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AoiTesting

简单实现了 AOI 算法中的九宫格算法和十字链表算法,并实测了两者的性能。

Test aoi square algorithm and aoi cross algorithm.

博客文章 blog article

Build

  • 需要 boost,安装 b2 和 boost。

  • 修改 Jamroot.jam 中的 BOOST_ROOT 变量,改成 boost 安装的目录。

  • 在项目目录下执行 b2

  • you need boost, build and install b2 and boost.

  • edit BOOST_ROOT in file Jamroot.jam to the install path of boost.

  • run b2 at project directory.

Result

分别测了玩家加入场景(Add Player),计算 AOI 进出事件(Tick),玩家更新坐标位置(Update Pos)三种情况的时间消耗。结果放在 test_square.txt 和 test_cross.txt 中。

Three situations are tested: Add Player, Tick and Update Pos. Results are placed in test_square.txt and test_cross.txt.

test_square.txt:

===Begin Milestore: player_num = 100, map_size = (-50.000000, 50.000000)
Add Player (1 times) 0.000081s wall, 0.000000s user + 0.000000s system = 0.000000s CPU (n/a%)
Tick (1 times) 0.000452s wall, 0.000000s user + 0.000000s system = 0.000000s CPU (n/a%)
Update Pos (10 times) 0.000230s wall, 0.000000s user + 0.000000s system = 0.000000s CPU (n/a%)
===End Milestore

===Begin Milestore: player_num = 100, map_size = (-100.000000, 100.000000)
Add Player (1 times) 0.000070s wall, 0.000000s user + 0.000000s system = 0.000000s CPU (n/a%)
Tick (1 times) 0.000338s wall, 0.000000s user + 0.000000s system = 0.000000s CPU (n/a%)
Update Pos (10 times) 0.000185s wall, 0.000000s user + 0.000000s system = 0.000000s CPU (n/a%)
===End Milestore

===Begin Milestore: player_num = 100, map_size = (-1000.000000, 1000.000000)
Add Player (1 times) 0.000084s wall, 0.000000s user + 0.000000s system = 0.000000s CPU (n/a%)
Tick (1 times) 0.000103s wall, 0.000000s user + 0.000000s system = 0.000000s CPU (n/a%)
Update Pos (10 times) 0.000187s wall, 0.000000s user + 0.000000s system = 0.000000s CPU (n/a%)
===End Milestore

===Begin Milestore: player_num = 100, map_size = (-10000.000000, 10000.000000)
Add Player (1 times) 0.000084s wall, 0.000000s user + 0.000000s system = 0.000000s CPU (n/a%)
Tick (1 times) 0.000080s wall, 0.000000s user + 0.000000s system = 0.000000s CPU (n/a%)
Update Pos (10 times) 0.000185s wall, 0.000000s user + 0.000000s system = 0.000000s CPU (n/a%)
===End Milestore

===Begin Milestore: player_num = 1000, map_size = (-50.000000, 50.000000)
Add Player (1 times) 0.000673s wall, 0.000000s user + 0.000000s system = 0.000000s CPU (n/a%)
Tick (1 times) 0.035298s wall, 0.030000s user + 0.000000s system = 0.030000s CPU (85.0%)
Update Pos (10 times) 0.001841s wall, 0.000000s user + 0.000000s system = 0.000000s CPU (n/a%)
===End Milestore

===Begin Milestore: player_num = 1000, map_size = (-100.000000, 100.000000)
Add Player (1 times) 0.000664s wall, 0.000000s user + 0.000000s system = 0.000000s CPU (n/a%)
Tick (1 times) 0.025806s wall, 0.030000s user + 0.000000s system = 0.030000s CPU (116.3%)
Update Pos (10 times) 0.001842s wall, 0.000000s user + 0.000000s system = 0.000000s CPU (n/a%)
===End Milestore

===Begin Milestore: player_num = 1000, map_size = (-1000.000000, 1000.000000)
Add Player (1 times) 0.000721s wall, 0.000000s user + 0.000000s system = 0.000000s CPU (n/a%)
Tick (1 times) 0.001793s wall, 0.000000s user + 0.000000s system = 0.000000s CPU (n/a%)
Update Pos (10 times) 0.001849s wall, 0.010000s user + 0.000000s system = 0.010000s CPU (540.8%)
===End Milestore

