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using System.Collections.Generic;
using System.IO;
using System.Text;
using Unity.Mathematics;
using UnityEditor;
static class ManySystemsMenu
{
[MenuItem("DOTS/StressTests ManySystems/Generate Systems C# Files")]
private static void DOTS_StressTestsManySystems_GenerateSystemsCSharpFiles()
{
const int countSystems = 1000;
var linearSystemsPath = "Assets/StressTests/ManySystems_Linear/ManySystems_Linear_Bootstrap_Systems.cs";
using (var stream = new StreamWriter(linearSystemsPath))
{
stream.WriteLine("using Unity.Entities;");
stream.WriteLine("namespace StressTests.ManySystems");
stream.WriteLine("{");
var systems = new string[] { "TestSystem_Schedule", "TestSystem_Run", "TestSystem_ScheduleReader", "TestSystem_RunReader" };
for (var i = 0; i < countSystems; ++i)
{
foreach (var s in systems)
{
stream.WriteLine($" [UpdateInGroup(typeof(SimulationSystemGroup)), DisableAutoCreation] class {s}_{i:0000} : {s} {{ }}");
}
}
stream.WriteLine("}");
}
var complexSystemsPath = "Assets/StressTests/ManySystems_Complex/ManySystems_Complex_Bootstrap_Systems.cs";
using (var stream = new StreamWriter(complexSystemsPath))
{
stream.WriteLine("using Unity.Entities;");
stream.WriteLine("namespace StressTests.ManySystems");
stream.WriteLine("{");
var systems = new string[] {"TestSystem_Complex"};
for (var i = 0; i < countSystems; ++i)
{
foreach (var s in systems)
{
stream.WriteLine($" [UpdateInGroup(typeof(SimulationSystemGroup)), DisableAutoCreation] class {s}_{i:0000} : {s} {{ }}");
}
}
stream.WriteLine("}");
}
}
static string RandomEntity
{
get
{
return state.r.NextInt(10) switch
{
0 => $"{GetSingletonEntity(RandomComponentType)}",
1 => $"{GetComponent("Parent", RandomEntity)}.Value",
_ => "state.EntityManager.CreateEntity()"
};
}
}
static string RandomComponentType
{
get
{
return state.r.NextInt(4) switch
{
0 => "Rotation",
1 => "LocalToWorld",
2 => "LocalToParent",
3 => "Parent",
_ => "Translation"
};
}
}
static string RandomStatement
{
get
{
return state.r.NextInt(7) switch
{
0 => $"var statement{state.idx++} = {GetComponent(RandomComponentType, RandomEntity)};",
1 => $"{SetComponent(RandomComponentType, RandomEntity)};",
2 => $"var statement{state.idx++} = {HasComponent(RandomComponentType, RandomEntity)};",
3 => $"var statement{state.idx++} = {GetComponentLookup(RandomComponentType,state.r.NextBool())};",
4 => $"var statement{state.idx++} = {GetSingletonEntity(RandomComponentType)};",
5 => $"{{\n {RandomStatement}\n }}",
6 => $"{RandomStatement}\n {RandomStatement}",
_ => ";"
};
}
}
static string GetComponentLookup(string ComponentType, bool ReadOnly)
{
var readOnly = ReadOnly.ToString().ToLower();
if (state.generate)
{
var fieldName = $"{ComponentType}_{readOnly}";
state.fields.Add($"ComponentLookup<{ComponentType}> {fieldName};");
state.createAssignments.Add($"{fieldName} = state.GetComponentLookup<{ComponentType}>({readOnly});");
return $"{fieldName}";
}
return $"GetComponentLookup<{ComponentType}>({readOnly})";
}
static string GetComponent(string ComponentType, string Entity)
{
if (state.generate)
{
var fieldName = $"{ComponentType}_true";
state.fields.Add($"ComponentLookup<{ComponentType}> {fieldName};");
state.createAssignments.Add($"{fieldName} = state.GetComponentLookup<{ComponentType}>(true);");
return $"{fieldName}[{Entity}]";
}
return $"GetComponent<{ComponentType}>({Entity})";
}
static string SetComponent(string ComponentType, string Entity)
{
if (state.generate)
{
var fieldName = $"{ComponentType}_false";
state.fields.Add($"ComponentLookup<{ComponentType}> {fieldName};");
state.createAssignments.Add($"{fieldName} = state.GetComponentLookup<{ComponentType}>(false);");
return $"{fieldName}[{Entity}] = new {ComponentType}()";
}
