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| 1 | +import { describe, expect, it } from "bun:test"; |
| 2 | +import { component, relation, type EntityId } from "../core/entity"; |
| 3 | +import { World } from "../core/world"; |
| 4 | + |
| 5 | +function benchmark(label: string, warmupRounds: number, measuredRounds: number, fn: (round: number) => void): number { |
| 6 | + const durations: number[] = []; |
| 7 | + |
| 8 | + const totalRounds = warmupRounds + measuredRounds; |
| 9 | + for (let round = 0; round < totalRounds; round++) { |
| 10 | + const start = performance.now(); |
| 11 | + fn(round); |
| 12 | + const duration = performance.now() - start; |
| 13 | + if (round >= warmupRounds) { |
| 14 | + durations.push(duration); |
| 15 | + } |
| 16 | + } |
| 17 | + |
| 18 | + const average = durations.reduce((sum, duration) => sum + duration, 0) / durations.length; |
| 19 | + console.log( |
| 20 | + `${label}: avg ${average.toFixed(2)}ms after ${warmupRounds} warmup rounds (${durations |
| 21 | + .map((d) => d.toFixed(2)) |
| 22 | + .join("ms, ")}ms per measured round)`, |
| 23 | + ); |
| 24 | + return average; |
| 25 | +} |
| 26 | + |
| 27 | +describe("Comprehensive ECS performance benchmarks", () => { |
| 28 | + /** |
| 29 | + * Benchmark 1: Component set (no structural change) - hot path for data updates |
| 30 | + * This is the most common operation: updating a component value without archetype migration |
| 31 | + */ |
| 32 | + it("should handle many component value updates efficiently", () => { |
| 33 | + const world = new World(); |
| 34 | + const Position = component<{ x: number; y: number }>(); |
| 35 | + const Velocity = component<{ vx: number; vy: number }>(); |
| 36 | + |
| 37 | + const entityCount = 10_000; |
| 38 | + const entities: EntityId[] = []; |
| 39 | + for (let i = 0; i < entityCount; i++) { |
| 40 | + const entity = world.new(); |
| 41 | + entities.push(entity); |
| 42 | + world.set(entity, Position, { x: i, y: i }); |
| 43 | + world.set(entity, Velocity, { vx: 1, vy: 1 }); |
| 44 | + } |
| 45 | + world.sync(); |
| 46 | + |
| 47 | + // Single component update |
| 48 | + const singleCompAvg = benchmark("10k entities: single component update + sync", 2, 6, (round) => { |
| 49 | + for (let i = 0; i < entities.length; i++) { |
| 50 | + world.set(entities[i]!, Position, { x: round, y: i }); |
| 51 | + } |
| 52 | + world.sync(); |
| 53 | + }); |
| 54 | + |
| 55 | + // Two component update |
| 56 | + const twoCompAvg = benchmark("10k entities: two component updates + sync", 2, 6, (round) => { |
| 57 | + for (let i = 0; i < entities.length; i++) { |
| 58 | + world.set(entities[i]!, Position, { x: round, y: i }); |
| 59 | + world.set(entities[i]!, Velocity, { vx: round, vy: i }); |
| 60 | + } |
| 61 | + world.sync(); |
| 62 | + }); |
| 63 | + |
| 64 | + expect(singleCompAvg).toBeLessThan(300); |
| 65 | + expect(twoCompAvg).toBeLessThan(500); |
| 66 | + }); |
| 67 | + |
| 68 | + /** |
| 69 | + * Benchmark 2: Structural archetype migrations - entities moving between archetypes |
| 70 | + * These are more expensive than value updates because of array manipulation |
| 71 | + */ |
| 72 | + it("should handle archetype migrations efficiently", () => { |
| 73 | + const world = new World(); |
| 74 | + const Alive = component<void>(); |
| 75 | + const Dead = component<void>(); |
| 76 | + |
| 77 | + const entityCount = 4000; |
| 78 | + const entities: EntityId[] = []; |
| 79 | + for (let i = 0; i < entityCount; i++) { |
| 80 | + const entity = world.new(); |
| 81 | + entities.push(entity); |
| 82 | + world.set(entity, Alive); |
| 83 | + } |
| 84 | + world.sync(); |
| 85 | + |
| 86 | + // Add/remove components causing archetype migration |
| 87 | + const migrationAvg = benchmark("4k entities: archetype migration (add/remove) + sync", 2, 6, (round) => { |
| 88 | + if (round % 2 === 0) { |
| 89 | + for (let i = 0; i < entities.length; i++) { |
| 90 | + world.set(entities[i]!, Dead); |
| 91 | + } |
| 92 | + } else { |
| 93 | + for (let i = 0; i < entities.length; i++) { |
| 94 | + world.remove(entities[i]!, Dead); |
| 95 | + } |