===Begin Milestore: player_num = 1000, map_size = (-10000.000000, 10000.000000)
Add Player (1 times) 0.000885s wall, 0.000000s user + 0.000000s system = 0.000000s CPU (n/a%)
Tick (1 times) 0.000804s wall, 0.000000s user + 0.000000s system = 0.000000s CPU (n/a%)
Update Pos (10 times) 0.001855s wall, 0.000000s user + 0.000000s system = 0.000000s CPU (n/a%)
===End Milestore

===Begin Milestore: player_num = 10000, map_size = (-50.000000, 50.000000)
Add Player (1 times) 0.006454s wall, 0.010000s user + 0.000000s system = 0.010000s CPU (154.9%)
Tick (1 times) 3.822028s wall, 3.800000s user + 0.020000s system = 3.820000s CPU (99.9%)
Update Pos (10 times) 0.018402s wall, 0.020000s user + 0.000000s system = 0.020000s CPU (108.7%)
===End Milestore

===Begin Milestore: player_num = 10000, map_size = (-100.000000, 100.000000)
Add Player (1 times) 0.006439s wall, 0.000000s user + 0.000000s system = 0.000000s CPU (n/a%)
Tick (1 times) 2.805551s wall, 2.760000s user + 0.040000s system = 2.800000s CPU (99.8%)
Update Pos (10 times) 0.018489s wall, 0.010000s user + 0.000000s system = 0.010000s CPU (54.1%)
===End Milestore

===Begin Milestore: player_num = 10000, map_size = (-1000.000000, 1000.000000)
Add Player (1 times) 0.006698s wall, 0.010000s user + 0.000000s system = 0.010000s CPU (149.3%)
Tick (1 times) 0.093759s wall, 0.100000s user + 0.000000s system = 0.100000s CPU (106.7%)
Update Pos (10 times) 0.018350s wall, 0.010000s user + 0.000000s system = 0.010000s CPU (54.5%)
===End Milestore

===Begin Milestore: player_num = 10000, map_size = (-10000.000000, 10000.000000)
Add Player (1 times) 0.009046s wall, 0.010000s user + 0.000000s system = 0.010000s CPU (110.6%)
Tick (1 times) 0.012091s wall, 0.010000s user + 0.000000s system = 0.010000s CPU (82.7%)
Update Pos (10 times) 0.019033s wall, 0.020000s user + 0.000000s system = 0.020000s CPU (105.1%)
===End Milestore

test_cross.txt:

===Begin Milestore: player_num = 100, map_size = (-50.000000, 50.000000)
Add Player (1 times) 0.002057s wall, 0.000000s user + 0.000000s system = 0.000000s CPU (n/a%)
Tick (1 times) 0.000330s wall, 0.000000s user + 0.000000s system = 0.000000s CPU (n/a%)
Update Pos (10 times) 0.000232s wall, 0.000000s user + 0.000000s system = 0.000000s CPU (n/a%)
===End Milestore

===Begin Milestore: player_num = 100, map_size = (-100.000000, 100.000000)
Add Player (1 times) 0.001201s wall, 0.000000s user + 0.000000s system = 0.000000s CPU (n/a%)
Tick (1 times) 0.000222s wall, 0.000000s user + 0.000000s system = 0.000000s CPU (n/a%)
Update Pos (10 times) 0.000272s wall, 0.000000s user + 0.000000s system = 0.000000s CPU (n/a%)
===End Milestore

===Begin Milestore: player_num = 100, map_size = (-1000.000000, 1000.000000)
Add Player (1 times) 0.000288s wall, 0.000000s user + 0.000000s system = 0.000000s CPU (n/a%)
Tick (1 times) 0.000048s wall, 0.000000s user + 0.000000s system = 0.000000s CPU (n/a%)
Update Pos (10 times) 0.000200s wall, 0.000000s user + 0.000000s system = 0.000000s CPU (n/a%)
===End Milestore

===Begin Milestore: player_num = 100, map_size = (-10000.000000, 10000.000000)
Add Player (1 times) 0.000194s wall, 0.000000s user + 0.000000s system = 0.000000s CPU (n/a%)
Tick (1 times) 0.000041s wall, 0.000000s user + 0.000000s system = 0.000000s CPU (n/a%)
Update Pos (10 times) 0.000192s wall, 0.000000s user + 0.000000s system = 0.000000s CPU (n/a%)
===End Milestore