return $"SetComponent({Entity}, new {ComponentType}())";
}
static string HasComponent(string ComponentType, string Entity)
{
if (state.generate)
{
var fieldName = $"{ComponentType}_false";
state.fields.Add($"ComponentLookup<{ComponentType}> {fieldName};");
state.createAssignments.Add($"{fieldName} = state.GetComponentLookup<{ComponentType}>(true);");
return $"{fieldName}.HasComponent({Entity})";
}
return $"HasComponent<{ComponentType}>({Entity})";
}
static string GetSingletonEntity(string ComponentType)
{
if (state.generate)
{
var fieldName = $"{ComponentType}_query";
state.fields.Add($"EntityQuery {fieldName};");
state.createAssignments.Add($"{fieldName} = state.GetEntityQuery(typeof({ComponentType}));");
return $"{fieldName}.GetSingletonEntity()";
}
return $"GetSingletonEntity<{ComponentType}>()";
}
static string OnUpdate
{
get
{
var builder = new StringBuilder();
builder.AppendLine($" public void OnUpdate (ref SystemState state)");
builder.AppendLine($" {{");
for (var j = 0; j < 25; j++)
builder.AppendLine($" {RandomStatement}");
builder.AppendLine($" }}");
return builder.ToString();
}
}
static string OnCreate
{
get
{
var builder = new StringBuilder();
foreach (var field in state.fields)
builder.AppendLine($" {field}");
builder.AppendLine($" public void OnCreate(ref SystemState state)");
builder.AppendLine($" {{");
foreach (var assignment in state.createAssignments)
builder.AppendLine($" {assignment}");
builder.AppendLine($" }}");
return builder.ToString();
}
}
struct ManySystemsSystemAPI
{
public int idx;
public Random r;
public HashSet<string> fields;
public HashSet<string> createAssignments;
public bool generate;
}
static ManySystemsSystemAPI state;
[MenuItem("DOTS/StressTests ManySystems/Generate SystemAPI C# Files")]
private static void DOTS_StressTestsManySystems_GenerateSystemAPICSharpFiles()
{
state = new ManySystemsSystemAPI
{
r = new Random(272733), fields = new HashSet<string>(), createAssignments = new HashSet<string>()
};
const int countSystems = 50;
using (var stream = new StreamWriter("Assets/StressTests/ManySystems_SystemAPI/BeforeGen/Source.cs"))
{
// state.idx = 0;
stream.WriteLine("using Unity.Entities;");
stream.WriteLine("using Unity.Transforms;");
stream.WriteLine("using Unity.Burst;");
stream.WriteLine("using static Unity.Entities.SystemAPI;");
stream.WriteLine("namespace StressTests.ManySystems");
stream.WriteLine("{");
const string s = "ISystemAPIManyTestsBeforeGen";
for (var i = 0; i < countSystems; ++i)
{
stream.WriteLine($" [BurstCompile, DisableAutoCreation]");
stream.WriteLine($" partial struct {s}_{i:0000} : {s} ");
stream.WriteLine($" {{");
stream.WriteLine($"{OnUpdate}");
stream.WriteLine($"{OnCreate}");
stream.WriteLine($" public void OnDestroy(ref SystemState state){{ }}");
stream.WriteLine($" }}");
state.fields.Clear();
state.createAssignments.Clear();
}
stream.WriteLine("}");
}
state.generate = true;
using (var stream = new StreamWriter("Assets/StressTests/ManySystems_SystemAPI/AfterGen/Source.cs"))
{
// state.idx = 0;
stream.WriteLine("using Unity.Entities;");
stream.WriteLine("using Unity.Transforms;");
stream.WriteLine("using Unity.Burst;");
stream.WriteLine("using static Unity.Entities.SystemAPI;");
stream.WriteLine("namespace StressTests.ManySystems");
stream.WriteLine("{");
const string s = "ISystemAPIManyTestsAfterGen";
for (var i = 0; i < countSystems; ++i)
{
stream.WriteLine($" [BurstCompile, DisableAutoCreation]");
stream.WriteLine($" partial struct {s}_{i:0000} : {s} ");
stream.WriteLine($" {{");
stream.WriteLine($"{OnUpdate}");
stream.WriteLine($"{OnCreate}");
stream.WriteLine($" public void OnDestroy(ref SystemState state){{ }}");
stream.WriteLine($" }}");
state.fields.Clear();
state.createAssignments.Clear();
}
stream.WriteLine("}");
}
}
}