Add SpawnEquipDeleteBenchmark (#19566)
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66
Content.Benchmarks/SpawnEquipDeleteBenchmark.cs
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66
Content.Benchmarks/SpawnEquipDeleteBenchmark.cs
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using System.Threading.Tasks;
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using BenchmarkDotNet.Attributes;
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using Content.IntegrationTests;
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using Content.IntegrationTests.Pair;
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using Content.Server.Station.Systems;
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using Content.Shared.Roles;
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using Robust.Shared;
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using Robust.Shared.Analyzers;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Map;
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namespace Content.Benchmarks;
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/// <summary>
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/// This benchmarks spawns several humans, gives them captain equipment and then deletes them.
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/// This measures performance for spawning, deletion, containers, and inventory code.
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/// </summary>
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[Virtual, MemoryDiagnoser]
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public class SpawnEquipDeleteBenchmark
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{
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private TestPair _pair = default!;
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private StationSpawningSystem _spawnSys = default!;
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private const string Mob = "MobHuman";
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private StartingGearPrototype _gear = default!;
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private EntityUid _entity;
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private EntityCoordinates _coords;
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[Params(1, 4, 16, 64)]
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public int N;
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[GlobalSetup]
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public async Task SetupAsync()
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{
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ProgramShared.PathOffset = "../../../../";
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PoolManager.Startup(null);
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_pair = await PoolManager.GetServerClient();
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var server = _pair.Server;
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var mapData = await _pair.CreateTestMap();
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_coords = mapData.GridCoords;
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_spawnSys = server.System<StationSpawningSystem>();
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_gear = server.ProtoMan.Index<StartingGearPrototype>("CaptainGear");
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}
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[GlobalCleanup]
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public async Task Cleanup()
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{
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await _pair.DisposeAsync();
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PoolManager.Shutdown();
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}
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[Benchmark]
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public async Task SpawnDeletePlayer()
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{
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await _pair.Server.WaitPost(() =>
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{
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var server = _pair.Server;
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for (var i = 0; i < N; i++)
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{
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_entity = server.EntMan.SpawnAttachedTo(Mob, _coords);
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_spawnSys.EquipStartingGear(_entity, _gear, null);
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server.EntMan.DeleteEntity(_entity);
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}
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});
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}
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}
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