===Begin Milestore: player_num = 1000, map_size = (-50.000000, 50.000000)
Add Player (1 times) 0.130766s wall, 0.130000s user + 0.000000s system = 0.130000s CPU (99.4%)
Tick (1 times) 0.028091s wall, 0.020000s user + 0.000000s system = 0.020000s CPU (71.2%)
Update Pos (10 times) 0.005369s wall, 0.010000s user + 0.000000s system = 0.010000s CPU (186.2%)
===End Milestore

===Begin Milestore: player_num = 1000, map_size = (-100.000000, 100.000000)
Add Player (1 times) 0.103015s wall, 0.100000s user + 0.000000s system = 0.100000s CPU (97.1%)
Tick (1 times) 0.019545s wall, 0.020000s user + 0.000000s system = 0.020000s CPU (102.3%)
Update Pos (10 times) 0.009208s wall, 0.010000s user + 0.000000s system = 0.010000s CPU (108.6%)
===End Milestore

===Begin Milestore: player_num = 1000, map_size = (-1000.000000, 1000.000000)
Add Player (1 times) 0.010150s wall, 0.010000s user + 0.000000s system = 0.010000s CPU (98.5%)
Tick (1 times) 0.000845s wall, 0.000000s user + 0.000000s system = 0.000000s CPU (n/a%)
Update Pos (10 times) 0.003023s wall, 0.000000s user + 0.000000s system = 0.000000s CPU (n/a%)
===End Milestore

===Begin Milestore: player_num = 1000, map_size = (-10000.000000, 10000.000000)
Add Player (1 times) 0.004950s wall, 0.010000s user + 0.000000s system = 0.010000s CPU (202.0%)
Tick (1 times) 0.000427s wall, 0.000000s user + 0.000000s system = 0.000000s CPU (n/a%)
Update Pos (10 times) 0.002234s wall, 0.000000s user + 0.000000s system = 0.000000s CPU (n/a%)
===End Milestore

===Begin Milestore: player_num = 10000, map_size = (-50.000000, 50.000000)
Add Player (1 times) 21.606402s wall, 21.040000s user + 0.570000s system = 21.610000s CPU (100.0%)
Tick (1 times) 3.696885s wall, 3.680000s user + 0.030000s system = 3.710000s CPU (100.4%)
Update Pos (10 times) 0.434396s wall, 0.430000s user + 0.000000s system = 0.430000s CPU (99.0%)
===End Milestore

===Begin Milestore: player_num = 10000, map_size = (-100.000000, 100.000000)
Add Player (1 times) 18.499235s wall, 18.470000s user + 0.020000s system = 18.490000s CPU (100.0%)
Tick (1 times) 2.292608s wall, 2.290000s user + 0.000000s system = 2.290000s CPU (99.9%)
Update Pos (10 times) 1.522617s wall, 1.530000s user + 0.000000s system = 1.530000s CPU (100.5%)
===End Milestore

===Begin Milestore: player_num = 10000, map_size = (-1000.000000, 1000.000000)
Add Player (1 times) 1.642519s wall, 1.640000s user + 0.000000s system = 1.640000s CPU (99.8%)
Tick (1 times) 0.042767s wall, 0.050000s user + 0.000000s system = 0.050000s CPU (116.9%)
Update Pos (10 times) 0.202949s wall, 0.200000s user + 0.000000s system = 0.200000s CPU (98.5%)
===End Milestore

===Begin Milestore: player_num = 10000, map_size = (-10000.000000, 10000.000000)
Add Player (1 times) 0.571257s wall, 0.570000s user + 0.000000s system = 0.570000s CPU (99.8%)
Tick (1 times) 0.006325s wall, 0.010000s user + 0.000000s system = 0.010000s CPU (158.1%)
Update Pos (10 times) 0.042568s wall, 0.040000s user + 0.000000s system = 0.040000s CPU (94.0%)
===End Milestore

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简单实现了 AOI 算法中的九宫格算法和十字链表算法,并实测了两者的性能。Test aoi square algorithm and aoi cross algorithm.

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