Add benchmarks

This commit is contained in:
Ukendio 2024-05-03 00:14:27 +02:00
parent 051cacd3de
commit 06a03d4fab
6 changed files with 3594 additions and 8 deletions

View file

@ -9,13 +9,16 @@ local function TITLE(title: string)
end
local jecs = require("../mirror/init")
local ecs = jecs.World.new()
local oldMatter = require("../oldMatter")
local newMatter = require("../newMatter")
type i53 = number
do TITLE (testkit.color.white_underline("query"))
do TITLE (testkit.color.white_underline("Jecs query"))
local ecs = jecs.World.new()
do TITLE "one component in common"
local function view_bench(
world: jecs.World,
A: i53, B: i53, C: i53, D: i53, E: i53, F: i53, G: i53, H: i53
@ -101,4 +104,196 @@ do TITLE (testkit.color.white_underline("query"))
view_bench(ecs, D1, D2, D3, D4, D5, D6, D7, D8)
end
end
do TITLE(testkit.color.white_underline("OldMatter query"))
local ecs = oldMatter.World.new()
local component = oldMatter.component
do TITLE "one component in common"
local function view_bench(
world: jecs.World,
A: i53, B: i53, C: i53, D: i53, E: i53, F: i53, G: i53, H: i53
)
BENCH("1 component", function()
for _ in world:query(A) do end
end)
BENCH("2 component", function()
for _ in world:query(A, B) do end
end)
BENCH("4 component", function()
for _ in world:query(A, B, C, D) do
end
end)
BENCH("8 component", function()
for _ in world:query(A, B, C, D, E, F, G, H) do end
end)
end
local D1 = component()
local D2 = component()
local D3 = component()
local D4 = component()
local D5 = component()
local D6 = component()
local D7 = component()
local D8 = component()
local function flip()
return math.random() >= 0.15
end
local added = 0
local archetypes = {}
for i = 1, 2^16-2 do
local entity = ecs:spawn()
local combination = ""
if flip() then
combination ..= "B"
ecs:insert(entity, D2({value = true}))
end
if flip() then
combination ..= "C"
ecs:insert(entity, D3({value = true}))
end
if flip() then
combination ..= "D"
ecs:insert(entity, D4({value = true}))
end
if flip() then
combination ..= "E"
ecs:insert(entity, D5({value = true}))
end
if flip() then
combination ..= "F"
ecs:insert(entity, D6({value = true}))
end
if flip() then
combination ..= "G"
ecs:insert(entity, D7({value = true}))
end
if flip() then
combination ..= "H"
ecs:insert(entity, D8({value = true}))
end
if #combination == 7 then
added += 1
ecs:insert(entity, D1({value = true}))
end
archetypes[combination] = true
end
local a = 0
for _ in archetypes do a+= 1 end
view_bench(ecs, D1, D2, D3, D4, D5, D6, D7, D8)
end
end
do TITLE(testkit.color.white_underline("NewMatter query"))
local ecs = newMatter.World.new()
local component = newMatter.component
do TITLE "one component in common"
local function view_bench(
world: jecs.World,
A: i53, B: i53, C: i53, D: i53, E: i53, F: i53, G: i53, H: i53
)
BENCH("1 component", function()
for _ in world:query(A) do end
end)
BENCH("2 component", function()
for _ in world:query(A, B) do end
end)
BENCH("4 component", function()
for _ in world:query(A, B, C, D) do
end
end)
BENCH("8 component", function()
for _ in world:query(A, B, C, D, E, F, G, H) do end
end)
end
local D1 = component()
local D2 = component()
local D3 = component()
local D4 = component()
local D5 = component()
local D6 = component()
local D7 = component()
local D8 = component()
local function flip()
return math.random() >= 0.15
end
local added = 0
local archetypes = {}
for i = 1, 2^16-2 do
local entity = ecs:spawn()
local combination = ""
if flip() then
combination ..= "B"
ecs:insert(entity, D2({value = true}))
end
if flip() then
combination ..= "C"
ecs:insert(entity, D3({value = true}))
end
if flip() then
combination ..= "D"
ecs:insert(entity, D4({value = true}))
end
if flip() then
combination ..= "E"
ecs:insert(entity, D5({value = true}))
end
if flip() then
combination ..= "F"
ecs:insert(entity, D6({value = true}))
end
if flip() then
combination ..= "G"
ecs:insert(entity, D7({value = true}))
end
if flip() then
combination ..= "H"
ecs:insert(entity, D8({value = true}))
end
if #combination == 7 then
added += 1
ecs:insert(entity, D1({value = true}))
end
archetypes[combination] = true
end
local a = 0
for _ in archetypes do a+= 1 end
view_bench(ecs, D1, D2, D3, D4, D5, D6, D7, D8)
end
end

