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worker.go
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worker.go
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//
package gsim
import (
"errors"
"fmt"
"log"
"math"
"runtime"
"sort"
"strings"
"github.com/genshinsim/gsim/pkg/core"
"github.com/genshinsim/gsim/pkg/parse"
)
type Stats struct {
IsDamageMode bool `json:"is_damage_mode"`
CharNames []string `json:"char_names"`
DamageByChar []map[string]float64 `json:"damage_by_char"`
CharActiveTime []int `json:"char_active_time"`
AbilUsageCountByChar []map[string]int `json:"abil_usage_count_by_char"`
ParticleCount map[string]int `json:"particle_count"`
ReactionsTriggered map[core.ReactionType]int `json:"reactions_triggered"`
Duration int `json:"sim_duration"`
ElementUptime []map[core.EleType]int `json:"ele_uptime"`
//final result
Damage float64 `json:"damage"`
DPS float64 `json:"dps"`
}
type Result struct {
IsDamageMode bool `json:"is_damage_mode"`
CharNames []string `json:"char_names"`
DamageByChar []map[string]FloatResult `json:"damage_by_char"`
CharActiveTime []IntResult `json:"char_active_time"`
AbilUsageCountByChar []map[string]IntResult `json:"abil_usage_count_by_char"`
ParticleCount map[string]IntResult `json:"particle_count"`
ReactionsTriggered map[core.ReactionType]IntResult `json:"reactions_triggered"`
Duration FloatResult `json:"sim_duration"`
ElementUptime []map[core.EleType]IntResult `json:"ele_uptime"`
//final result
Damage FloatResult `json:"damage"`
DPS FloatResult `json:"dps"`
Iterations int `json:"iter"`
Text string `json:"text"`
Debug string `json:"debug"`
}
type IntResult struct {
Min int `json:"min"`
Max int `json:"max"`
Mean float64 `json:"mean"`
SD float64 `json:"sd"`
}
type FloatResult struct {
Min float64 `json:"min"`
Max float64 `json:"max"`
Mean float64 `json:"mean"`
SD float64 `json:"sd"`
}
type workerResp struct {
stats Stats
err error
}
func Run(src string, opt core.RunOpt, cust ...func(*Simulation) error) (Result, error) {
//options mode=damage debug=true iteration=5000 duration=90 workers=24;
var data []Stats
parser := parse.New("single", string(src))
cfg, _, err := parser.Parse()
if err != nil {
return Result{}, err
}
charCount := len(cfg.Characters.Profile)
if charCount > 4 {
return Result{}, errors.New("cannot have more than 4 characters in a team")
}
chars := make([]string, len(cfg.Characters.Profile))
for i, v := range cfg.Characters.Profile {
chars[i] = v.Base.Name
}
//set defaults if nothing specified
count := opt.Iteration
if count == 0 {
count = 500
}
n := count
if opt.Debug {
count--
}
// fmt.Printf("running %v iterations\n", count)
w := opt.Workers
if w <= 0 {
w = runtime.NumCPU()
}
if w > n {
w = n
}
resp := make(chan workerResp, count)
req := make(chan bool)
done := make(chan bool)
for i := 0; i < w; i++ {
go worker(src, opt, resp, req, done, cust...)
}
go func() {
var wip int
for wip < n {
req <- true
wip++
}
}()
defer close(done)
for count > 0 {
vv := <-resp
if vv.err != nil {
return Result{}, vv.err
}
v := vv.stats
// log.Println(v)
count--
data = append(data, v)
}
//if debug is true, run one more purely for debug do not add to stats
if opt.Debug {
s, err := NewSim(cfg, opt, cust...)
