add profiling support and window geom options to force geometry

This commit is contained in:
2024-05-27 13:38:14 +02:00
committed by T.v.Dein
parent 4b38bea5db
commit aeebfb1997
4 changed files with 199 additions and 56 deletions

164
config.go
View File

@@ -1,9 +1,12 @@
package main
import (
"errors"
"fmt"
"log"
"os"
"runtime/pprof"
"strconv"
"strings"
"github.com/spf13/pflag"
"github.com/tlinden/golsky/rle"
@@ -22,42 +25,136 @@ type Config struct {
StateGrid *Grid // a grid from a statefile
Wrap bool // wether wraparound mode is in place or not
ShowVersion bool
// for internal profiling
ProfileFile string
ProfileDraw bool
ProfileMaxLoops int64
}
const (
VERSION = "v0.0.6"
VERSION = "v0.0.7"
Alive = 1
Dead = 0
)
func GetRLE(filename string) *rle.RLE {
// parse given window geometry and adjust game settings according to it
func (config *Config) ParseGeom(geom string) error {
if geom == "" {
config.ScreenWidth = config.Cellsize * config.Width
config.ScreenHeight = config.Cellsize * config.Height
return nil
}
// force a geom
geometry := strings.Split(geom, "x")
if len(geometry) != 2 {
return errors.New("failed to parse -g parameters, expecting WIDTHxHEIGHT")
}
width, err := strconv.Atoi(geometry[0])
if err != nil {
return errors.New("failed to parse width, expecting integer")
}
height, err := strconv.Atoi(geometry[1])
if err != nil {
return errors.New("failed to parse height, expecting integer")
}
// adjust dimensions, account for grid width+height so that cells
// fit into window
config.ScreenWidth = width - (width % config.Width)
config.ScreenHeight = height - (height % config.Height)
config.Cellsize = config.ScreenWidth / config.Width
return nil
}
// check if we have been given an RLE file to load, then load it and
// adjust game settings accordingly
func (config *Config) ParseRLE(rlefile string) error {
if rlefile == "" {
return nil
}
rleobj, err := rle.GetRLE(rlefile)
if err != nil {
return err
}
if rleobj == nil {
return errors.New("failed to load RLE file (uncatched module error)")
}
config.RLE = rleobj
// adjust geometry if needed
if config.RLE.Width > config.Width || config.RLE.Height > config.Height {
config.Width = config.RLE.Width * 2
config.Height = config.RLE.Height * 2
config.Cellsize = config.ScreenWidth / config.Width
}
// RLE needs an empty grid
config.Empty = true
// it may come with its own rule
if config.RLE.Rule != "" {
config.Rule = ParseGameRule(config.RLE.Rule)
}
return nil
}
// parse a state file, if given, and adjust game settings accordingly
func (config *Config) ParseStatefile(statefile string) error {
if config.Statefile == "" {
return nil
}
grid, err := LoadState(config.Statefile)
if err != nil {
return fmt.Errorf("failed to load game state: %s", err)
}
config.Width = grid.Width
config.Height = grid.Height
config.Cellsize = config.ScreenWidth / config.Width
config.StateGrid = grid
return nil
}
func (config *Config) EnableCPUProfiling(filename string) error {
if filename == "" {
return nil
}
content, err := os.ReadFile(filename)
fd, err := os.Create(filename)
if err != nil {
log.Fatal(err)
return err
}
parsedRle, err := rle.Parse(string(content))
if err != nil {
log.Fatalf("failed to load RLE pattern file: %s", err)
}
pprof.StartCPUProfile(fd)
defer pprof.StopCPUProfile()
return &parsedRle
return nil
}
func ParseCommandline() *Config {
func ParseCommandline() (*Config, error) {
config := Config{}
var rule string
var rlefile string
var (
rule, rlefile, geom string
)
// commandline params, most configure directly config flags
pflag.IntVarP(&config.Width, "width", "W", 40, "grid width in cells")
pflag.IntVarP(&config.Height, "height", "H", 40, "grid height in cells")
pflag.IntVarP(&config.Cellsize, "cellsize", "c", 8, "cell size in pixels")
pflag.StringVarP(&geom, "geom", "g", "", "window geometry in WxH in pixels, overturns -c")
pflag.IntVarP(&config.Density, "density", "D", 10, "density of random cells")
pflag.IntVarP(&config.TPG, "ticks-per-generation", "t", 10,
"game speed: the higher the slower (default: 10)")
@@ -75,38 +172,21 @@ func ParseCommandline() *Config {
pflag.BoolVarP(&config.ShowEvolution, "show-evolution", "s", false, "show evolution tracks")
pflag.BoolVarP(&config.Wrap, "wrap-around", "w", false, "wrap around grid mode")
pflag.StringVarP(&config.ProfileFile, "profile-file", "", "", "enable profiling")
pflag.BoolVarP(&config.ProfileDraw, "profile-draw", "", false, "profile draw method (default false)")
pflag.Int64VarP(&config.ProfileMaxLoops, "profile-max-loops", "", 10, "how many loops to execute (default 10)")
pflag.Parse()
// check if we have been given an RLE file to load
config.RLE = GetRLE(rlefile)
if config.RLE != nil {
if config.RLE.Width > config.Width || config.RLE.Height > config.Height {
config.Width = config.RLE.Width * 2
config.Height = config.RLE.Height * 2
fmt.Printf("rlew: %d, rleh: %d, w: %d, h: %d\n",
config.RLE.Width, config.RLE.Height, config.Width, config.Height)
}
// RLE needs an empty grid
config.Empty = true
// it may come with its own rule
if config.RLE.Rule != "" {
config.Rule = ParseGameRule(config.RLE.Rule)
}
} else if config.Statefile != "" {
grid, err := LoadState(config.Statefile)
if err != nil {
log.Fatalf("failed to load game state: %s", err)
}
config.Width = grid.Width
config.Height = grid.Height
config.StateGrid = grid
err := config.ParseGeom(geom)
if err != nil {
return nil, err
}
config.ScreenWidth = config.Cellsize * config.Width
config.ScreenHeight = config.Cellsize * config.Height
err = config.ParseRLE(rlefile)
if err != nil {
return nil, err
}
// load rule from commandline when no rule came from RLE file,
// default is B3/S23, aka conways game of life
@@ -114,5 +194,5 @@ func ParseCommandline() *Config {
config.Rule = ParseGameRule(rule)
}
return &config
return &config, nil
}