View file

@ -64,19 +64,29 @@ local function transitionArchetype(
local types = from.types
for i, column in columns do
-- Retrieves the new column index from the source archetype's record from each component
-- We have to do this because the columns are tightly packed and indexes may not correspond to each other.
local targetColumn = destinationColumns[tr[types[i]]]
-- Sometimes target column may not exist, e.g. when you remove a component.
if targetColumn then
targetColumn[destinationRow] = column[sourceRow]
end
if sourceRow ~= #column then
column[sourceRow] = column[#column]
column[#column] = nil
-- If the entity is the last row in the archetype then swapping it would be meaningless.
local last = #column
if sourceRow ~= last then
-- Swap rempves columns to ensure there are no holes in the archetype.
column[sourceRow] = column[last]
end
column[last] = nil
end
-- Move the entity from the source to the destination archetype.
destinationEntities[destinationRow] = sourceEntities[sourceRow]
entityIndex[sourceEntities[sourceRow]].row = destinationRow
-- Because we have swapped columns we now have to update the records
-- corresponding to the entities' rows that were swapped.
local movedAway = #sourceEntities
if sourceRow ~= movedAway then
sourceEntities[sourceRow] = sourceEntities[movedAway]
@ -233,8 +243,13 @@ end
local function findArchetypeWith(world: World, node: Archetype, componentId: i53)
local types = node.types
-- Component IDs are added incrementally, so inserting and sorting
-- them each time would be expensive. Instead this insertion sort can find the insertion
-- point in the types array.
local at = findInsert(types, componentId)
if at == -1 then
-- If it finds a duplicate, it just means it is the same archetype so it can return it
-- directly instead of needing to hash types for a lookup to the archetype.
return node
end
@ -252,6 +267,7 @@ end
local function archetypeTraverseAdd(world: World, componentId: i53, from: Archetype): Archetype
if not from then
-- If there was no source archetype then it should return the ROOT_ARCHETYPE
if not world.ROOT_ARCHETYPE then
local ROOT_ARCHETYPE = archetypeOf(world, {}, nil)
world.ROOT_ARCHETYPE = ROOT_ARCHETYPE
@ -261,6 +277,8 @@ local function archetypeTraverseAdd(world: World, componentId: i53, from: Archet
local edge = ensureEdge(from, componentId)
if not edge.add then
-- Save an edge using the component ID to the archetype to allow
-- faster traversals to adjacent archetypes.
edge.add = findArchetypeWith(world, from, componentId)
end
@ -281,14 +299,20 @@ function World.set(world: World, entityId: i53, componentId: i53, data: unknown)
local to = archetypeTraverseAdd(world, componentId, from)
if from == to then
-- If the archetypes are the same it can avoid moving the entity
-- and just set the data directly.
local archetypeRecord = to.records[componentId]
from.columns[archetypeRecord][record.row] = data
-- Should fire an OnSet event here.
return
end
if from then
-- If there was a previous archetype, then the entity needs to move the archetype
moveEntity(world.entityIndex, entityId, record, to)
else
if #to.types > 0 then
-- When there is no previous archetype it should create the archetype
newEntity(entityId, record, to)
onNotifyAdd(world, to, from, record.row, { componentId })
end
@ -322,9 +346,10 @@ function World.remove(world: World, entityId: i53, componentId: i53)
end
end
-- Keeping the function as small as possible to enable inlining
local function get(componentIndex: { [i24]: ArchetypeMap }, record: Record, componentId: i24)
local archetype = record.archetype
local archetypeRecord = componentIndex[componentId].sparse[archetype.id]
local archetypeRecord = archetype.records[componentId]
if not archetypeRecord then
return nil
@ -534,7 +559,9 @@ end
function World.component(world: World)
local componentId = world.nextComponentId + 1
if componentId > HI_COMPONENT_ID then
error("Too many components")
-- IDs are partitioned into ranges because component IDs are not nominal,
-- so it needs to error when IDs intersect into the entity range.
error("Too many components, consider using world:entity() instead to create components.")
end
world.nextComponentId = componentId
return componentId
@ -545,6 +572,17 @@ function World.entity(world: World)
return world.nextEntityId + REST
end
function World.delete(world: World, entityId: i53)
local entityIndex = world.entityIndex
local record = entityIndex[entityId]
moveEntity(entityIndex, entityId, record, world.ROOT_ARCHETYPE)
-- Since we just appended an entity to the ROOT_ARCHETYPE we have to remove it from
-- the entities array and delete the record. We know there won't be the hole since
-- we are always removing the last row.
--world.ROOT_ARCHETYPE.entities[record.row] = nil
--entityIndex[entityId] = nil
end
function World.observer(world: World, ...)
local componentIds = { ... }

