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463f868 9bd4ce5 | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 | use std::fs;
use std::time::Instant;
use engine_rust::core::enums::Phase;
use engine_rust::core::logic::{GameState, CardDatabase, ACTION_BASE_PASS};
use engine_rust::core::logic::turn_sequencer::TurnSequencer;
use rand::seq::IndexedRandom;
use rand::SeedableRng;
use rand::prelude::StdRng;
fn load_vanilla_db() -> CardDatabase {
let candidates = [
"data/cards_vanilla.json",
"../data/cards_vanilla.json",
"../../data/cards_vanilla.json",
];
for path in &candidates {
if !std::path::Path::new(path).exists() {
continue;
}
let json = fs::read_to_string(path).expect("Failed to read DB");
let mut db = CardDatabase::from_json(&json).expect("Failed to parse DB");
db.is_vanilla = true;
return db;
}
panic!("cards_vanilla.json not found");
}
fn main() {
let db = load_vanilla_db();
println!("=== FULL GAME PROFILING ===\n");
let mut members = Vec::new();
let mut lives = Vec::new();
for (&id, _) in db.members.iter().take(48) {
members.push(id);
}
for (&id, _) in db.lives.iter().take(12) {
lives.push(id);
}
let energy: Vec<i32> = db.energy_db.keys().take(12).cloned().collect();
let game_start = Instant::now();
let mut state = GameState::default();
state.initialize_game(
members.clone(),
members.clone(),
energy.clone(),
energy.clone(),
lives.clone(),
lives.clone(),
);
state.ui.silent = true;
let init_time = game_start.elapsed();
println!("[INIT] Game initialized in {:.3}ms\n", init_time.as_secs_f32() * 1000.0);
let mut rng = StdRng::seed_from_u64(100);
// Advance to first Main phase
println!("[SETUP PHASE]");
let setup_start = Instant::now();
let mut setup_turns = 0;
while state.phase != Phase::Main && !state.is_terminal() {
match state.phase {
Phase::Rps | Phase::MulliganP1 | Phase::MulliganP2 | Phase::TurnChoice => {
let legal = state.get_legal_action_ids(&db);
if let Some(&action) = legal.choose(&mut rng) {
let _ = state.step(&db, action);
}
}
_ => {
let auto_start = Instant::now();
state.auto_step(&db);
let auto_time = auto_start.elapsed();
if auto_time.as_secs_f32() > 0.001 {
println!(" Auto-step took {:.3}ms (phase: {:?})", auto_time.as_secs_f32() * 1000.0, state.phase);
}
}
}
setup_turns += 1;
if setup_turns > 100 {
break;
}
}
println!(" Total setup: {:.3}ms in {} steps\n", setup_start.elapsed().as_secs_f32() * 1000.0, setup_turns);
let mut total_main_time = 0.0;
let mut main_turns = 0;
// Main game loop
println!("[MAIN TURNS]");
while !state.is_terminal() && main_turns < 20 {
let turn_start = Instant::now();
main_turns += 1;
match state.phase {
Phase::Main => {
let plan_start = Instant::now();
let (best_seq, _, _, evals) = TurnSequencer::plan_full_turn(&state, &db);
let plan_time = plan_start.elapsed();
let exec_start = Instant::now();
for &action in &best_seq {
if state.phase != Phase::Main {
break;
}
if state.step(&db, action).is_err() {
break;
}
}
if state.phase == Phase::Main {
let _ = state.step(&db, ACTION_BASE_PASS);
}
let exec_time = exec_start.elapsed();
let turn_time = turn_start.elapsed();
println!(" Turn {:2}: plan={:.2}ms exec={:.2}ms evals={:5} total={:.2}ms",
main_turns, plan_time.as_secs_f32()*1000.0, exec_time.as_secs_f32()*1000.0,
evals, turn_time.as_secs_f32()*1000.0);
total_main_time += turn_time.as_secs_f32();
}
Phase::LiveSet => {
let ls_start = Instant::now();
let (seq, _, _) = TurnSequencer::find_best_liveset_selection(&state, &db);
for &action in &seq {
let _ = state.step(&db, action);
}
let _ = state.step(&db, ACTION_BASE_PASS);
let ls_time = ls_start.elapsed();
println!(" LiveSet: {:.2}ms", ls_time.as_secs_f32()*1000.0);
total_main_time += ls_time.as_secs_f32();
}
Phase::Active | Phase::Draw | Phase::Energy | Phase::PerformanceP1 | Phase::PerformanceP2 => {
let auto_start = Instant::now();
state.auto_step(&db);
let auto_time = auto_start.elapsed();
if auto_time.as_secs_f32() > 0.001 {
println!(" Auto {:?}: {:.2}ms", state.phase, auto_time.as_secs_f32()*1000.0);
}
}
Phase::LiveResult => {
let manual_start = Instant::now();
let legal = state.get_legal_action_ids(&db);
if let Some(&action) = legal.choose(&mut rng) {
let _ = state.step(&db, action);
}
let manual_time = manual_start.elapsed();
if manual_time.as_secs_f32() > 0.001 {
println!(" LiveResult: {:.2}ms", manual_time.as_secs_f32()*1000.0);
}
}
Phase::Terminal => break,
_ => {
state.auto_step(&db);
}
}
}
let total_time = game_start.elapsed();
println!("\n[SUMMARY]");
println!("Total game time: {:.3}ms ({:.2}s)", total_time.as_secs_f32()*1000.0, total_time.as_secs_f32());
println!("Main turn time: {:.3}ms", total_main_time*1000.0);
println!("Main turns played: {}", main_turns);
if main_turns > 0 {
println!("Avg per main turn: {:.2}ms", (total_main_time*1000.0) / main_turns as f32);
}
println!("Other time: {:.2}ms", (total_time.as_secs_f32() - total_main_time)*1000.0);
} |