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2 Commits

Author SHA1 Message Date
Ryan Walters
5bdf11dfb6 feat: enhance slow frame timing warning 2025-09-08 19:19:23 -05:00
Ryan Walters
c163171304 refactor: use Single<> for player queries 2025-09-08 16:50:28 -05:00
8 changed files with 143 additions and 112 deletions

2
Cargo.lock generated
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@@ -663,7 +663,7 @@ checksum = "42f5e15c9953c5e4ccceeb2e7382a716482c34515315f7b03532b8b4e8393d2d"
[[package]] [[package]]
name = "pacman" name = "pacman"
version = "0.78.2" version = "0.78.3"
dependencies = [ dependencies = [
"anyhow", "anyhow",
"bevy_ecs", "bevy_ecs",

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@@ -1,6 +1,6 @@
[package] [package]
name = "pacman" name = "pacman"
version = "0.78.2" version = "0.78.3"
authors = ["Xevion"] authors = ["Xevion"]
edition = "2021" edition = "2021"
rust-version = "1.86.0" rust-version = "1.86.0"

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@@ -714,12 +714,23 @@ impl Game {
timings.add_total_timing(total_duration, new_tick); timings.add_total_timing(total_duration, new_tick);
// Log performance warnings for slow frames // Log performance warnings for slow frames
if total_duration.as_millis() > 20 { if total_duration.as_millis() > 17 {
// Warn if frame takes more than 20ms // Warn if frame takes too long
let slowest_systems = timings.get_slowest_systems();
let systems_context = if slowest_systems.is_empty() {
"No specific systems identified".to_string()
} else {
slowest_systems
.iter()
.map(|(id, duration)| format!("{} ({:.2?})", id, duration))
.collect::<Vec<String>>()
.join(", ")
};
warn!( warn!(
duration_ms = total_duration.as_millis(), total = format!("{:.3?}", total_duration),
frame_dt = ?std::time::Duration::from_secs_f32(dt),
tick = new_tick, tick = new_tick,
systems = systems_context,
"Frame took longer than expected" "Frame took longer than expected"
); );
} }

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@@ -3,7 +3,7 @@ use bevy_ecs::{
entity::Entity, entity::Entity,
event::{EventReader, EventWriter}, event::{EventReader, EventWriter},
query::With, query::With,
system::{Commands, Query, Res, ResMut}, system::{Commands, Query, Res, ResMut, Single},
}; };
use tracing::{debug, trace, warn}; use tracing::{debug, trace, warn};
@@ -123,7 +123,7 @@ pub fn ghost_collision_system(
mut stage_events: EventWriter<StageTransition>, mut stage_events: EventWriter<StageTransition>,
mut score: ResMut<ScoreResource>, mut score: ResMut<ScoreResource>,
mut game_state: ResMut<GameStage>, mut game_state: ResMut<GameStage>,
pacman_query: Query<Entity, With<PlayerControlled>>, player: Single<Entity, With<PlayerControlled>>,
ghost_query: Query<(Entity, &Ghost), With<GhostCollider>>, ghost_query: Query<(Entity, &Ghost), With<GhostCollider>>,
mut ghost_state_query: Query<&mut GhostState>, mut ghost_state_query: Query<&mut GhostState>,
mut events: EventWriter<AudioEvent>, mut events: EventWriter<AudioEvent>,
@@ -131,9 +131,9 @@ pub fn ghost_collision_system(
for event in collision_events.read() { for event in collision_events.read() {
if let GameEvent::Collision(entity1, entity2) = event { if let GameEvent::Collision(entity1, entity2) = event {
// Check if one is Pacman and the other is a ghost // Check if one is Pacman and the other is a ghost
let (pacman_entity, ghost_entity) = if pacman_query.get(*entity1).is_ok() && ghost_query.get(*entity2).is_ok() { let (pacman_entity, ghost_entity) = if *entity1 == *player && ghost_query.get(*entity2).is_ok() {
(*entity1, *entity2) (*entity1, *entity2)
} else if pacman_query.get(*entity2).is_ok() && ghost_query.get(*entity1).is_ok() { } else if *entity2 == *player && ghost_query.get(*entity1).is_ok() {
(*entity2, *entity1) (*entity2, *entity1)
} else { } else {
continue; continue;

