Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#include "cbase.h"
#include "serverbenchmark_base.h"
#include "props.h"
#include "filesystem.h"
#include "tier0/icommandline.h"
// Server benchmark. Only works on specified maps.
// Lasts for N ticks.
// Enable sv_stressbots.
// Create 20 players and move them around and have them shoot.
// At the end, report the # seconds it took to complete the test.
// Don't start measuring for the first N ticks to account for HD load.
static ConVar sv_benchmark_numticks( "sv_benchmark_numticks", "3300", 0, "If > 0, then it only runs the benchmark for this # of ticks." );
static ConVar sv_benchmark_autovprofrecord( "sv_benchmark_autovprofrecord", "0", 0, "If running a benchmark and this is set, it will record a vprof file over the duration of the benchmark with filename benchmark.vprof." );
static float s_flBenchmarkStartWaitSeconds = 3; // Wait this many seconds after level load before starting the benchmark.
static int s_nBenchmarkBotsToCreate = 22; // Create this many bots.
static int s_nBenchmarkBotCreateInterval = 50; // Create a bot every N ticks.
static int s_nBenchmarkPhysicsObjects = 100; // Create this many physics objects.
static double Benchmark_ValidTime()
{
bool bOld = Plat_IsInBenchmarkMode();
Plat_SetBenchmarkMode( false );
double flRet = Plat_FloatTime();
Plat_SetBenchmarkMode( bOld );
return flRet;
}
// ---------------------------------------------------------------------------------------------- //
// CServerBenchmark implementation.
// ---------------------------------------------------------------------------------------------- //
class CServerBenchmark : public IServerBenchmark
{
public:
CServerBenchmark()
{
m_BenchmarkState = BENCHMARKSTATE_NOT_RUNNING;
// The benchmark should always have the same seed and do exactly the same thing on the same ticks.
m_RandomStream.SetSeed( 1111 );
}
virtual bool StartBenchmark()
{
bool bBenchmark = (CommandLine()->FindParm( "-sv_benchmark" ) != 0);
return InternalStartBenchmark( bBenchmark, s_flBenchmarkStartWaitSeconds );
}
// nBenchmarkMode: 0 = no benchmark
// 1 = benchmark
// 2 = exit out afterwards and write sv_benchmark.txt
bool InternalStartBenchmark( int nBenchmarkMode, float flCountdown )
{
bool bWasRunningBenchmark = (m_BenchmarkState != BENCHMARKSTATE_NOT_RUNNING);
if ( nBenchmarkMode == 0 )
{
// Tear down the previous benchmark environment if necessary.
if ( bWasRunningBenchmark )
EndBenchmark();
return false;
}
m_nBenchmarkMode = nBenchmarkMode;
if ( !CServerBenchmarkHook::s_pBenchmarkHook )
Error( "This game doesn't support server benchmarks (no CServerBenchmarkHook found)." );
m_BenchmarkState = BENCHMARKSTATE_START_WAIT;
m_flBenchmarkStartTime = Plat_FloatTime();
m_flBenchmarkStartWaitTime = flCountdown;
m_nBotsCreated = 0;
m_nStartWaitCounter = -1;
// Setup the benchmark environment.
engine->SetDedicatedServerBenchmarkMode( true ); // Run 1 tick per frame and ignore all timing stuff.
// Tell the game-specific hook that we're starting.
CServerBenchmarkHook::s_pBenchmarkHook->StartBenchmark();
CServerBenchmarkHook::s_pBenchmarkHook->GetPhysicsModelNames( m_PhysicsModelNames );
return true;
}
virtual void UpdateBenchmark()
{
// No benchmark running?
if ( m_BenchmarkState == BENCHMARKSTATE_NOT_RUNNING )
return;
// Wait a certain number of ticks to start the benchmark.
if ( m_BenchmarkState == BENCHMARKSTATE_START_WAIT )
{
if ( (Plat_FloatTime() - m_flBenchmarkStartTime) < m_flBenchmarkStartWaitTime )
{
UpdateStartWaitCounter();
return;
}
else
{
// Ok, now we're officially starting it.
Msg( "Starting benchmark!\n" );
m_flLastBenchmarkCounterUpdate = m_flBenchmarkStartTime = Plat_FloatTime();
m_fl_ValidTime_BenchmarkStartTime = Benchmark_ValidTime();
m_nBenchmarkStartTick = gpGlobals->tickcount;
m_nLastPhysicsObjectTick = m_nLastPhysicsForceTick = 0;
m_BenchmarkState = BENCHMARKSTATE_RUNNING;
StartVProfRecord();
RandomSeed( 0 );
m_RandomStream.SetSeed( 0 );
}
}
int nTicksRunSoFar = gpGlobals->tickcount - m_nBenchmarkStartTick;
UpdateBenchmarkCounter();
// Are we finished with the benchmark?
if ( nTicksRunSoFar >= sv_benchmark_numticks.GetInt() )
{
EndVProfRecord();
OutputResults();
EndBenchmark();
return;
}
// Ok, update whatever we're doing in the benchmark.
