forked from bevyengine/bevy
-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathmany_components.rs
216 lines (199 loc) · 7.9 KB
/
many_components.rs
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
//! Stress test for large ECS worlds.
//!
//! Running this example:
//!
//! ```
//! cargo run --profile stress-test --example many_components [<num_entities>] [<num_components>] [<num_systems>]
//! ```
//!
//! `num_entities`: The number of entities in the world (must be nonnegative)
//! `num_components`: the number of components in the world (must be at least 10)
//! `num_systems`: the number of systems in the world (must be nonnegative)
//!
//! If no valid number is provided, for each argument there's a reasonable default.
use bevy::{
diagnostic::{
DiagnosticPath, DiagnosticsPlugin, FrameTimeDiagnosticsPlugin, LogDiagnosticsPlugin,
},
ecs::{
component::{ComponentCloneBehavior, ComponentDescriptor, ComponentId, StorageType},
system::QueryParamBuilder,
world::FilteredEntityMut,
},
log::LogPlugin,
prelude::{App, In, IntoSystem, Query, Schedule, SystemParamBuilder, Update},
ptr::{OwningPtr, PtrMut},
MinimalPlugins,
};
use rand::prelude::{Rng, SeedableRng, SliceRandom};
use rand_chacha::ChaCha8Rng;
use std::{alloc::Layout, mem::ManuallyDrop, num::Wrapping};
#[expect(unsafe_code, reason = "Reading dynamic components requires unsafe")]
// A simple system that matches against several components and does some menial calculation to create
// some non-trivial load.
fn base_system(access_components: In<Vec<ComponentId>>, mut query: Query<FilteredEntityMut>) {
#[cfg(feature = "trace")]
let _span = tracing::info_span!("base_system", components = ?access_components.0, count = query.iter().len()).entered();
for mut filtered_entity in &mut query {
// We calculate Faulhaber's formula mod 256 with n = value and p = exponent.
// See https://en.wikipedia.org/wiki/Faulhaber%27s_formula
// The time is takes to compute this depends on the number of entities and the values in
// each entity. This is to ensure that each system takes a different amount of time.
let mut total: Wrapping<u8> = Wrapping(0);
let mut exponent: u32 = 1;
for component_id in &access_components.0 {
// find the value of the component
let ptr = filtered_entity.get_by_id(*component_id).unwrap();
// SAFETY: All components have a u8 layout
let value: u8 = unsafe { *ptr.deref::<u8>() };
for i in 0..=value {
let mut product = Wrapping(1);
for _ in 1..=exponent {
product *= Wrapping(i);
}
total += product;
}
exponent += 1;
}
// we assign this value to all the components we can write to
for component_id in &access_components.0 {
if let Some(ptr) = filtered_entity.get_mut_by_id(*component_id) {
// SAFETY: All components have a u8 layout
unsafe {
let mut value = ptr.with_type::<u8>();
*value = total.0;
}
}
}
}
}
#[expect(unsafe_code, reason = "Using dynamic components requires unsafe")]
fn stress_test(num_entities: u32, num_components: u32, num_systems: u32) {
let mut rng = ChaCha8Rng::seed_from_u64(42);
let mut app = App::default();
let world = app.world_mut();
// register a bunch of components
let component_ids: Vec<ComponentId> = (1..=num_components)
.map(|i| {
world.register_component_with_descriptor(
// SAFETY:
// * We don't implement a drop function
// * u8 is Sync and Send
unsafe {
ComponentDescriptor::new_with_layout(
format!("Component{}", i).to_string(),
StorageType::Table,
Layout::new::<u8>(),
None,
true, // is mutable
ComponentCloneBehavior::Default,
)
},
)
})
.collect();
// fill the schedule with systems
let mut schedule = Schedule::new(Update);
for _ in 1..=num_systems {
let num_access_components = rng.gen_range(1..10);
let access_components: Vec<ComponentId> = component_ids
.choose_multiple(&mut rng, num_access_components)
.copied()
.collect();
let system = (QueryParamBuilder::new(|builder| {
for &access_component in &access_components {
if rand::random::<bool>() {
builder.mut_id(access_component);
} else {
builder.ref_id(access_component);
}
}
}),)
.build_state(world)
.build_any_system(base_system);
schedule.add_systems((move || access_components.clone()).pipe(system));
}
// spawn a bunch of entities
for _ in 1..=num_entities {
let num_components = rng.gen_range(1..10);
let components: Vec<ComponentId> = component_ids
.choose_multiple(&mut rng, num_components)
.copied()
.collect();
let mut entity = world.spawn_empty();
// We use `ManuallyDrop` here as we need to avoid dropping the u8's when `values` is dropped
// since ownership of the values is passed to the world in `insert_by_ids`.
// But we do want to deallocate the memory when values is dropped.
let mut values: Vec<ManuallyDrop<u8>> = components
.iter()
.map(|_id| ManuallyDrop::new(rng.gen_range(0..255)))
.collect();
let ptrs: Vec<OwningPtr> = values
.iter_mut()
.map(|value| {
// SAFETY:
// * We don't read/write `values` binding after this and values are `ManuallyDrop`,
// so we have the right to drop/move the values
unsafe { PtrMut::from(value).promote() }
})
.collect();
// SAFETY:
// * component_id's are from the same world
// * `values` was initialized above, so references are valid
unsafe {
entity.insert_by_ids(&components, ptrs.into_iter());
}
}
println!(
"Number of Archetype-Components: {}",
world.archetypes().archetype_components_len()
);
// overwrite Update schedule in the app
app.add_schedule(schedule);
app.add_plugins(MinimalPlugins)
.add_plugins(DiagnosticsPlugin)
.add_plugins(LogPlugin::default())
.add_plugins(FrameTimeDiagnosticsPlugin::default())
.add_plugins(LogDiagnosticsPlugin::filtered(vec![DiagnosticPath::new(
"fps",
)]));
app.run();
}
fn main() {
const DEFAULT_NUM_ENTITIES: u32 = 50000;
const DEFAULT_NUM_COMPONENTS: u32 = 1000;
const DEFAULT_NUM_SYSTEMS: u32 = 800;
// take input
let num_entities = std::env::args()
.nth(1)
.and_then(|string| string.parse::<u32>().ok())
.unwrap_or_else(|| {
println!(
"No valid number of entities provided, using default {}",
DEFAULT_NUM_ENTITIES
);
DEFAULT_NUM_ENTITIES
});
let num_components = std::env::args()
.nth(2)
.and_then(|string| string.parse::<u32>().ok())
.and_then(|n| if n >= 10 { Some(n) } else { None })
.unwrap_or_else(|| {
println!(
"No valid number of components provided (>= 10), using default {}",
DEFAULT_NUM_COMPONENTS
);
DEFAULT_NUM_COMPONENTS
});
let num_systems = std::env::args()
.nth(3)
.and_then(|string| string.parse::<u32>().ok())
.unwrap_or_else(|| {
println!(
"No valid number of systems provided, using default {}",
DEFAULT_NUM_SYSTEMS
);
DEFAULT_NUM_SYSTEMS
});
stress_test(num_entities, num_components, num_systems);
}