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@@ -1,12 +1,11 @@
use bevy_ecs::{ use bevy_ecs::{
event::{EventReader, EventWriter}, event::EventReader,
query::{With, Without}, query::{With, Without},
system::{Query, Res, ResMut}, system::{Query, Res, ResMut, Single},
}; };
use tracing::trace; use tracing::trace;
use crate::{ use crate::{
error::GameError,
events::{GameCommand, GameEvent}, events::{GameCommand, GameEvent},
map::{builder::Map, graph::Edge}, map::{builder::Map, graph::Edge},
systems::{ systems::{
@@ -33,31 +32,21 @@ pub fn player_control_system(
mut state: ResMut<GlobalState>, mut state: ResMut<GlobalState>,
mut debug_state: ResMut<DebugState>, mut debug_state: ResMut<DebugState>,
mut audio_state: ResMut<AudioState>, mut audio_state: ResMut<AudioState>,
mut players: Query<&mut BufferedDirection, (With<PlayerControlled>, Without<Frozen>)>, mut player: Option<Single<&mut BufferedDirection, (With<PlayerControlled>, Without<Frozen>)>>,
mut errors: EventWriter<GameError>,
) { ) {
// Handle events // Handle events
for event in events.read() { for event in events.read() {
if let GameEvent::Command(command) = event { if let GameEvent::Command(command) = event {
match command { match command {
GameCommand::MovePlayer(direction) => { GameCommand::MovePlayer(direction) => {
// Get the player's movable component (ensuring there is only one player) // Only handle movement if there's an unfrozen player
let mut buffered_direction = match players.single_mut() { if let Some(player_single) = player.as_mut() {
Ok(tuple) => tuple, trace!(direction = ?*direction, "Player direction buffered for movement");
Err(e) => { ***player_single = BufferedDirection::Some {
errors.write(GameError::InvalidState(format!( direction: *direction,
"No/multiple entities queried for player system: {}", remaining_time: 0.25,
e };
))); }
return;
}
};
trace!(direction = ?*direction, "Player direction buffered for movement");
*buffered_direction = BufferedDirection::Some {
direction: *direction,
remaining_time: 0.25,
};
} }
GameCommand::Exit => { GameCommand::Exit => {
state.exit = true; state.exit = true;
@@ -168,24 +157,23 @@ pub fn player_movement_system(
} }
/// Applies tunnel slowdown based on the current node tile /// Applies tunnel slowdown based on the current node tile
pub fn player_tunnel_slowdown_system(map: Res<Map>, mut q: Query<(&Position, &mut MovementModifiers), With<PlayerControlled>>) { pub fn player_tunnel_slowdown_system(map: Res<Map>, player: Single<(&Position, &mut MovementModifiers), With<PlayerControlled>>) {
if let Ok((position, mut modifiers)) = q.single_mut() { let (position, mut modifiers) = player.into_inner();
let node = position.current_node(); let node = position.current_node();
let in_tunnel = map let in_tunnel = map
.tile_at_node(node) .tile_at_node(node)
.map(|t| t == crate::constants::MapTile::Tunnel) .map(|t| t == crate::constants::MapTile::Tunnel)
.unwrap_or(false); .unwrap_or(false);
if modifiers.tunnel_slowdown_active != in_tunnel { if modifiers.tunnel_slowdown_active != in_tunnel {
trace!( trace!(
node, node,
in_tunnel, in_tunnel,
speed_multiplier = if in_tunnel { 0.6 } else { 1.0 }, speed_multiplier = if in_tunnel { 0.6 } else { 1.0 },
"Player tunnel slowdown state changed" "Player tunnel slowdown state changed"
); );
}
modifiers.tunnel_slowdown_active = in_tunnel;
modifiers.speed_multiplier = if in_tunnel { 0.6 } else { 1.0 };
} }
modifiers.tunnel_slowdown_active = in_tunnel;
modifiers.speed_multiplier = if in_tunnel { 0.6 } else { 1.0 };
} }

