Files
OldThink/Content.Benchmarks/SpawnEquipDeleteBenchmark.cs
Jabak 381d904d4b почти важно (#135)
* Add data field for id card microwave behaviour (#28087)

* Move replacement chance from ReplacementAccentComponent to ReplacementAccentPrototype (#28049)

Move replacement chance to ReplacementAccentPrototype

* Resolves Bible summon message being sent to all users (#28104)

* Changed PopupEntity overload used to ensure message is only sent to user

* Updated uid for PopupEntity call

* Updating _popupSystem.PopupEntity call in AttemptSummon

* Random book story generator refactor (#28082)

* Randomized book overhaul

* Fix prototype names

* Improved setting paper content

* Praise Ratvar

* Fix activatable UI popup message spam (#28123)

Fixed activatable UI popup message spam

* Modify battery assert to avoid floating point errors (#28007)

* Update component query benchmarks (#27967)

* Add more component query benchmarks.

* Rename benchmark

* Use non-generic `TryComp()` for metadata & transform (#28133)

* sleeper agent appear later into the round and only once (#28160)

---------

Co-authored-by: DrSmugleaf <10968691+DrSmugleaf@users.noreply.github.com>
Co-authored-by: lzk <124214523+lzk228@users.noreply.github.com>
Co-authored-by: double_b <40827162+benjamin-burges@users.noreply.github.com>
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com>
Co-authored-by: Killerqu00 <47712032+Killerqu00@users.noreply.github.com>
2024-10-04 11:27:12 +03:00

67 lines
1.9 KiB
C#

using System.Threading.Tasks;
using BenchmarkDotNet.Attributes;
using Content.IntegrationTests;
using Content.IntegrationTests.Pair;
using Content.Server.Station.Systems;
using Content.Shared.Roles;
using Robust.Shared;
using Robust.Shared.Analyzers;
using Robust.Shared.GameObjects;
using Robust.Shared.Map;
namespace Content.Benchmarks;
/// <summary>
/// This benchmarks spawns several humans, gives them captain equipment and then deletes them.
/// This measures performance for spawning, deletion, containers, and inventory code.
/// </summary>
[Virtual, MemoryDiagnoser]
public class SpawnEquipDeleteBenchmark
{
private TestPair _pair = default!;
private StationSpawningSystem _spawnSys = default!;
private const string Mob = "MobHuman";
private StartingGearPrototype _gear = default!;
private EntityUid _entity;
private EntityCoordinates _coords;
[Params(1, 4, 16, 64)]
public int N;
[GlobalSetup]
public async Task SetupAsync()
{
ProgramShared.PathOffset = "../../../../";
PoolManager.Startup();
_pair = await PoolManager.GetServerClient();
var server = _pair.Server;
var mapData = await _pair.CreateTestMap();
_coords = mapData.GridCoords;
_spawnSys = server.System<StationSpawningSystem>();
_gear = server.ProtoMan.Index<StartingGearPrototype>("CaptainGear");
}
[GlobalCleanup]
public async Task Cleanup()
{
await _pair.DisposeAsync();
PoolManager.Shutdown();
}
[Benchmark]
public async Task SpawnDeletePlayer()
{
await _pair.Server.WaitPost(() =>
{
var server = _pair.Server;
for (var i = 0; i < N; i++)
{
_entity = server.EntMan.SpawnAttachedTo(Mob, _coords);
_spawnSys.EquipStartingGear(_entity, _gear);
server.EntMan.DeleteEntity(_entity);
}
});
}
}