valence/crates/valence_protocol/benches/benches.rs

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use std::borrow::Cow;
use std::time::Duration;
use criterion::{black_box, criterion_group, criterion_main, Criterion};
use rand::Rng;
use valence_nbt::{compound, List};
use valence_protocol::array::LengthPrefixedArray;
use valence_protocol::block::{BlockKind, BlockState, PropName, PropValue};
use valence_protocol::byte_angle::ByteAngle;
use valence_protocol::codec::{
encode_packet, encode_packet_compressed, PacketDecoder, PacketEncoder,
};
use valence_protocol::item::ItemKind;
use valence_protocol::packet::s2c::play::{ChunkDataS2c, EntitySpawnS2c, PlayerListHeaderS2c};
use valence_protocol::text::{Color, TextFormat};
use valence_protocol::var_int::VarInt;
use valence_protocol::var_long::VarLong;
use valence_protocol::{Decode, Encode};
criterion_group! {
name = benches;
config = Criterion::default()
.measurement_time(Duration::from_secs(5)).confidence_level(0.99);
targets = blocks, packets, var_int, var_long, decode_array
}
criterion_main!(benches);
fn blocks(c: &mut Criterion) {
let states = BlockKind::ALL.map(BlockKind::to_state);
c.bench_function("BlockState::from_kind", |b| {
b.iter(|| {
for kind in black_box(BlockKind::ALL) {
black_box(BlockState::from_kind(kind));
}
});
});
c.bench_function("BlockState::to_kind", |b| {
b.iter(|| {
for state in black_box(states) {
black_box(state.to_kind());
}
});
});
c.bench_function("BlockState::get", |b| {
b.iter(|| {
for state in black_box(states) {
black_box(state.get(PropName::Note));
}
});
});
c.bench_function("BlockState::set", |b| {
b.iter(|| {
for state in black_box(states) {
black_box(state.set(PropName::Note, PropValue::Didgeridoo));
}
});
});
c.bench_function("BlockState::is_liquid", |b| {
b.iter(|| {
for state in black_box(states) {
black_box(state.is_liquid());
}
});
});
c.bench_function("BlockState::is_opaque", |b| {
b.iter(|| {
for state in black_box(states) {
black_box(state.is_opaque());
}
})
});
c.bench_function("BlockState::is_replaceable", |b| {
b.iter(|| {
for state in black_box(states) {
black_box(state.is_replaceable());
}
})
});
c.bench_function("BlockState::luminance", |b| {
b.iter(|| {
for state in black_box(states) {
black_box(state.luminance());
}
})
});
c.bench_function("BlockKind::to_item_kind", |b| {
b.iter(|| {
for kind in black_box(BlockKind::ALL) {
black_box(kind.to_item_kind());
}
});
});
c.bench_function("BlockKind::from_item_kind", |b| {
b.iter(|| {
for kind in black_box(ItemKind::ALL) {
black_box(BlockKind::from_item_kind(kind));
}
});
});
}
fn packets(c: &mut Criterion) {
let mut encoder = PacketEncoder::new();
const BLOCKS_AND_BIOMES: [u8; 2000] = [0x80; 2000];
const SKY_LIGHT_ARRAYS: [LengthPrefixedArray<u8, 2048>; 26] =
[LengthPrefixedArray([0xff; 2048]); 26];
let chunk_data_packet = ChunkDataS2c {
chunk_x: 123,
chunk_z: 456,
heightmaps: Cow::Owned(compound! {
"MOTION_BLOCKING" => List::Long(vec![123; 256]),
}),
blocks_and_biomes: BLOCKS_AND_BIOMES.as_slice(),
block_entities: Cow::Borrowed(&[]),
trust_edges: false,
sky_light_mask: Cow::Borrowed(&[]),
block_light_mask: Cow::Borrowed(&[]),
empty_sky_light_mask: Cow::Borrowed(&[]),
empty_block_light_mask: Cow::Borrowed(&[]),
sky_light_arrays: Cow::Borrowed(SKY_LIGHT_ARRAYS.as_slice()),
block_light_arrays: Cow::Borrowed(&[]),
};
let player_list_header_packet = PlayerListHeaderS2c {