| 96 | + } |
| 97 | + world.sync(); |
| 98 | + }); |
| 99 | + |
| 100 | + expect(migrationAvg).toBeLessThan(300); |
| 101 | + }); |
| 102 | + |
| 103 | + /** |
| 104 | + * Benchmark 3: Query iteration - the inner loop of ECS systems |
| 105 | + * This is the absolute hot path - should be very fast |
| 106 | + */ |
| 107 | + it("should iterate over queries efficiently", () => { |
| 108 | + const world = new World(); |
| 109 | + const Position = component<{ x: number; y: number }>(); |
| 110 | + const Velocity = component<{ vx: number; vy: number }>(); |
| 111 | + |
| 112 | + const entityCount = 10_000; |
| 113 | + for (let i = 0; i < entityCount; i++) { |
| 114 | + const entity = world.new(); |
| 115 | + world.set(entity, Position, { x: i, y: i }); |
| 116 | + world.set(entity, Velocity, { vx: 1, vy: 1 }); |
| 117 | + } |
| 118 | + world.sync(); |
| 119 | + |
| 120 | + const movementQuery = world.createQuery([Position, Velocity]); |
| 121 | + |
| 122 | + // Pure iteration (no writes) |
| 123 | + const readAvg = benchmark("10k entities: forEach read-only query", 2, 6, () => { |
| 124 | + let count = 0; |
| 125 | + movementQuery.forEach([Position, Velocity], (_entity, _pos, _vel) => { |
| 126 | + count++; |
| 127 | + }); |
| 128 | + expect(count).toBe(entityCount); |
| 129 | + }); |
| 130 | + |
| 131 | + // Read and modify in place (no sync needed for non-structural) |
| 132 | + let sumX = 0; |
| 133 | + const updateAvg = benchmark("10k entities: forEach query with accumulation", 2, 6, () => { |
| 134 | + sumX = 0; |
| 135 | + movementQuery.forEach([Position, Velocity], (_entity, pos, vel) => { |
| 136 | + sumX += pos.x + vel.vx; |
| 137 | + }); |
| 138 | + }); |
| 139 | + |
| 140 | + movementQuery.dispose(); |
| 141 | + |
| 142 | + console.log(`Sum X (to prevent optimization): ${sumX}`); |
| 143 | + expect(readAvg).toBeLessThan(20); |
| 144 | + expect(updateAvg).toBeLessThan(20); |
| 145 | + }); |
| 146 | + |
| 147 | + /** |
| 148 | + * Benchmark 4: Entity spawn and sync - creating entities |
| 149 | + */ |
| 150 | + it("should spawn and sync entities efficiently", () => { |
| 151 | + const world = new World(); |
| 152 | + const Position = component<{ x: number; y: number }>(); |
| 153 | + const Velocity = component<{ vx: number; vy: number }>(); |
| 154 | + |
| 155 | + const entityCount = 1000; |
| 156 | + |
| 157 | + const spawnAvg = benchmark("1k entity spawn + 2 components + sync", 2, 6, () => { |
| 158 | + const entities: EntityId[] = []; |
| 159 | + for (let i = 0; i < entityCount; i++) { |
| 160 | + const entity = world.new(); |
| 161 | + entities.push(entity); |
| 162 | + world.set(entity, Position, { x: i, y: i }); |
| 163 | + world.set(entity, Velocity, { vx: 1, vy: 1 }); |
| 164 | + } |
| 165 | + world.sync(); |
| 166 | + // Cleanup |
| 167 | + for (const entity of entities) { |
| 168 | + world.delete(entity); |
| 169 | + } |
| 170 | + world.sync(); |
| 171 | + }); |
| 172 | + |
| 173 | + expect(spawnAvg).toBeLessThan(150); |
| 174 | + }); |
| 175 | + |
| 176 | + /** |
| 177 | + * Benchmark 5: Mixed operations - realistic game loop simulation |
| 178 | + * Some entities update, some spawn, some die - typical game scenario |
| 179 | + */ |
| 180 | + it("should handle mixed operations in a realistic game loop", () => { |
| 181 | + const world = new World(); |
| 182 | + const Position = component<{ x: number; y: number }>(); |
| 183 | + const Health = component<number>(); |
| 184 | + const Alive = component<void>(); |
| 185 | + |
| 186 | + const initialCount = 2000; |
| 187 | + const entities: EntityId[] = []; |
| 188 | + |
| 189 | + for (let i = 0; i < initialCount; i++) { |
| 190 | + const entity = world.new(); |
| 191 | + entities.push(entity); |
| 192 | + world.set(entity, Position, { x: i, y: i }); |
| 193 | + world.set(entity, Health, 100); |
| 194 | + world.set(entity, Alive); |
| 195 | + } |
| 196 | + world.sync(); |
| 197 | + |
| 198 | + const movementQuery = world.createQuery([Position, Health]); |
| 199 | + |
| 200 | + const mixedAvg = benchmark("2k entities: mixed ops (update 90%, spawn 5%, delete 5%) + sync", 2, 6, (round) => { |
