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174 lines (157 loc) · 7.84 KB
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-- KrowiAF Achievement Data V2 Benchmark (frame-aware)
-- Usage:
-- 1. Add "Benchmark.lua" as the last line of Krowi_AchievementFilter.toc
-- 2. Load the game and type /kafbench
-- 3. Remove the TOC line when done
local ITERATIONS = 10000
-- ============================================================
-- Local replicas of the helpers (do NOT touch shared tables)
-- ============================================================
local rewardType = KrowiAF.Enum.RewardType
-- Builder replica (mirrors AchBuilder in Shared/AchievementData.lua)
local AchBuilder = {}
AchBuilder.__index = AchBuilder
local function GetExtras(self)
if not self[2] then self[2] = {} end
return self[2]
end
function AchBuilder:PvE(season) tinsert(GetExtras(self), {"PvE Season", season}); return self end
function AchBuilder:PvP(season) local e = GetExtras(self); e.IsPvP = true; tinsert(e, {"PvP Season", season}); return self end
function AchBuilder:IsPvP() GetExtras(self).IsPvP = true; return self end
function AchBuilder:IsRealmFirst() GetExtras(self).IsRealmFirst = true; return self end
function AchBuilder:Title() GetExtras(self).RewardType = rewardType.Title; return self end
function AchBuilder:Mount() GetExtras(self).RewardType = rewardType.Mount; return self end
function AchBuilder:Teleport() GetExtras(self).RewardType = rewardType.Teleport; return self end
function AchBuilder:HousingDecor() GetExtras(self).RewardType = rewardType.HousingDecor; return self end
function AchBuilder:Pet() GetExtras(self).RewardType = rewardType.Pet; return self end
function AchBuilder:Toy() GetExtras(self).RewardType = rewardType.Toy; return self end
function AchBuilder:Rewards(...) GetExtras(self).RewardType = {...}; return self end
function AchBuilder:Obtainable(...) tinsert(GetExtras(self), {...}); return self end
local function Ach(id) return setmetatable({id}, AchBuilder) end
-- Builder replica: Always-Table variant — reward methods always store {value}
local AchBuilderAlwaysTable = setmetatable({}, {__index = AchBuilder})
AchBuilderAlwaysTable.__index = AchBuilderAlwaysTable
for key, value in pairs(rewardType) do
AchBuilderAlwaysTable[key] = function(self) GetExtras(self).RewardType = {value}; return self end
end
local function AchAT(id) return setmetatable({id}, AchBuilderAlwaysTable) end
-- Builder replica: Promote variant — first call stores {value}, subsequent calls tinsert
local AchBuilderPromote = setmetatable({}, {__index = AchBuilder})
AchBuilderPromote.__index = AchBuilderPromote
for key, value in pairs(rewardType) do
AchBuilderPromote[key] = function(self)
local e = GetExtras(self)
local rt = e.RewardType
if rt == nil then
e.RewardType = {value}
else
tinsert(rt, value)
end
return self
end
end
local function AchP(id) return setmetatable({id}, AchBuilderPromote) end
-- ============================================================
-- Local replica of the parser (no writes to addon data)
-- ============================================================
local function ParseV2(id, extras)
if not extras then return id end
local temporaryObtainables
if #extras > 0 then
temporaryObtainables = {}
for i = 1, #extras do tinsert(temporaryObtainables, extras[i]) end
end
return id, extras.Faction, extras.AltId, extras.RewardType, extras.IsPvP, extras.IsRealmFirst, temporaryObtainables
end
-- ============================================================
-- Frame-aware runner
-- Mirrors StartTasksGroups: budgets 50% of target/current FPS
-- per frame, spreads work across as many frames as needed.
-- Scenarios run sequentially via a queue.
-- ============================================================
local function RunFrameAware(name, n, fn, frameBudget, onDone)
local i = 0
local totalWorkMs = 0
local frameCount = 0
local wallStart
local frame = CreateFrame("Frame")
frame:SetScript("OnUpdate", function()
if not wallStart then wallStart = debugprofilestop() end
frameCount = frameCount + 1
local chunkStart = debugprofilestop()
local deadline = chunkStart + frameBudget
while i < n and debugprofilestop() < deadline do
fn()
i = i + 1
end
totalWorkMs = totalWorkMs + (debugprofilestop() - chunkStart)
if i >= n then
frame:SetScript("OnUpdate", nil)
onDone(name, n, totalWorkMs, frameCount, debugprofilestop() - wallStart)
end
end)
end
local function PrintResult(name, n, workMs, frames, wallMs)
print(string.format("|cFF88CCFFBench|r %-50s |cFFFFFF00%6.2fms|r work |cFFFFFF00%8.5fms|r/call |cFF88FF88%d frame(s)|r wall: |cFFAAAAAA%.1fms|r",
name, workMs, workMs / n, frames, wallMs))
end
-- ============================================================
-- Scenarios (construct + parse combined = full cost per entry)
-- ============================================================
local scenarios = {
-- --------------------------------------------------------
-- Reward-type builder approach comparison
-- --------------------------------------------------------
{ -- Single reward: current raw-value vs always-table
"reward single current :HousingDecor()",
"reward single always-table :HousingDecor()",
function() local t = Ach(19408):HousingDecor(); ParseV2(t[1], t[2]) end,
function() local t = AchAT(19408):HousingDecor(); ParseV2(t[1], t[2]) end,
},
{ -- Single reward: current raw-value vs promote
"reward single current :HousingDecor()",
"reward single promote :HousingDecor()",
function() local t = Ach(19408):HousingDecor(); ParseV2(t[1], t[2]) end,
function() local t = AchP(19408):HousingDecor(); ParseV2(t[1], t[2]) end,
},
{ -- Multi reward: Rewards(...) vs chained promote
"reward multi :Rewards(r1, r2)",
"reward multi chained :r1():r2()",
function() local t = Ach(42318):Rewards(rewardType.RemixBronze, rewardType.HousingDecor); ParseV2(t[1], t[2]) end,
function() local t = AchP(42318):RemixBronze():HousingDecor(); ParseV2(t[1], t[2]) end,
},
}
-- ============================================================
-- Sequential queue runner
-- ============================================================
local function RunQueue(queue, frameBudget)
local function Next()
if #queue == 0 then
print(string.format("|cFF88CCFFKrowiAF Benchmark|r done. Frame budget: |cFFFFFF00%.2fms|r", frameBudget))
return
end
collectgarbage("collect")
local entry = tremove(queue, 1)
RunFrameAware(entry[1], ITERATIONS, entry[2], frameBudget, function(...)
PrintResult(...)
if entry[3] then print("--------------------------------------------------------------------") end
Next()
end)
end
Next()
end
SLASH_KAFBENCH1 = "/kafbench"
SlashCmdList["KAFBENCH"] = function()
local fps = tonumber(C_CVar.GetCVar("targetFPS")) or GetFrameRate()
local frameBudget = 500 / fps -- 50% of one frame, matching StartTasksGroups
print(string.format("|cFF88CCFFKrowiAF Benchmark|r — %d iterations/test FPS target: %d budget: %.2fms/frame",
ITERATIONS, fps, frameBudget))
print("--------------------------------------------------------------------")
local queue = {}
for i, s in ipairs(scenarios) do
local isLast = (i == #scenarios)
tinsert(queue, {s[1], s[3], false}) -- first variant: no separator
tinsert(queue, {s[2], s[4], not isLast}) -- second variant: separator after, except last
end
RunQueue(queue, frameBudget)
end