ECS Rewrite (#184) This PR redesigns Valence's architecture around the Bevy Entity Component System framework (`bevy_ecs` and `bevy_app`). Along the way, a large number of changes and improvements have been made. - Valence is now a Bevy plugin. This allows Valence to integrate with the wider Bevy ecosystem. - The `Config` trait has been replaced with the plugin struct which is much easier to configure. Async callbacks are grouped into their own trait. - `World` has been renamed to `Instance` to avoid confusion with `bevy_ecs::world::World`. - Entities, clients, player list, and inventories are all just ECS components/resources. There is no need for us to have our own generational arena/slotmap/etc for each one. - Client events use Bevy's event system. Users can read events with the `EventReader` system parameter. This also means that events are dispatched at an earlier stage of the program where access to the full server is available. There is a special "event loop" stage which is used primarily to avoid the loss of ordering information between events. - Chunks have been completely overhauled to be simpler and faster. The distinction between loaded and unloaded chunks has been mostly eliminated. The per-section bitset that tracked changes has been removed, which should further reduce memory usage. More operations on chunks are available such as removal and cloning. - The full client's game profile is accessible rather than just the textures. - Replaced `vek` with `glam` for parity with Bevy. - Basic inventory support has been added. - Various small changes to `valence_protocol`. - New Examples - The terrain and anvil examples are now fully asynchronous and will not block the main tick loop while chunks are loading. # TODOs - [x] Implement and dispatch client events. - ~~[ ] Finish implementing the new entity/chunk update algorithm.~~ New approach ended up being slower. And also broken. - [x] [Update rust-mc-bot to 1.19.3](https://github.com/Eoghanmc22/rust-mc-bot/pull/3). - [x] Use rust-mc-bot to test for and fix any performance regressions. Revert to old entity/chunk update algorithm if the new one turns out to be slower for some reason. - [x] Make inventories an ECS component. - [x] Make player lists an ECS ~~component~~ resource. - [x] Expose all properties of the client's game profile. - [x] Update the examples. - [x] Update `valence_anvil`. - ~~[ ] Update `valence_spatial_index` to use `glam` instead of `vek`.~~ Maybe later - [x] Make entity events use a bitset. - [x] Update docs. Closes #69 Closes #179 Closes #53 --------- Co-authored-by: Carson McManus <dyc3@users.noreply.github.com> Co-authored-by: AviiNL <me@avii.nl> Co-authored-by: Danik Vitek <x3665107@gmail.com> Co-authored-by: Snowiiii <71594357+Snowiiii@users.noreply.github.com>
2023-02-12 04:51:53 +11:00
header: ("this".italic() + " is the " + "header".bold().color(Color::RED)).into(),
footer: ("this".italic()
+ " is the "
+ "footer".bold().color(Color::BLUE)
+ ". I am appending some extra text so that the packet goes over the compression \
ECS Rewrite (#184) This PR redesigns Valence's architecture around the Bevy Entity Component System framework (`bevy_ecs` and `bevy_app`). Along the way, a large number of changes and improvements have been made. - Valence is now a Bevy plugin. This allows Valence to integrate with the wider Bevy ecosystem. - The `Config` trait has been replaced with the plugin struct which is much easier to configure. Async callbacks are grouped into their own trait. - `World` has been renamed to `Instance` to avoid confusion with `bevy_ecs::world::World`. - Entities, clients, player list, and inventories are all just ECS components/resources. There is no need for us to have our own generational arena/slotmap/etc for each one. - Client events use Bevy's event system. Users can