When KOBO_BENCH=1 is set in the environment, the game becomes a
hands-off benchmark:
* Skips the intro/menu sequence and pushes st_game directly with
scene=0, skill=CLASSIC, invulnerable ship, always_fire = constant
auto-fire, countdown = 0 so "GET READY" auto-pops in 700ms.
* Seeds pubrand and gamerand from KOBO_BENCH_SEED (default 12345)
so the map, stress spawn pattern, and enemy AI are identical
run-to-run.
* Defaults KOBO_STRESS=1500 unless overridden, so the move pass has
a steady workload, and KOBO_PROF=1 so the profiler is on.
* Counts frames in run_game; after KOBO_BENCH_FRAMES (default 1800)
it dumps prof to stderr and exits cleanly.
Usage from repo root (the cwd matters — relative GFX paths only
resolve from here):
KOBO_BENCH=1 ./build/kobodl 2>bench-logs/phaseN.log
A single command produces a comparable profiler dump at every phase
of the DOD refactor — no menus to navigate, no keyboard input,
identical workload.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
36 lines
1.0 KiB
C++
36 lines
1.0 KiB
C++
#include "bench.h"
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#include <stdio.h>
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#include <stdlib.h>
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int kobo_bench_enabled = 0;
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int kobo_bench_frames = 1800;
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Uint32 kobo_bench_seed = 12345;
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extern "C" void kobo_bench_init_env(void)
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{
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const char *e = getenv("KOBO_BENCH");
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kobo_bench_enabled = (e && *e && *e != '0') ? 1 : 0;
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const char *f = getenv("KOBO_BENCH_FRAMES");
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if (f && *f) kobo_bench_frames = atoi(f);
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const char *s = getenv("KOBO_BENCH_SEED");
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if (s && *s) kobo_bench_seed = (Uint32)strtoul(s, NULL, 10);
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if (!kobo_bench_enabled) return;
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// Default a steady stress workload so the move pass has predictable cost.
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if (!getenv("KOBO_STRESS"))
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setenv("KOBO_STRESS", "1500", 1);
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// Profiler is the whole point of running in bench mode.
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if (!getenv("KOBO_PROF"))
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setenv("KOBO_PROF", "1", 1);
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fprintf(stderr,
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"[bench] enabled: frames=%d seed=%u stress=%s prof=%s\n",
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kobo_bench_frames,
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(unsigned)kobo_bench_seed,
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getenv("KOBO_STRESS"),
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getenv("KOBO_PROF"));
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}
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