206 lines
		
	
	
		
			7.7 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			206 lines
		
	
	
		
			7.7 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! Stress test for large ECS worlds.
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//!
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//! Running this example:
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//!
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//! ```
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//! cargo run --profile stress-test --example many_components [<num_entities>] [<num_components>] [<num_systems>]
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//! ```
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//!
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//! `num_entities`: The number of entities in the world (must be nonnegative)
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//! `num_components`: the number of components in the world (must be at least 10)
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//! `num_systems`: the number of systems in the world (must be nonnegative)
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//!
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//! If no valid number is provided, for each argument there's a reasonable default.
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use bevy::{
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    diagnostic::{
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        DiagnosticPath, DiagnosticsPlugin, FrameTimeDiagnosticsPlugin, LogDiagnosticsPlugin,
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    },
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    ecs::{
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        component::{ComponentCloneBehavior, ComponentDescriptor, ComponentId, StorageType},
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        system::QueryParamBuilder,
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        world::FilteredEntityMut,
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    },
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    log::LogPlugin,
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    platform::collections::HashSet,
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    prelude::{App, In, IntoSystem, Query, Schedule, SystemParamBuilder, Update},
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    ptr::{OwningPtr, PtrMut},
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    MinimalPlugins,
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};
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use rand::prelude::{Rng, SeedableRng, SliceRandom};
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use rand_chacha::ChaCha8Rng;
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use std::{alloc::Layout, mem::ManuallyDrop, num::Wrapping};
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#[expect(unsafe_code, reason = "Reading dynamic components requires unsafe")]
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// A simple system that matches against several components and does some menial calculation to create
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// some non-trivial load.
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fn base_system(access_components: In<Vec<ComponentId>>, mut query: Query<FilteredEntityMut>) {
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    #[cfg(feature = "trace")]
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    let _span = tracing::info_span!("base_system", components = ?access_components.0, count = query.iter().len()).entered();
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    for mut filtered_entity in &mut query {
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        // We calculate Faulhaber's formula mod 256 with n = value and p = exponent.
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        // See https://en.wikipedia.org/wiki/Faulhaber%27s_formula
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        // The time is takes to compute this depends on the number of entities and the values in
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        // each entity. This is to ensure that each system takes a different amount of time.
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        let mut total: Wrapping<u8> = Wrapping(0);
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        let mut exponent: u32 = 1;
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        for component_id in &access_components.0 {
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            // find the value of the component
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            let ptr = filtered_entity.get_by_id(*component_id).unwrap();
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            // SAFETY: All components have a u8 layout
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            let value: u8 = unsafe { *ptr.deref::<u8>() };
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            for i in 0..=value {
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                let mut product = Wrapping(1);
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                for _ in 1..=exponent {
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                    product *= Wrapping(i);
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                }
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                total += product;
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            }
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            exponent += 1;
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        }
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        // we assign this value to all the components we can write to
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        for component_id in &access_components.0 {
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            if let Some(ptr) = filtered_entity.get_mut_by_id(*component_id) {
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                // SAFETY: All components have a u8 layout
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                unsafe {
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                    let mut value = ptr.with_type::<u8>();
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                    *value = total.0;
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                }
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            }
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        }
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    }
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}
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#[expect(unsafe_code, reason = "Using dynamic components requires unsafe")]
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fn stress_test(num_entities: u32, num_components: u32, num_systems: u32) {
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    let mut rng = ChaCha8Rng::seed_from_u64(42);
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    let mut app = App::default();
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    let world = app.world_mut();
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    // register a bunch of components
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    let component_ids: Vec<ComponentId> = (1..=num_components)
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        .map(|i| {
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            world.register_component_with_descriptor(
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                // SAFETY:
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                // * We don't implement a drop function
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                // * u8 is Sync and Send
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                unsafe {
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                    ComponentDescriptor::new_with_layout(
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                        format!("Component{i}").to_string(),
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                        StorageType::Table,
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                        Layout::new::<u8>(),
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                        None,
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                        true, // is mutable
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                        ComponentCloneBehavior::Default,
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                    )
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                },