read events with the `EventReader` system parameter. This also means that events are dispatched at an earlier stage of the program where access to the full server is available. There is a special "event loop" stage which is used primarily to avoid the loss of ordering information between events. - Chunks have been completely overhauled to be simpler and faster. The distinction between loaded and unloaded chunks has been mostly eliminated. The per-section bitset that tracked changes has been removed, which should further reduce memory usage. More operations on chunks are available such as removal and cloning. - The full client's game profile is accessible rather than just the textures. - Replaced `vek` with `glam` for parity with Bevy. - Basic inventory support has been added. - Various small changes to `valence_protocol`. - New Examples - The terrain and anvil examples are now fully asynchronous and will not block the main tick loop while chunks are loading. # TODOs - [x] Implement and dispatch client events. - ~~[ ] Finish implementing the new entity/chunk update algorithm.~~ New approach ended up being slower. And also broken. - [x] [Update rust-mc-bot to 1.19.3](https://github.com/Eoghanmc22/rust-mc-bot/pull/3). - [x] Use rust-mc-bot to test for and fix any performance regressions. Revert to old entity/chunk update algorithm if the new one turns out to be slower for some reason. - [x] Make inventories an ECS component. - [x] Make player lists an ECS ~~component~~ resource. - [x] Expose all properties of the client's game profile. - [x] Update the examples. - [x] Update `valence_anvil`. - ~~[ ] Update `valence_spatial_index` to use `glam` instead of `vek`.~~ Maybe later - [x] Make entity events use a bitset. - [x] Update docs. Closes #69 Closes #179 Closes #53 --------- Co-authored-by: Carson McManus <dyc3@users.noreply.github.com> Co-authored-by: AviiNL <me@avii.nl> Co-authored-by: Danik Vitek <x3665107@gmail.com> Co-authored-by: Snowiiii <71594357+Snowiiii@users.noreply.github.com>
2023-02-12 04:51:53 +11:00
threshold.")
.into(),
};
let spawn_entity_packet = EntitySpawnS2c {
entity_id: VarInt(1234),
object_uuid: Default::default(),
kind: VarInt(5),
position: [123.0, 456.0, 789.0],
pitch: ByteAngle(200),
yaw: ByteAngle(100),
head_yaw: ByteAngle(50),
data: VarInt(i32::MIN),
velocity: [12, 34, 56],
};
c.bench_function("encode_chunk_data", |b| {
b.iter(|| {
let encoder = black_box(&mut encoder);
encoder.clear();
encoder.append_packet(&chunk_data_packet).unwrap();
black_box(encoder);
});
});
c.bench_function("encode_player_list_header", |b| {
b.iter(|| {
let encoder = black_box(&mut encoder);
encoder.clear();
encoder.append_packet(&player_list_header_packet).unwrap();
black_box(encoder);
});
});
c.bench_function("encode_spawn_entity", |b| {
b.iter(|| {
let encoder = black_box(&mut encoder);
encoder.clear();
encoder.append_packet(&spawn_entity_packet).unwrap();
black_box(encoder);
});
});
encoder.set_compression(Some(256));
c.bench_function("encode_chunk_data_compressed", |b| {
b.iter(|| {
let encoder = black_box(&mut encoder);
encoder.clear();
encoder.append_packet(&chunk_data_packet).unwrap();
black_box(encoder);
});
});
c.bench_function("encode_player_list_header_compressed", |b| {
b.iter(|| {
let encoder = black_box(&mut encoder);
encoder.clear();
encoder.append_packet(&player_list_header_packet).unwrap();
black_box(encoder);
});
});
c.bench_function("encode_spawn_entity_compressed", |b| {
b.iter(|| {
let encoder = black_box(&mut encoder);
encoder.clear();
encoder.append_packet(&spawn_entity_packet).unwrap();
black_box(encoder);
});