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@@ -52,6 +52,11 @@ impl TimingBuffer {
self.last_tick = current_tick; self.last_tick = current_tick;
} }
/// Gets the most recent timing from the buffer.
pub fn get_most_recent_timing(&self) -> Duration {
self.buffer.back().copied().unwrap_or(Duration::ZERO)
}
/// Gets statistics for this timing buffer. /// Gets statistics for this timing buffer.
/// ///
/// # Panics /// # Panics
@@ -248,6 +253,61 @@ impl SystemTimings {
// Use the formatting module to format the data // Use the formatting module to format the data
format_timing_display(timing_data) format_timing_display(timing_data)
} }
/// Returns a list of systems with their timings, likely responsible for slow frame timings.
///
/// First, checks if any systems took longer than 2ms on the most recent tick.
/// If none exceed 2ms, accumulates systems until the top 30% of total timing
/// is reached, stopping at 5 systems maximum.
///
/// Returns tuples of (SystemId, Duration) in a SmallVec capped at 5 items.
pub fn get_slowest_systems(&self) -> SmallVec<[(SystemId, Duration); 5]> {
let mut system_timings: Vec<(SystemId, Duration)> = Vec::new();
let mut total_duration = Duration::ZERO;
// Collect most recent timing for each system (excluding Total)
for id in SystemId::iter() {
if id == SystemId::Total {
continue;
}
if let Some(buffer) = self.timings.get(&id) {
let recent_timing = buffer.lock().get_most_recent_timing();
system_timings.push((id, recent_timing));
total_duration += recent_timing;
}
}
// Sort by duration (highest first)
system_timings.sort_by(|a, b| b.1.cmp(&a.1));
// Check for systems over 2ms threshold
let over_threshold: SmallVec<[(SystemId, Duration); 5]> = system_timings
.iter()
.filter(|(_, duration)| duration.as_millis() >= 2)
.copied()
.collect();
if !over_threshold.is_empty() {
return over_threshold;
}
// Accumulate top systems until 30% of total is reached (max 5 systems)
let threshold = total_duration.as_nanos() as f64 * 0.3;
let mut accumulated = 0u128;
let mut result = SmallVec::new();
for (id, duration) in system_timings.iter().take(5) {
result.push((*id, *duration));
accumulated += duration.as_nanos();
if accumulated as f64 >= threshold {
break;
}
}
result
}
} }
pub fn profile<S, M>(id: SystemId, system: S) -> impl FnMut(&mut bevy_ecs::world::World) pub fn profile<S, M>(id: SystemId, system: S) -> impl FnMut(&mut bevy_ecs::world::World)