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            )
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        })
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        .collect();
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    // fill the schedule with systems
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    let mut schedule = Schedule::new(Update);
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    for _ in 1..=num_systems {
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        let num_access_components = rng.gen_range(1..10);
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        let access_components: Vec<ComponentId> = component_ids
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            .choose_multiple(&mut rng, num_access_components)
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            .copied()
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            .collect();
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        let system = (QueryParamBuilder::new(|builder| {
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            for &access_component in &access_components {
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                if rand::random::<bool>() {
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                    builder.mut_id(access_component);
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                } else {
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                    builder.ref_id(access_component);
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                }
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            }
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        }),)
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            .build_state(world)
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            .build_any_system(base_system);
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        schedule.add_systems((move || access_components.clone()).pipe(system));
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    }
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    // spawn a bunch of entities
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    for _ in 1..=num_entities {
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        let num_components = rng.gen_range(1..10);
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        let components: Vec<ComponentId> = component_ids
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            .choose_multiple(&mut rng, num_components)
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            .copied()
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            .collect();
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        let mut entity = world.spawn_empty();
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        // We use `ManuallyDrop` here as we need to avoid dropping the u8's when `values` is dropped
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        // since ownership of the values is passed to the world in `insert_by_ids`.
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        // But we do want to deallocate the memory when values is dropped.
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        let mut values: Vec<ManuallyDrop<u8>> = components
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            .iter()
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            .map(|_id| ManuallyDrop::new(rng.gen_range(0..255)))
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            .collect();
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        let ptrs: Vec<OwningPtr> = values
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            .iter_mut()
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            .map(|value| {
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                // SAFETY:
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                // * We don't read/write `values` binding after this and values are `ManuallyDrop`,
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                // so we have the right to drop/move the values
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                unsafe { PtrMut::from(value).promote() }
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            })
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            .collect();
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        // SAFETY:
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        // * component_id's are from the same world
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        // * `values` was initialized above, so references are valid
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        unsafe {
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            entity.insert_by_ids(&components, ptrs.into_iter());
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        }
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    }
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    // overwrite Update schedule in the app
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    app.add_schedule(schedule);
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    app.add_plugins(MinimalPlugins)
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        .add_plugins(DiagnosticsPlugin)
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        .add_plugins(LogPlugin::default())
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        .add_plugins(FrameTimeDiagnosticsPlugin::default())
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        .add_plugins(LogDiagnosticsPlugin::filtered(HashSet::from_iter([
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            DiagnosticPath::new("fps"),
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        ])));
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    app.run();
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}
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fn main() {
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    const DEFAULT_NUM_ENTITIES: u32 = 50000;
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    const DEFAULT_NUM_COMPONENTS: u32 = 1000;
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    const DEFAULT_NUM_SYSTEMS: u32 = 800;
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    // take input
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    let num_entities = std::env::args()
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        .nth(1)
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        .and_then(|string| string.parse::<u32>().ok())
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        .unwrap_or_else(|| {
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            println!("No valid number of entities provided, using default {DEFAULT_NUM_ENTITIES}");
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            DEFAULT_NUM_ENTITIES
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        });
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    let num_components = std::env::args()
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        .nth(2)
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        .and_then(|string| string.parse::<u32>().ok())
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        .and_then(|n| if n >= 10 { Some(n) } else { None })
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        .unwrap_or_else(|| {
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            println!(
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                "No valid number of components provided (>= 10), using default {DEFAULT_NUM_COMPONENTS}"
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            );
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            DEFAULT_NUM_COMPONENTS
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        });
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    let num_systems = std::env::args()
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        .nth(3)
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        .and_then(|string| string.parse::<u32>().ok())
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        .unwrap_or_else(|| {
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            println!("No valid number of systems provided, using default {DEFAULT_NUM_SYSTEMS}");
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            DEFAULT_NUM_SYSTEMS
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        });
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    stress_test(num_entities, num_components, num_systems);
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}
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