});
let mut decoder = PacketDecoder::new();
let mut packet_buf = vec![];
encode_packet(&mut packet_buf, &chunk_data_packet).unwrap();
c.bench_function("decode_chunk_data", |b| {
b.iter(|| {
let decoder = black_box(&mut decoder);
decoder.queue_slice(&packet_buf);
decoder.try_next_packet::<ChunkDataS2c>().unwrap();
black_box(decoder);
});
});
packet_buf.clear();
encode_packet(&mut packet_buf, &player_list_header_packet).unwrap();
c.bench_function("decode_player_list_header", |b| {
b.iter(|| {
let decoder = black_box(&mut decoder);
decoder.queue_slice(&packet_buf);
decoder.try_next_packet::<PlayerListHeaderS2c>().unwrap();
black_box(decoder);
});
});
packet_buf.clear();
encode_packet(&mut packet_buf, &spawn_entity_packet).unwrap();
c.bench_function("decode_entity_spawn", |b| {
b.iter(|| {
let decoder = black_box(&mut decoder);
decoder.queue_slice(&packet_buf);
decoder.try_next_packet::<EntitySpawnS2c>().unwrap();
black_box(decoder);
});
});
decoder.set_compression(true);
let mut scratch = vec![];
packet_buf.clear();
encode_packet_compressed(&mut packet_buf, &chunk_data_packet, 256, &mut scratch).unwrap();
c.bench_function("decode_chunk_data_compressed", |b| {
b.iter(|| {
let decoder = black_box(&mut decoder);
decoder.queue_slice(&packet_buf);
decoder.try_next_packet::<ChunkDataS2c>().unwrap();
black_box(decoder);
});
});
packet_buf.clear();
encode_packet_compressed(
&mut packet_buf,
&player_list_header_packet,
256,
&mut scratch,
)
.unwrap();
c.bench_function("decode_player_list_header_compressed", |b| {
b.iter(|| {
let decoder = black_box(&mut decoder);
decoder.queue_slice(&packet_buf);
decoder.try_next_packet::<PlayerListHeaderS2c>().unwrap();
black_box(decoder);
});
});
packet_buf.clear();
encode_packet_compressed(&mut packet_buf, &spawn_entity_packet, 256, &mut scratch).unwrap();
c.bench_function("decode_spawn_entity_compressed", |b| {
b.iter(|| {
let decoder = black_box(&mut decoder);
decoder.queue_slice(&packet_buf);
decoder.try_next_packet::<EntitySpawnS2c>().unwrap();
black_box(decoder);
});
});
}
fn var_int(c: &mut Criterion) {
let mut rng = rand::thread_rng();
c.bench_function("VarInt::encode", |b| {
b.iter_with_setup(
|| rng.gen(),
|i| {
let i: i32 = black_box(i);
let mut buf = [0; VarInt::MAX_SIZE];
let _ = black_box(VarInt(i).encode(buf.as_mut_slice()));
},
);
});
c.bench_function("VarInt::decode", |b| {
b.iter_with_setup(
|| {
let mut buf = [0; VarInt::MAX_SIZE];
VarInt(rng.gen()).encode(buf.as_mut_slice()).unwrap();
buf
},
|buf| {
let mut r = black_box(buf.as_slice());
let _ = black_box(VarInt::decode(&mut r));
},
)
});
}
fn var_long(c: &mut Criterion) {
let mut rng = rand::thread_rng();
c.bench_function("VarLong::encode", |b| {
b.iter_with_setup(
|| rng.gen(),
|i| {
let i: i64 = black_box(i);
let mut buf = [0; VarLong::MAX_SIZE];
let _ = black_box(VarLong(i).encode(buf.as_mut_slice()));
},
);
});
c.bench_function("VarLong::decode", |b| {
b.iter_with_setup(
|| {
let mut buf = [0; VarLong::MAX_SIZE];
VarLong(rng.gen()).encode(buf.as_mut_slice()).unwrap();
buf
},
|buf| {
let mut r = black_box(buf.as_slice());
let _ = black_box(VarLong::decode(&mut r));
},
)
});
}
fn decode_array(c: &mut Criterion) {
let floats = [123.0, 456.0, 789.0];
let mut buf = [0u8; 24];
floats.encode(buf.as_mut_slice()).unwrap();
c.bench_function("<[f64; 3]>::decode", |b| {
b.iter(|| {
let mut r = black_box(buf.as_slice());
let _ = black_box(<[f64; 3]>::decode(&mut r));
});
});
let bytes = [42; 4096];
c.bench_function("<[u8; 4096]>::decode", |b| {
b.iter(|| {
let mut r = black_box(bytes.as_slice());
let _ = black_box(<[u8; 4096]>::decode(&mut r));
})
});
}