| 201 | + const deleteCount = Math.floor(entities.length * 0.05); |
| 202 | + const spawnCount = deleteCount; |
| 203 | + |
| 204 | + // Update most entities |
| 205 | + movementQuery.forEach([Position, Health], (entity, pos, health) => { |
| 206 | + world.set(entity, Position, { x: pos.x + 1, y: pos.y + 1 }); |
| 207 | + world.set(entity, Health, health - 1); |
| 208 | + }); |
| 209 | + |
| 210 | + // Delete some |
| 211 | + for (let i = 0; i < deleteCount && entities.length > 0; i++) { |
| 212 | + const idx = (round * deleteCount + i) % entities.length; |
| 213 | + world.delete(entities[idx]!); |
| 214 | + entities.splice(idx, 1); |
| 215 | + } |
| 216 | + |
| 217 | + // Spawn some |
| 218 | + for (let i = 0; i < spawnCount; i++) { |
| 219 | + const entity = world.new(); |
| 220 | + entities.push(entity); |
| 221 | + world.set(entity, Position, { x: i, y: i }); |
| 222 | + world.set(entity, Health, 100); |
| 223 | + world.set(entity, Alive); |
| 224 | + } |
| 225 | + |
| 226 | + world.sync(); |
| 227 | + }); |
| 228 | + |
| 229 | + movementQuery.dispose(); |
| 230 | + expect(mixedAvg).toBeLessThan(300); |
| 231 | + }); |
| 232 | + |
| 233 | + /** |
| 234 | + * Benchmark 6: CommandBuffer grouping overhead |
| 235 | + * Tests the overhead of the Map grouping in execute() |
| 236 | + * This specifically targets the new Map() allocation per sync call |
| 237 | + */ |
| 238 | + it("should execute command buffer efficiently with many commands", () => { |
| 239 | + const world = new World(); |
| 240 | + const A = component<number>(); |
| 241 | + const B = component<number>(); |
| 242 | + const C = component<number>(); |
| 243 | + |
| 244 | + const entityCount = 5000; |
| 245 | + const entities: EntityId[] = []; |
| 246 | + for (let i = 0; i < entityCount; i++) { |
| 247 | + const entity = world.new(); |
| 248 | + entities.push(entity); |
| 249 | + world.set(entity, A, i); |
| 250 | + world.set(entity, B, i * 2); |
| 251 | + } |
| 252 | + world.sync(); |
| 253 | + |
| 254 | + // Many commands per sync - tests command buffer grouping |
| 255 | + const manyCommandsAvg = benchmark("5k entities: 3 commands each + sync (15k total commands)", 2, 6, (round) => { |
| 256 | + for (let i = 0; i < entities.length; i++) { |
| 257 | + world.set(entities[i]!, A, round + i); |
| 258 | + world.set(entities[i]!, B, round - i); |
| 259 | + world.set(entities[i]!, C, round * i); |
| 260 | + } |
| 261 | + world.sync(); |
| 262 | + }); |
| 263 | + |
| 264 | + expect(manyCommandsAvg).toBeLessThan(600); |
| 265 | + }); |
| 266 | + |
| 267 | + /** |
| 268 | + * Benchmark 7: dontFragment relation updates (the existing benchmark scenario) |
| 269 | + */ |
| 270 | + it("should handle dontFragment exclusive relation flips efficiently", () => { |
| 271 | + const world = new World(); |
| 272 | + const Position = component<{ x: number; y: number }>(); |
| 273 | + const ChildOf = component({ dontFragment: true, exclusive: true }); |
| 274 | + |
| 275 | + const parentA = world.new(); |
| 276 | + const parentB = world.new(); |
| 277 | + |
| 278 | + const entityCount = 4000; |
| 279 | + const entities: EntityId[] = []; |
| 280 | + for (let i = 0; i < entityCount; i++) { |
| 281 | + const entity = world.new(); |
| 282 | + entities.push(entity); |
| 283 | + world.set(entity, Position, { x: i, y: i }); |
| 284 | + world.set(entity, relation(ChildOf, parentA)); |
| 285 | + } |
| 286 | + world.sync(); |
| 287 | + |
| 288 | + const relationFlipAvg = benchmark("4k entities: exclusive dontFragment relation flip + sync", 2, 8, (round) => { |
| 289 | + const target = round % 2 === 0 ? parentB : parentA; |
| 290 | + for (let i = 0; i < entities.length; i++) { |
| 291 | + world.set(entities[i]!, relation(ChildOf, target)); |
| 292 | + } |
| 293 | + world.sync(); |
| 294 | + }); |
| 295 | + |
| 296 | + expect(world.query([Position]).length).toBe(entityCount); |
| 297 | + expect(world.query([relation(ChildOf, "*")]).length).toBe(entityCount); |
| 298 | + expect(relationFlipAvg).toBeLessThan(350); |
| 299 | + }); |
| 300 | +}); |
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