Fantasy-Map-Generator/scripts/perf-measure.mjs
Azgaar 1c1d97b8e2 feat: Update sprint status and complete Epic 2 tasks
- Mark Epic 2 as done and update related stories to reflect completion.
- Add Epic 2 retrospective document detailing team performance, metrics, and insights.
- Enhance draw-relief-icons.ts to include parentEl parameter in drawRelief function.
- Introduce performance measurement scripts for WebGL and SVG rendering comparisons.
- Add benchmarks for geometry building in draw-relief-icons.
2026-03-12 15:43:19 +01:00

155 lines
6.1 KiB
JavaScript

// Performance measurement script for Story 3.1 — v2 (calls init() explicitly)
// Measures NFR-P1 through NFR-P6 using Playwright in a real Chromium browser.
import {chromium} from "playwright";
async function measure() {
const browser = await chromium.launch({headless: true});
const page = await browser.newPage();
console.log("Loading app...");
await page.goto("http://localhost:5173/Fantasy-Map-Generator/?seed=test-seed&width=1280&height=720");
console.log("Waiting for map generation...");
await page.waitForFunction(() => window.mapId !== undefined, {timeout: 90000});
await page.waitForTimeout(2000);
console.log("Running measurements...");
// Check framework availability
const frameworkState = await page.evaluate(() => ({
available: typeof window.WebGL2LayerFramework !== "undefined",
hasFallback: window.WebGL2LayerFramework?.hasFallback,
reliefCount: window.pack?.relief?.length ?? 0
}));
console.log("Framework state:", frameworkState);
// Generate relief icons if not present
await page.evaluate(() => {
if (!window.pack?.relief?.length && typeof window.generateReliefIcons === "function") {
window.generateReliefIcons();
}
});
const reliefCount = await page.evaluate(() => window.pack?.relief?.length ?? 0);
console.log("Relief icons:", reliefCount);
// --- NFR-P3: setVisible toggle time (pure JS, O(1) operation) ---
const nfrP3 = await page.evaluate(() => {
const timings = [];
for (let i = 0; i < 10; i++) {
const t0 = performance.now();
window.WebGL2LayerFramework.setVisible("terrain", false);
timings.push(performance.now() - t0);
window.WebGL2LayerFramework.setVisible("terrain", true);
}
const avg = timings.reduce((a, b) => a + b, 0) / timings.length;
const min = Math.min(...timings);
const max = Math.max(...timings);
return {avg: avg.toFixed(4), min: min.toFixed(4), max: max.toFixed(4), timings};
});
console.log("NFR-P3 setVisible toggle (10 samples):", nfrP3);
// --- NFR-P5: init() timing (re-init after cleanup) ---
// The framework singleton was already init'd at startup. We time it via Navigation Timing.
const nfrP5 = await page.evaluate(() => {
// Use Navigation Timing to estimate total startup including WebGL init
const navEntry = performance.getEntriesByType("navigation")[0];
// Also time a requestRender cycle (RAF-based)
const t0 = performance.now();
window.WebGL2LayerFramework.requestRender();
const scheduleTime = performance.now() - t0;
return {
pageLoadMs: navEntry ? navEntry.loadEventEnd.toFixed(1) : "N/A",
requestRenderScheduleMs: scheduleTime.toFixed(4),
note: "init() called synchronously at module load; timing via page load metrics"
};
});
console.log("NFR-P5 (init proxy):", nfrP5);
// --- NFR-P1/P2: drawRelief timing ---
// Requires terrain element and relief icons to be available
const terrainExists = await page.evaluate(() => !!document.getElementById("terrain"));
console.log("Terrain element exists:", terrainExists);
if (terrainExists && reliefCount > 0) {
// NFR-P1: 1k icons — slice pack.relief to 1000
const nfrP1 = await page.evaluate(
() =>
new Promise(resolve => {
const fullRelief = window.pack.relief;
window.pack.relief = fullRelief.slice(0, 1000);
const terrain = document.getElementById("terrain");
const t0 = performance.now();
window.drawRelief("webGL", terrain);
requestAnimationFrame(() => {
const elapsed = performance.now() - t0;
window.pack.relief = fullRelief; // restore
resolve({icons: 1000, elapsedMs: elapsed.toFixed(2)});
});
})
);
console.log("NFR-P1 drawRelief 1k:", nfrP1);
// NFR-P2: 10k icons — slice to 10000 (or use all if fewer)
const nfrP2 = await page.evaluate(
() =>
new Promise(resolve => {
const fullRelief = window.pack.relief;
const count = Math.min(10000, fullRelief.length);
window.pack.relief = fullRelief.slice(0, count);
const terrain = document.getElementById("terrain");
const t0 = performance.now();
window.drawRelief("webGL", terrain);
requestAnimationFrame(() => {
const elapsed = performance.now() - t0;
window.pack.relief = fullRelief;
resolve({icons: count, elapsedMs: elapsed.toFixed(2)});
});
})
);
console.log("NFR-P2 drawRelief 10k:", nfrP2);
} else {
console.log("NFR-P1/P2: terrain or relief icons not available — skipping");
}
// --- NFR-P4: Zoom latency proxy ---
// Measure time from synthetic zoom event dispatch to requestRender scheduling
const nfrP4 = await page.evaluate(() => {
const timings = [];
for (let i = 0; i < 5; i++) {
const t0 = performance.now();
// Simulate the zoom handler: requestRender() is what the zoom path calls
window.WebGL2LayerFramework.requestRender();
timings.push(performance.now() - t0);
}
const avg = timings.reduce((a, b) => a + b, 0) / timings.length;
return {
avgMs: avg.toFixed(4),
note: "JS scheduling proxy — actual GPU draw happens in RAF callback, measured separately"
};
});
console.log("NFR-P4 zoom requestRender proxy:", nfrP4);
// --- NFR-P6: GPU state preservation structural check ---
const nfrP6 = await page.evaluate(() => {
// Inspect setVisible source to confirm clearLayer is NOT called
const setVisibleSrc = window.WebGL2LayerFramework.setVisible.toString();
const callsClearLayer = setVisibleSrc.includes("clearLayer");
const callsDispose = setVisibleSrc.includes("dispose");
return {
setVisibleCallsClearLayer: callsClearLayer,
setVisibleCallsDispose: callsDispose,
verdict: !callsClearLayer && !callsDispose ? "PASS — GPU resources preserved on hide" : "FAIL"
};
});
console.log("NFR-P6 structural check:", nfrP6);
await browser.close();
console.log("\nMeasurement complete.");
}
measure().catch(e => {
console.error("Error:", e.message);
process.exit(1);
});