View file

@ -191,5 +191,113 @@ return function()
end
expect(count).to.equal(1)
end)
it("should query all matching entities", function()
local world = jecs.World.new()
local A = world:component()
local B = world:component()
local entities = {}
for i = 1, N do
local id = world:entity()
world:set(id, A, true)
if i > 5 then world:set(id, B, true) end
entities[i] = id
end
for id in world:query(A) do
local i = table.find(entities, id)
expect(i).to.be.ok()
table.remove(entities, i)
end
expect(#entities).to.equal(0)
end)
it("should query all matching entities when irrelevant component is removed", function()
local world = jecs.World.new()
local A = world:component()
local B = world:component()
local entities = {}
for i = 1, N do
local id = world:entity()
world:set(id, A, true)
world:set(id, B, true)
if i > 5 then world:remove(id, B, true) end
entities[i] = id
end
local added = 0
for id in world:query(A) do
added += 1
local i = table.find(entities, id)
expect(i).to.be.ok()
table.remove(entities, i)
end
expect(added).to.equal(N)
end)
it("should query all entities without B", function()
local world = jecs.World.new()
local A = world:component()
local B = world:component()
local entities = {}
for i = 1, N do
local id = world:entity()
world:set(id, A, true)
if i < 5 then
entities[i] = id
else
world:set(id, B, true)
end
end
for id in world:query(A):without(B) do
local i = table.find(entities, id)
expect(i).to.be.ok()
table.remove(entities, i)
end
expect(#entities).to.equal(0)
end)
it("should allow setting components in arbitrary order", function()
local world = jecs.World.new()
local Health = world:entity()
local Poison = world:component()
local id = world:entity()
world:set(id, Poison, 5)
world:set(id, Health, 50)
expect(world:get(id, Poison)).to.equal(5)
end)
it("Should allow deleting components", function()
local world = jecs.World.new()
local Health = world:entity()
local Poison = world:component()
local id = world:entity()
world:set(id, Poison, 5)
world:set(id, Health, 50)
world:delete(id)
expect(world:get(id, Poison)).to.never.be.ok()
expect(world:get(id, Health)).to.never.be.ok()
end)
end)
end

1664
newMatter.lua Normal file

File diff suppressed because it is too large Load diff

1567
oldMatter.lua Normal file

File diff suppressed because it is too large Load diff

View file

@ -85,7 +85,7 @@ TEST("world:query", function()
do CASE "should allow setting components in arbitrary order"
local world = jecs.World.new()
local Health = world:component()
local Health = world:entity()
local Poison = world:component()
local id = world:entity()
@ -93,7 +93,21 @@ TEST("world:query", function()
world:set(id, Health, 50)
CHECK(world:get(id, Poison) == 5)
end
do CASE "Should allow deleting components"
local world = jecs.World.new()
local Health = world:entity()
local Poison = world:component()
local id = world:entity()
world:set(id, Poison, 5)
world:set(id, Health, 50)
world:delete(id)
CHECK(world:get(id, Poison) == nil)
CHECK(world:get(id, Health) == nil)
end
end)