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@@ -15,7 +15,7 @@ use bevy_ecs::{
event::{EventReader, EventWriter}, event::{EventReader, EventWriter},
query::{With, Without}, query::{With, Without},
resource::Resource, resource::Resource,
system::{Commands, NonSendMut, Query, Res, ResMut}, system::{Commands, NonSendMut, Query, Res, ResMut, Single},
}; };
#[derive(Resource, Clone)] #[derive(Resource, Clone)]
@@ -122,7 +122,7 @@ pub fn stage_system(
mut audio_events: EventWriter<AudioEvent>, mut audio_events: EventWriter<AudioEvent>,
mut stage_event_reader: EventReader<StageTransition>, mut stage_event_reader: EventReader<StageTransition>,
mut blinking_query: Query<Entity, With<Blinking>>, mut blinking_query: Query<Entity, With<Blinking>>,
mut player_query: Query<(Entity, &mut Position), With<PlayerControlled>>, player: Single<(Entity, &mut Position), With<PlayerControlled>>,
mut ghost_query: Query<(Entity, &Ghost, &mut Position), (With<GhostCollider>, Without<PlayerControlled>)>, mut ghost_query: Query<(Entity, &Ghost, &mut Position), (With<GhostCollider>, Without<PlayerControlled>)>,
atlas: NonSendMut<SpriteAtlas>, atlas: NonSendMut<SpriteAtlas>,
) { ) {
@@ -132,11 +132,7 @@ pub fn stage_system(
// Handle stage transition requests before normal ticking // Handle stage transition requests before normal ticking
for event in stage_event_reader.read() { for event in stage_event_reader.read() {
let StageTransition::GhostEatenPause { ghost_entity } = *event; let StageTransition::GhostEatenPause { ghost_entity } = *event;
let pac_node = player_query let pac_node = player.1.current_node();
.single_mut()
.ok()
.map(|(_, pos)| pos.current_node())
.unwrap_or(map.start_positions.pacman);
debug!(ghost_entity = ?ghost_entity, node = pac_node, "Ghost eaten, entering pause state"); debug!(ghost_entity = ?ghost_entity, node = pac_node, "Ghost eaten, entering pause state");
new_state = Some(GameStage::GhostEatenPause { new_state = Some(GameStage::GhostEatenPause {
@@ -240,18 +236,13 @@ pub fn stage_system(
match (old_state, new_state) { match (old_state, new_state) {
(GameStage::Playing, GameStage::GhostEatenPause { ghost_entity, node, .. }) => { (GameStage::Playing, GameStage::GhostEatenPause { ghost_entity, node, .. }) => {
// Freeze the player & ghosts // Freeze the player & ghosts
for entity in player_query commands.entity(player.0).insert(Frozen);
.iter_mut() for (entity, _, _) in ghost_query.iter_mut() {
.map(|(e, _)| e)
.chain(ghost_query.iter_mut().map(|(e, _, _)| e))
{
commands.entity(entity).insert(Frozen); commands.entity(entity).insert(Frozen);
} }
// Hide the player & eaten ghost // Hide the player & eaten ghost
for (player_entity, _) in player_query.iter_mut() { commands.entity(player.0).insert(Hidden);
commands.entity(player_entity).insert(Hidden);
}
commands.entity(ghost_entity).insert(Hidden); commands.entity(ghost_entity).insert(Hidden);
// Spawn bonus points entity at Pac-Man's position // Spawn bonus points entity at Pac-Man's position
@@ -275,11 +266,8 @@ pub fn stage_system(
} }
(GameStage::GhostEatenPause { ghost_entity, .. }, GameStage::Playing) => { (GameStage::GhostEatenPause { ghost_entity, .. }, GameStage::Playing) => {
// Unfreeze and reveal the player & all ghosts // Unfreeze and reveal the player & all ghosts
for entity in player_query commands.entity(player.0).remove::<(Frozen, Hidden)>();
.iter_mut() for (entity, _, _) in ghost_query.iter_mut() {
.map(|(e, _)| e)
.chain(ghost_query.iter_mut().map(|(e, _, _)| e))
{
commands.entity(entity).remove::<(Frozen, Hidden)>(); commands.entity(entity).remove::<(Frozen, Hidden)>();
} }
@@ -288,11 +276,8 @@ pub fn stage_system(
} }
(GameStage::Playing, GameStage::PlayerDying(DyingSequence::Frozen { .. })) => { (GameStage::Playing, GameStage::PlayerDying(DyingSequence::Frozen { .. })) => {
// Freeze the player & ghosts // Freeze the player & ghosts
for entity in player_query commands.entity(player.0).insert(Frozen);
.iter_mut() for (entity, _, _) in ghost_query.iter_mut() {
.map(|(e, _)| e)
.chain(ghost_query.iter_mut().map(|(e, _, _)| e))
{
commands.entity(entity).insert(Frozen); commands.entity(entity).insert(Frozen);
} }
} }
