation.TotalMilliseconds}ms");
|
||||
|
||||
AfterAll?.Invoke();
|
||||
}
|
||||
|
||||
private TimeSpan DoRun()
|
||||
{
|
||||
Stopwatch watch = scope .();
|
||||
BeforeRun?.Invoke();
|
||||
|
||||
watch.Start();
|
||||
Run.Invoke();
|
||||
watch.Stop();
|
||||
|
||||
AfterRun?.Invoke();
|
||||
|
||||
return watch.Elapsed;
|
||||
}
|
||||
}
|
||||
|
||||
[Test]
|
||||
public static void BenchmarkSerializer()
|
||||
{
|
||||
// Before benchmark
|
||||
Setup();
|
||||
|
||||
Scene scene = new Scene();
|
||||
defer scene.ReleaseRef();
|
||||
|
||||
|
||||
ScriptInstanceSerializer serializer = null;
|
||||
|
||||
let benchmark = scope Benchmark();
|
||||
benchmark.BeforeAll = scope [&]() => {
|
||||
scene.Start(true, true);
|
||||
};
|
||||
benchmark.BeforeRun = scope [&]() => {
|
||||
serializer = new .();
|
||||
};
|
||||
benchmark.Run = scope [&]() => {
|
||||
serializer.SerializeScriptInstances();
|
||||
};
|
||||
benchmark.AfterRun = scope [&]() => {
|
||||
delete serializer;
|
||||
};
|
||||
benchmark.AfterAll = scope [&]() => {
|
||||
scene.Stop();
|
||||
};
|
||||
|
||||
Debug.WriteLine("Benchmark empty scene:");
|
||||
{
|
||||
benchmark.Run();
|
||||
}
|
||||
|
||||
List<Entity> references = new List<Entity>(1000);
|
||||
defer delete references;
|
||||
|
||||
void BenchmarkTrivialEntity(int entityCount)
|
||||
{
|
||||
Debug.WriteLine($"Benchmark {entityCount} Trivial Entity:");
|
||||
|
||||
for (int i < entityCount)
|
||||
{
|
||||
readonly Entity entity = scene.CreateEntity("Test");
|
||||
let script = entity.AddComponent<ScriptComponent>();
|
||||
script.ScriptClassName = "TestProject.TestScript";
|
||||
|
||||
references.Add(entity);
|
||||
}
|
||||
|
||||
benchmark.Run();
|
||||
|
||||
for (Entity e in references)
|
||||
{
|
||||
scene.DestroyEntity(e);
|
||||
}
|
||||
|
||||
references.Clear();
|
||||
}
|
||||
|
||||
BenchmarkTrivialEntity(1);
|
||||
BenchmarkTrivialEntity(10);
|
||||
BenchmarkTrivialEntity(100);
|
||||
BenchmarkTrivialEntity(1000);
|
||||
|
||||
void BenchmarkLargeEntity(int entityCount)
|
||||
{
|
||||
Debug.WriteLine($"Benchmark {entityCount} Large Entity:");
|
||||
|
||||
for (int i < entityCount)
|
||||
{
|
||||
readonly Entity entity = scene.CreateEntity("Test");
|
||||
let script = entity.AddComponent<ScriptComponent>();
|
||||
script.ScriptClassName = "TestProject.SerializationTest";
|
||||
|
||||
references.Add(entity);
|
||||
}
|
||||
|
||||
benchmark.Run();
|
||||
|
||||
for (Entity e in references)
|
||||
{
|
||||
scene.DestroyEntity(e);
|
||||
}
|
||||
|
||||
references.Clear();
|
||||
}
|
||||
|
||||
BenchmarkLargeEntity(1);
|
||||
BenchmarkLargeEntity(10);
|
||||
BenchmarkLargeEntity(100);
|
||||
BenchmarkLargeEntity(1000);
|
||||
|
||||
// After Bench
|
||||
Shutdown();
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user