if err != nil {
log.Fatal(err)
}
v, err := s.Run()
if err != nil {
log.Fatal(err)
}
// log.Println(v)
data = append(data, v)
}
result := CollectResult(data, cfg.DamageMode, chars, opt.LogDetails)
result.Iterations = n
if !cfg.DamageMode {
result.Duration.Mean = float64(opt.Duration)
result.Duration.Min = float64(opt.Duration)
result.Duration.Max = float64(opt.Duration)
}
return result, nil
}
func CollectResult(data []Stats, mode bool, chars []string, detailed bool) (result Result) {
charCount := len(chars)
result.DPS.Min = math.MaxFloat64
result.DPS.Max = -1
if detailed {
result.ReactionsTriggered = make(map[core.ReactionType]IntResult)
result.CharNames = make([]string, charCount)
result.ParticleCount = make(map[string]IntResult)
result.AbilUsageCountByChar = make([]map[string]IntResult, charCount)
result.CharActiveTime = make([]IntResult, charCount)
result.DamageByChar = make([]map[string]FloatResult, charCount)
for i := range result.CharNames {
result.CharNames[i] = chars[i]
result.CharActiveTime[i].Min = math.MaxInt64
result.CharActiveTime[i].Max = -1
result.AbilUsageCountByChar[i] = make(map[string]IntResult)
result.DamageByChar[i] = make(map[string]FloatResult)
}
}
n := len(data)
// var dd float64
for _, v := range data {
dd := float64(v.Duration) / 60 //sim reports in frames
result.Duration.Mean += dd / float64(n)
if dd > result.Duration.Max {
result.Duration.Max = dd
}
if dd < result.Duration.Mean {
result.Duration.Max = dd
}
//dmg
if v.Damage < result.Damage.Min {
result.DPS.Min = v.Damage
}
if v.Damage > result.Damage.Max {
result.Damage.Max = v.Damage
}
result.Damage.Mean += v.Damage / float64(n)
//dps
if result.DPS.Min > v.DPS {
result.DPS.Min = v.DPS
}
if result.DPS.Max < v.DPS {
result.DPS.Max = v.DPS
}
result.DPS.Mean += v.DPS / float64(n)
if !detailed {
continue
}
//char active time
for i, amt := range v.CharActiveTime {
if result.CharActiveTime[i].Min > amt {
result.CharActiveTime[i].Min = amt
}
if result.CharActiveTime[i].Max < amt {
result.CharActiveTime[i].Max = amt
}
result.CharActiveTime[i].Mean += float64(amt) / float64(n)
}
//dmg by char
for i, abil := range v.DamageByChar {
for k, amt := range abil {
x, ok := result.DamageByChar[i][k]
if !ok {
x.Min = math.MaxFloat64
x.Max = -1
}
// log.Printf("dmg amount: %v\n", amt)
amt = amt / float64(dd)
if x.Min > amt {
x.Min = amt
}
if x.Max < amt {
x.Max = amt
}
x.Mean += amt / float64(n)
result.DamageByChar[i][k] = x
}
}
//abil use
for c, abil := range v.AbilUsageCountByChar {
for k, amt := range abil {
x, ok := result.AbilUsageCountByChar[c][k]
if !ok {
x.Min = math.MaxInt64
x.Max = -1
}
if x.Min > amt {
x.Min = amt
}
if x.Max < amt {
x.Max = amt
}
x.Mean += float64(amt) / float64(n)
result.AbilUsageCountByChar[c][k] = x
}
}
//particles
for c, amt := range v.ParticleCount {
x, ok := result.ParticleCount[c]
if !ok {
x.Min = math.MaxInt64
x.Max = -1
}
if x.Min > amt {
x.Min = amt
}
if x.Max < amt {
x.Max = amt
}
x.Mean += float64(amt) / float64(n)
result.ParticleCount[c] = x
}
//reactions
for c, amt := range v.ReactionsTriggered {
x, ok := result.ReactionsTriggered[c]
if !ok {
x.Min = math.MaxInt64
x.Max = -1
}
if x.Min > amt {
x.Min = amt
}
if x.Max < amt {
x.Max = amt
}
x.Mean += float64(amt) / float64(n)
result.ReactionsTriggered[c] = x
}
//ele up time
for t, m := range v.ElementUptime {
if len(result.ElementUptime) == t {
result.ElementUptime = append(result.ElementUptime, make(map[core.EleType]IntResult))
}
//go through m and add to our results
for ele, amt := range m {
x, ok := result.ElementUptime[t][ele]
if !ok {
x.Min = math.MaxInt64
x.Max = -1
}
if x.Min > amt {
x.Min = amt
}
if x.Max < amt {
x.Max = amt
}
x.Mean += float64(amt) / float64(n)
result.ElementUptime[t][ele] = x
}
}
}
for _, v := range data {
result.DPS.SD += (v.DPS - result.DPS.Mean) * (v.DPS - result.DPS.Mean)
if mode {
result.Duration.SD += (float64(v.Duration) - result.Duration.Mean) * (float64(v.Duration) - result.Duration.Mean)
}
}
result.DPS.SD = math.Sqrt(result.DPS.SD / float64(n))
return
}
func worker(src string, opt core.RunOpt, resp chan workerResp, req chan bool, done chan bool, cust ...func(*Simulation) error) {
opt.Debug = false
opt.DebugPaths = []string{}
for {
select {
case <-req:
parser := parse.New("single", src)
cfg, _, _ := parser.Parse()
s, err := NewSim(cfg, opt, cust...)
