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 = 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); }