Move the benchmarking logic out into a script.

It's a pain having it in a rule in Makefile.gtk, which isn't even the
recommended makefile these days - it can't be re-run conveniently, and
there's no way to parametrise it. Now it can be run no matter which
makefile you're using, and it lets you narrow down to a subset of
games (though not presets). Other options could easily be added.
This commit is contained in:
Simon Tatham
2015-05-18 16:17:49 +01:00
parent f49c7f530c
commit 894921015d
3 changed files with 32 additions and 7 deletions

10
Recipe
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@ -142,11 +142,7 @@ test: benchmark.html benchmark.txt
benchmark.html: benchmark.txt benchmark.pl benchmark.html: benchmark.txt benchmark.pl
./benchmark.pl benchmark.txt > $@ ./benchmark.pl benchmark.txt > $@
benchmark.txt: $(GAMES) benchmark.txt: benchmark.sh $(GAMES)
for i in $(GAMES); do \ ./benchmark.sh > $@
for params in $$(env -i ./$(BINPREFIX)$$i --list-presets | cut -f1 -d' '); do \
env -i ./$(BINPREFIX)$$i --test-solve --time-generation --generate 100 $$params \
|| exit 1; \
done; \
done > $@
!end !end

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@ -1,5 +1,7 @@
#!/usr/bin/perl #!/usr/bin/perl
# Process the raw output from benchmark.sh into Javascript-ified HTML.
use strict; use strict;
use warnings; use warnings;

27
benchmark.sh Executable file
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@ -0,0 +1,27 @@
#!/bin/sh
# Run every puzzle in benchmarking mode, and generate a file of raw
# data that benchmark.pl will format into a web page.
# If any arguments are provided, use those as the list of games to
# benchmark. Otherwise, read the full list from gamedesc.txt.
if test $# = 0; then
set -- $(cut -f1 -d: < gamedesc.txt)
fi
failures=false
for game in "$@"; do
# Use 'env -i' to suppress any environment variables that might
# change the preset list for a puzzle (e.g. user-defined extras)
presets=$(env -i ./$game --list-presets | cut -f1 -d' ')
for preset in $presets; do
if ! env -i ./$game --test-solve --time-generation \
--generate 100 $preset;
then
echo "${game} ${preset} failed to generate" >&2
fi
done
done
if $failures; then exit 1; fi