UpdatePlayerCreation();
UpdateVPhysicsObjects();
CServerBenchmarkHook::s_pBenchmarkHook->UpdateBenchmark();
}
void StartVProfRecord()
{
if ( sv_benchmark_autovprofrecord.GetInt() )
{
engine->ServerCommand( "vprof_record_start benchmark\n" );
engine->ServerExecute();
}
}
void EndVProfRecord()
{
if ( sv_benchmark_autovprofrecord.GetInt() )
{
engine->ServerCommand( "vprof_record_stop\n" );
engine->ServerExecute();
}
}
virtual void EndBenchmark( void )
{
// Write out the results if we're running the build scripts.
float flRunTime = Benchmark_ValidTime() - m_fl_ValidTime_BenchmarkStartTime;
if ( m_nBenchmarkMode == 2 )
{
FileHandle_t fh = filesystem->Open( "sv_benchmark_results.txt", "wt", "DEFAULT_WRITE_PATH" );
// If this file doesn't get written out, then the build script will generate an email that there's a problem somewhere.
if ( fh )
{
filesystem->FPrintf( fh, "sv_benchmark := %.2f\n", flRunTime );
}
filesystem->Close( fh );
// Quit out.
engine->ServerCommand( "quit\n" );
}
m_BenchmarkState = BENCHMARKSTATE_NOT_RUNNING;
engine->SetDedicatedServerBenchmarkMode( false );
}
virtual bool IsLocalBenchmarkPlayer( CBasePlayer *pPlayer )
{
if ( m_BenchmarkState != BENCHMARKSTATE_NOT_RUNNING )
{
if( !engine->IsDedicatedServer() && pPlayer->entindex() == 1 )
return true;
}
return false;
}
void UpdateVPhysicsObjects()
{
int nPhysicsObjectInterval = sv_benchmark_numticks.GetInt() / s_nBenchmarkPhysicsObjects;
int nNextSpawnTick = m_nLastPhysicsObjectTick + nPhysicsObjectInterval;
if ( GetTickOffset() >= nNextSpawnTick )
{
m_nLastPhysicsObjectTick = nNextSpawnTick;
if ( m_PhysicsObjects.Count() < s_nBenchmarkPhysicsObjects )
{
// Find a bot to spawn it from.
CUtlVector<CBasePlayer*> curPlayers;
for ( int i = 1; i <= gpGlobals->maxClients; i++ )
{
CBasePlayer *pPlayer = UTIL_PlayerByIndex( i );
if ( pPlayer && (pPlayer->GetFlags() & FL_FAKECLIENT) )
{
curPlayers.AddToTail( pPlayer );
}
}
if ( curPlayers.Count() > 0 && m_PhysicsModelNames.Count() > 0 )
{
int iModelName = this->RandomInt( 0, m_PhysicsModelNames.Count() - 1 );
const char *pModelName = m_PhysicsModelNames[iModelName];
int iPlayer = this->RandomInt( 0, curPlayers.Count() - 1 );
Vector vSpawnPos = curPlayers[iPlayer]->EyePosition() + Vector( 0, 0, 50 );
// We'll try 15 locations around the player to spawn this thing.
for ( int i=0; i < 15; i++ )
{
Vector vOffset( this->RandomFloat( -2000, 2000 ), this->RandomFloat( -2000, 2000 ), 0 );
CPhysicsProp *pProp = CreatePhysicsProp( pModelName, vSpawnPos, vSpawnPos+vOffset, curPlayers[iPlayer], false, "prop_physics_multiplayer" );
if ( pProp )
{
m_PhysicsObjects.AddToTail( pProp );
pProp->SetAbsVelocity( Vector( this->RandomFloat(-500,500), this->RandomFloat(-500,500), this->RandomFloat(-500,500) ) );
break;
}
}
}
}
}
// Give them all a boost periodically.
