-- Safeguard against too much optimization. This way the results cannot be optimized -- away, but they can be garbage collected (due to __mode = "k"). _G._bench_content_ids_data = setmetatable({}, {__mode = "k"}) local function bench_name2content() local t = {} _G._bench_content_ids_data[t] = true local get_content_id = minetest.get_content_id local start = minetest.get_us_time() for i = 1, 200 do for name in pairs(minetest.registered_nodes) do t[#t + 1] = get_content_id(name) end end local finish = minetest.get_us_time() return (finish - start) / 1000 end local function bench_content2name() local t = {} _G._bench_content_ids_data[t] = true -- Try to estimate the highest content ID that's used -- (not accurate but good enough for this test) local n = 0 for _ in pairs(minetest.registered_nodes) do n = n + 1 end local get_name_from_content_id = minetest.get_name_from_content_id local start = minetest.get_us_time() for i = 1, 200 do for j = 0, n do t[#t + 1] = get_name_from_content_id(j) end end local finish = minetest.get_us_time() return (finish - start) / 1000 end minetest.register_chatcommand("bench_name2content", { params = "", description = "Benchmark: Conversion from node names to content IDs", func = function(name, param) minetest.chat_send_player(name, "Benchmarking minetest.get_content_id. Warming up ...") bench_name2content() minetest.chat_send_player(name, "Warming up finished, now benchmarking ...") local time = bench_name2content() return true, ("Time: %.2f ms"):format(time) end, }) minetest.register_chatcommand("bench_content2name", { params = "", description = "Benchmark: Conversion from content IDs to node names", func = function(name, param) minetest.chat_send_player(name, "Benchmarking minetest.get_name_from_content_id. Warming up ...") bench_content2name() minetest.chat_send_player(name, "Warming up finished, now benchmarking ...") local time = bench_content2name() return true, ("Time: %.2f ms"):format(time) end, }) local function get_positions_cube(ppos) local pos_list = {} local i = 1 for x=2,100 do for y=2,100 do for z=2,100 do pos_list[i] = ppos:offset(x, y, z) i = i + 1 end end end return pos_list end minetest.register_chatcommand("bench_bulk_set_node", { params = "", description = "Benchmark: Bulk-set 99×99×99 stone nodes", func = function(name, param) local player = minetest.get_player_by_name(name) if not player then return false, "No player." end local pos_list = get_positions_cube(player:get_pos()) minetest.chat_send_player(name, "Benchmarking minetest.bulk_set_node. Warming up ...") -- warm up with stone to prevent having different callbacks -- due to different node topology minetest.bulk_set_node(pos_list, {name = "mapgen_stone"}) minetest.chat_send_player(name, "Warming up finished, now benchmarking ...") local start_time = minetest.get_us_time() for i=1,#pos_list do minetest.set_node(pos_list[i], {name = "mapgen_stone"}) end local middle_time = minetest.get_us_time() minetest.bulk_set_node(pos_list, {name = "mapgen_stone"}) local end_time = minetest.get_us_time() local msg = string.format("Benchmark results: minetest.set_node loop: %.2f ms; minetest.bulk_set_node: %.2f ms", ((middle_time - start_time)) / 1000, ((end_time - middle_time)) / 1000 ) return true, msg end, }) minetest.register_chatcommand("bench_bulk_get_node", { params = "", description = "Benchmark: Bulk-get 99×99×99 nodes", func = function(name, param) local player = minetest.get_player_by_name(name) if not player then return false, "No player." end local pos_list = get_positions_cube(player:get_pos()) local function bench() local start_time = minetest.get_us_time() for i=1,#pos_list do local n = minetest.get_node(pos_list[i]) -- Make sure the name lookup is never optimized away. -- Table allocation might still be omitted. But only accessing -- the name of a node is a common pattern anyways. if n.name == "benchmarks:nonexistent_node" then error("should never happen") end end return minetest.get_us_time() - start_time end minetest.chat_send_player(name, "Benchmarking minetest.get_node. Warming up ...") bench() minetest.chat_send_player(name, "Warming up finished, now benchmarking ...") local result_us = bench() local msg = string.format("Benchmark results: minetest.get_node loop 1: %.2f ms", result_us / 1000) return true, msg end, }) minetest.register_chatcommand("bench_bulk_swap_node", { params = "", description = "Benchmark: Bulk-swap 99×99×99 stone nodes", func = function(name, param) local player = minetest.get_player_by_name(name) if not player then return false, "No player." end local pos_list = get_positions_cube(player:get_pos()) minetest.chat_send_player(name, "Benchmarking minetest.bulk_swap_node. Warming up ...") -- warm up because first execution otherwise becomes -- significantly slower minetest.bulk_swap_node(pos_list, {name = "mapgen_stone"}) minetest.chat_send_player(name, "Warming up finished, now benchmarking ...") local start_time = minetest.get_us_time() for i=1,#pos_list do minetest.swap_node(pos_list[i], {name = "mapgen_stone"}) end local middle_time = minetest.get_us_time() minetest.bulk_swap_node(pos_list, {name = "mapgen_stone"}) local end_time = minetest.get_us_time() local msg = string.format("Benchmark results: minetest.swap_node loop: %.2f ms; minetest.bulk_swap_node: %.2f ms", ((middle_time - start_time)) / 1000, ((end_time - middle_time)) / 1000 ) return true, msg end, })