if err != nil {
resp <- workerResp{
err: err,
}
return
}
stat, err := s.Run()
if err != nil {
resp <- workerResp{
err: err,
}
return
}
resp <- workerResp{
stats: stat,
err: nil,
}
case <-done:
return
}
}
}
func (stats *Result) PrettyPrint() string {
var sb strings.Builder
for i, t := range stats.DamageByChar {
if i == 0 {
sb.WriteString("------------------------------------------\n")
}
sb.WriteString(fmt.Sprintf("%v contributed the following dps:\n", stats.CharNames[i]))
keys := make([]string, 0, len(t))
for k := range t {
keys = append(keys, k)
}
sort.Strings(keys)
var total float64
for _, k := range keys {
v := t[k]
sb.WriteString(fmt.Sprintf("\t%v (%.2f%% of total): avg %.2f [min: %.2f | max: %.2f] \n", k, 100*v.Mean/stats.DPS.Mean, v.Mean, v.Min, v.Max))
total += v.Mean
}
sb.WriteString(fmt.Sprintf("%v total avg dps: %.2f; total percentage: %.0f%%\n", stats.CharNames[i], total, 100*total/stats.DPS.Mean))
}
for i, t := range stats.AbilUsageCountByChar {
if i == 0 {
sb.WriteString("------------------------------------------\n")
sb.WriteString("Character ability usage:\n")
}
sb.WriteString(fmt.Sprintf("%v used the following abilities:\n", stats.CharNames[i]))
keys := make([]string, 0, len(t))
for k := range t {
keys = append(keys, k)
}
sort.Strings(keys)
for _, k := range keys {
v := t[k]
sb.WriteString(fmt.Sprintf("\t%v: avg %.2f [min: %v | max: %v]\n", k, v.Mean, v.Min, v.Max))
}
}
for i, v := range stats.CharActiveTime {
if i == 0 {
sb.WriteString("------------------------------------------\n")
sb.WriteString("Character field time:\n")
}
sb.WriteString(fmt.Sprintf("%v on average active for %.0f%% [min: %.0f%% | max: %.0f%%]\n", stats.CharNames[i], 100*v.Mean/(stats.Duration.Mean*60), float64(100*v.Min)/(stats.Duration.Mean*60), float64(100*v.Max)/(stats.Duration.Mean*60)))
}
pk := make([]string, 0, len(stats.ParticleCount))
for k := range stats.ParticleCount {
pk = append(pk, k)
}
sort.Strings(pk)
for i, k := range pk {
if i == 0 {
sb.WriteString("------------------------------------------\n")
sb.WriteString("Particle count:\n")
}
v := stats.ParticleCount[k]
sb.WriteString(fmt.Sprintf("\t%v: avg %.2f [min: %v max: %v]\n", k, v.Mean, v.Min, v.Max))
}
rk := make([]core.ReactionType, 0, len(stats.ReactionsTriggered))
for k := range stats.ReactionsTriggered {
rk = append(rk, k)
}
for i, k := range rk {
if i == 0 {
sb.WriteString("------------------------------------------\n")
sb.WriteString("Reactions:\n")
}
v := stats.ReactionsTriggered[k]
sb.WriteString(fmt.Sprintf("\t%v: avg %.2f [min: %v max: %v]\n", k, v.Mean, v.Min, v.Max))
}
for i, m := range stats.ElementUptime {
if i == 0 {
sb.WriteString("------------------------------------------\n")
sb.WriteString("Element up time:\n")
}
sb.WriteString(fmt.Sprintf("\tTarget #%v\n", i+1))
for j, ele := range core.EleTypeString {
v, ok := m[core.EleType(j)]
if ok {
if ele == "" {
ele = "none"
}
sb.WriteString(fmt.Sprintf("\t\t%v: avg %.2f%% [min: %.2f%% max: %.2f%%]\n", ele, 100*v.Mean/(stats.Duration.Mean*60), float64(100*v.Min)/(stats.Duration.Mean*60), float64(100*v.Max)/(stats.Duration.Mean*60)))
}
}
}
sb.WriteString(fmt.Sprintf("Average %.2f damage over %.2f seconds, resulting in %.0f dps (min: %.2f max: %.2f std: %.2f) \n", stats.Damage.Mean, stats.Duration.Mean, stats.DPS.Mean, stats.DPS.Min, stats.DPS.Max, stats.DPS.SD))
return sb.String()
}