int nPhysicsForceInterval = sv_benchmark_numticks.GetInt() / 20;
int nNextForceTick = m_nLastPhysicsForceTick + nPhysicsForceInterval;
if ( GetTickOffset() >= nNextForceTick )
{
m_nLastPhysicsForceTick = nNextForceTick;
for ( int i=0; i < m_PhysicsObjects.Count(); i++ )
{
CBaseEntity *pEnt = m_PhysicsObjects[i];
if ( pEnt )
{
IPhysicsObject *pPhysicsObject = pEnt->VPhysicsGetObject();
if ( pPhysicsObject )
{
float flAngImpulse = 300000;
float flForce = 500000;
AngularImpulse vAngularImpulse( this->RandomFloat(-flAngImpulse,flAngImpulse), this->RandomFloat(-flAngImpulse,flAngImpulse), this->RandomFloat(flAngImpulse,flAngImpulse) );
pPhysicsObject->ApplyForceCenter( Vector( this->RandomFloat(-flForce,flForce), this->RandomFloat(-flForce,flForce), this->RandomFloat(0,flForce) ) );
}
}
}
}
}
void UpdateStartWaitCounter()
{
int nSecondsLeft = (int)ceil( m_flBenchmarkStartWaitTime - (Plat_FloatTime() - m_flBenchmarkStartTime) );
if ( m_nStartWaitCounter != nSecondsLeft )
{
Msg( "Starting benchmark in %d seconds...\n", nSecondsLeft );
m_nStartWaitCounter = nSecondsLeft;
}
}
void UpdateBenchmarkCounter()
{
float flCurTime = Plat_FloatTime();
if ( (flCurTime - m_flLastBenchmarkCounterUpdate) > 3.0f )
{
m_flLastBenchmarkCounterUpdate = flCurTime;
Msg( "Benchmark: %d%% complete.\n", ((gpGlobals->tickcount - m_nBenchmarkStartTick) * 100) / sv_benchmark_numticks.GetInt() );
}
}
virtual bool IsBenchmarkRunning()
{
return (m_BenchmarkState == BENCHMARKSTATE_RUNNING);
}
virtual int GetTickOffset()
{
if ( m_BenchmarkState == BENCHMARKSTATE_RUNNING )
{
Assert( gpGlobals->tickcount >= m_nBenchmarkStartTick );
return gpGlobals->tickcount - m_nBenchmarkStartTick;
}
else
{
return gpGlobals->tickcount;
}
}
void UpdatePlayerCreation()
{
if ( m_nBotsCreated >= s_nBenchmarkBotsToCreate )
return;
// Spawn the player.
int nTicksRunSoFar = gpGlobals->tickcount - m_nBenchmarkStartTick;
if ( (nTicksRunSoFar % s_nBenchmarkBotCreateInterval) == 0 )
{
CServerBenchmarkHook::s_pBenchmarkHook->CreateBot();
++m_nBotsCreated;
}
}
void OutputResults()
{
float flRunTime = Benchmark_ValidTime() - m_fl_ValidTime_BenchmarkStartTime;
Warning( "------------------ SERVER BENCHMARK RESULTS ------------------\n" );
Warning( "Total time : %.2f seconds\n", flRunTime );
Warning( "Num ticks simulated : %d\n", sv_benchmark_numticks.GetInt() );
Warning( "Ticks per second : %.2f\n", sv_benchmark_numticks.GetInt() / flRunTime );
Warning( "Benchmark CRC : %d\n", CalculateBenchmarkCRC() );
Warning( "--------------------------------------------------------------\n" );
}
int CalculateBenchmarkCRC()
{
int crc = 0;
for ( int i = 1; i <= gpGlobals->maxClients; i++ )
{
CBasePlayer *pPlayer = UTIL_PlayerByIndex( i );
if ( pPlayer && (pPlayer->GetFlags() & FL_FAKECLIENT) )
{
crc += pPlayer->GetTeamNumber();
crc += (int)pPlayer->GetAbsOrigin().x;
crc += (int)pPlayer->GetAbsOrigin().y;
}
}
return crc;
}
virtual int RandomInt( int nMin, int nMax )
{
return m_RandomStream.RandomInt( nMin, nMax );
}
virtual float RandomFloat( float nMin, float nMax )
{
return m_RandomStream.RandomInt( nMin, nMax );
}
private:
enum EBenchmarkState
{
BENCHMARKSTATE_NOT_RUNNING,
BENCHMARKSTATE_START_WAIT,
BENCHMARKSTATE_RUNNING
};
EBenchmarkState m_BenchmarkState;
float m_fl_ValidTime_BenchmarkStartTime;
float m_flBenchmarkStartTime;
float m_flLastBenchmarkCounterUpdate;
float m_flBenchmarkStartWaitTime;
int m_nBenchmarkStartTick;
int m_nStartWaitCounter;
int m_nLastPhysicsObjectTick;
int m_nLastPhysicsForceTick;
int m_nBotsCreated;
CUtlVector< EHANDLE > m_PhysicsObjects;
CUtlVector<char*> m_PhysicsModelNames;
int m_nBenchmarkMode;
CUniformRandomStream m_RandomStream;
};
static CServerBenchmark g_ServerBenchmark;
IServerBenchmark *g_pServerBenchmark = &g_ServerBenchmark;
CON_COMMAND( sv_benchmark_force_start, "Force start the benchmark. This is only for debugging. It's better to set sv_benchmark to 1 and restart the level." )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
g_ServerBenchmark.InternalStartBenchmark( 1, 1 );
}
// ---------------------------------------------------------------------------------------------- //
// CServerBenchmarkHook implementation.
// ---------------------------------------------------------------------------------------------- //
CServerBenchmarkHook *CServerBenchmarkHook::s_pBenchmarkHook = NULL;
CServerBenchmarkHook::CServerBenchmarkHook()
{
if ( s_pBenchmarkHook )
Error( "There can only be one CServerBenchmarkHook" );
s_pBenchmarkHook = this;
}