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updates on diagnostics (log + new diagnostics) #1085

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merged 7 commits into from
Dec 24, 2020

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mockersf
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@mockersf mockersf commented Dec 18, 2020

  • move diagnostics to log now that we have a log framework setup
  • add entity count diagnostic
  • add asset count diagnostic

I found those two diagnostics useful while debugging game that slowed down over time, to track lost entities or extra assets (less true with new auto cleanup assets)

@Moxinilian Moxinilian added core C-Feature A new feature, making something new possible labels Dec 18, 2020
/// State used by the [PrintDiagnosticsPlugin]
pub struct PrintDiagnosticsState {
/// State used by the [LogDiagnosticsPlugin]
pub struct LogDiagnosticsState {
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This is pub but is not exported from the crate

Maybe use pub(crate)?

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It has to be pub because it's in a public interface:

crate-visible type `LogDiagnosticsState` in public interface
can't leak crate-visible type

It's public, just not user addressable...

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If we stop exporting the systems, then that error goes away. I'm not sure why we would be exporting the systems anyway?

It was created as public in 704a742, which was in May. I suspect it's just an oversight.

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pubs are removed

if let Some(ref filter) = state.filter {
for diagnostic in filter.iter().map(|id| diagnostics.get(*id).unwrap()) {
Self::print_diagnostic(diagnostic);
Self::log_diagnostic(diagnostic);
}
} else {
for diagnostic in diagnostics.iter() {
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Can these be sorted so that the diagnostics are in a consistent order?

It's not helpful every time you restart the app getting a different order.

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Currently you can have them ordered if you use a filter, as the filter is stored in a Vec and then iterated over.

Without filter, the diagnostics are stored in a HashMap and that doesn't keep order... We could switch to a BTreeMap, or add a Vec to keep order of insertion and use it to iterate... What do you think?

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@DJMcNab DJMcNab Dec 22, 2020

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So BTreeMap would probably be a good start, although a Vec sorted by name or by insertion order could both also be a good choice.

Basically, anything deterministic would be better than the current situation.

Edit: Given that there are generally only a handful of diagnostic types, it might make sense to just use a Vec to store them anyway and binary search to get a specific diagnostic.

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Moved to a BTreeMap. After looking a little into a Vec solution, I didn't like it as it would have mean every diagnostic recording a value would have to go through the Vec...

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O(logn) is better than O(n), but for a large number of diagnostics idk if its a good idea to replace a hash map. While we currently only have a small number, I don't want to assume that will always be the case. Maybe LogDiagnosticsPlugin could store its own order? Sorting is a behavior inherent to the LogDiagnosticsPlugin so that makes sense to me.

The issue is keeping the order synced up / accounting for new diagnostics. Lol we could have a Diagnostic event. Ex: DiagnosticEvent::Added(DiagnosticId), DiagnosticEvent::Removed(DiagnosticId), etc

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I looked into adding an event, seems not easy as adding a diagnostics can happen at app build time by mutating a resource, so the new diagnostic plugin would be responsible from calling the event (I think)
Keeping the order in LogDiagnosticsPlugin without events seemed not pretty
I added a BTreeSet of the DiagnosticId to Diagnostics that is updated when adding a diagnostics, and that is used for iterating orderedly

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DJMcNab commented Dec 22, 2020

I have confirmed that the change does make the order consistent, which is definitely an improvement. I'm less sure about the default output format, just because there's an awful lot of noise.

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output of example log_diagnostics:

Dec 22 14:34:03.374  INFO bevy_diagnostic::log_diagnostics_plugin: frame_count                                                      : 58.000000   (avg 58.000000)
Dec 22 14:34:03.374  INFO bevy_diagnostic::log_diagnostics_plugin: frame_time                                                       : 0.015162    (avg 0.016622)
Dec 22 14:34:03.375  INFO bevy_diagnostic::log_diagnostics_plugin: fps                                                              : 60.642875   (avg 60.021922)

before, it was:

Diagnostics:
---------------------------------------------------------------------------------------------
frame_time                                                       : 0.017387    (avg 0.016682)

fps                                                              : 60.059073   (avg 59.994266)

frame_count                                                      : 58.000000   (avg 58.000000)

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Good calls all around!


pub fn diagnostic_system(mut diagnostics: ResMut<Diagnostics>, query: Query<Entity>) {
let mut count = 0.;
for _entity in &mut query.iter() {
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we could replace this with let count = query.iter().count(). Thats simpler, but also if/when we re-implement ExactSizeIterator for query it could make this O(1)

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Or alternatively we could make it O(1) now by adding a world.entity_count() function and making this system thread-local.

Your call!

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Tried adding it to World, in my test with a system adding and removing entities every frame, the two counts are the same

if let Some(ref filter) = state.filter {
for diagnostic in filter.iter().map(|id| diagnostics.get(*id).unwrap()) {
Self::print_diagnostic(diagnostic);
Self::log_diagnostic(diagnostic);
}
} else {
for diagnostic in diagnostics.iter() {
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O(logn) is better than O(n), but for a large number of diagnostics idk if its a good idea to replace a hash map. While we currently only have a small number, I don't want to assume that will always be the case. Maybe LogDiagnosticsPlugin could store its own order? Sorting is a behavior inherent to the LogDiagnosticsPlugin so that makes sense to me.

The issue is keeping the order synced up / accounting for new diagnostics. Lol we could have a Diagnostic event. Ex: DiagnosticEvent::Added(DiagnosticId), DiagnosticEvent::Removed(DiagnosticId), etc

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cart commented Dec 24, 2020

I do think we might want to try cutting down on the line-noise of the logs a bit (maybe by printing the whole table as a single log).

I also think we could probably maintain an up-to-date "entity count" number within Entities::flush to avoid the need to do atomic ops every time entity_count is needed (I had it in my head that this number already exists).

But for now this all looks good.

@cart cart merged commit b28365f into bevyengine:master Dec 24, 2020
@mockersf mockersf deleted the print-to-log branch April 27, 2021 23:51
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4 participants