@@ -303,39 +288,32 @@ pub fn stage_system(
} }
// Start Pac-Man's death animation // Start Pac-Man's death animation
if let Ok((player_entity, _)) = player_query.single_mut() { commands.entity(player.0).insert((Dying, player_death_animation.0.clone()));
commands
.entity(player_entity)
.insert((Dying, player_death_animation.0.clone()));
}
// Play the death sound // Play the death sound
audio_events.write(AudioEvent::PlayDeath); audio_events.write(AudioEvent::PlayDeath);
} }
(GameStage::PlayerDying(DyingSequence::Animating { .. }), GameStage::PlayerDying(DyingSequence::Hidden { .. })) => { (GameStage::PlayerDying(DyingSequence::Animating { .. }), GameStage::PlayerDying(DyingSequence::Hidden { .. })) => {
// Hide the player // Hide the player
if let Ok((player_entity, _)) = player_query.single_mut() { commands.entity(player.0).insert(Hidden);
commands.entity(player_entity).insert(Hidden);
}
} }
(_, GameStage::LevelRestarting) => { (_, GameStage::LevelRestarting) => {
if let Ok((player_entity, mut pos)) = player_query.single_mut() { let (player_entity, mut pos) = player.into_inner();
*pos = Position::Stopped { *pos = Position::Stopped {
node: map.start_positions.pacman, node: map.start_positions.pacman,
}; };
// Freeze the blinking, force them to be visible (if they were hidden by blinking) // Freeze the blinking, force them to be visible (if they were hidden by blinking)
for entity in blinking_query.iter_mut() { for entity in blinking_query.iter_mut() {
commands.entity(entity).insert(Frozen).remove::<Hidden>(); commands.entity(entity).insert(Frozen).remove::<Hidden>();
}
// Reset the player animation
commands
.entity(player_entity)
.remove::<(Frozen, Dying, LinearAnimation, Looping)>()
.insert(player_animation.0.clone());
} }
// Reset the player animation
commands
.entity(player_entity)
.remove::<(Frozen, Dying, LinearAnimation, Looping)>()
.insert(player_animation.0.clone());
// Reset ghost positions and state // Reset ghost positions and state
for (ghost_entity, ghost, mut ghost_pos) in ghost_query.iter_mut() { for (ghost_entity, ghost, mut ghost_pos) in ghost_query.iter_mut() {
*ghost_pos = Position::Stopped { *ghost_pos = Position::Stopped {
@@ -354,22 +332,18 @@ pub fn stage_system(
} }
(_, GameStage::Starting(StartupSequence::CharactersVisible { .. })) => { (_, GameStage::Starting(StartupSequence::CharactersVisible { .. })) => {
// Unhide the player & ghosts // Unhide the player & ghosts
for entity in player_query commands.entity(player.0).remove::<Hidden>();
.iter_mut() for (entity, _, _) in ghost_query.iter_mut() {
.map(|(e, _)| e)
.chain(ghost_query.iter_mut().map(|(e, _, _)| e))
{
commands.entity(entity).remove::<Hidden>(); commands.entity(entity).remove::<Hidden>();
} }
} }
(GameStage::Starting(StartupSequence::CharactersVisible { .. }), GameStage::Playing) => { (GameStage::Starting(StartupSequence::CharactersVisible { .. }), GameStage::Playing) => {
// Unfreeze the player & ghosts & blinking // Unfreeze the player & ghosts & blinking
for entity in player_query commands.entity(player.0).remove::<Frozen>();
.iter_mut() for (entity, _, _) in ghost_query.iter_mut() {
.map(|(e, _)| e) commands.entity(entity).remove::<Frozen>();
.chain(ghost_query.iter_mut().map(|(e, _, _)| e)) }
.chain(blinking_query.iter_mut()) for entity in blinking_query.iter_mut() {
{
commands.entity(entity).remove::<Frozen>(); commands.entity(entity).remove::<Frozen>();
} }
} }

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@@ -214,11 +214,9 @@ fn test_player_control_system_no_player_entity() {
// Run the system - should write an error // Run the system - should write an error
world world
.run_system_once(player_control_system) .run_system_once(player_control_system)
.expect("System should run successfully"); .expect("System should run successfully even with no player entity");
// Check that an error was written (we can't easily check Events without manual management, // The system should run successfully and simply ignore movement commands when there's no player
// so for this test we just verify the system ran without panicking)
// In a real implementation, you might expose error checking through the ECS world
} }
#[test] #[test]