
# Objective - Fixes #18430 ## Solution - Moves world creation into per-iteration setup for both `despawn_world` and `despawn_world_recursive`, meaning the world's entities don't aren't despawned multiple times - Doesn't affect despawn APIs ## Testing - Tested manually by running `cargo bench -p benches --bench ecs -- despawn_world`
45 lines
1.5 KiB
Rust
45 lines
1.5 KiB
Rust
use bevy_ecs::prelude::*;
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use criterion::{BatchSize, Criterion};
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use glam::*;
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#[derive(Component)]
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struct A(Mat4);
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#[derive(Component)]
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struct B(Vec4);
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pub fn world_despawn_recursive(criterion: &mut Criterion) {
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let mut group = criterion.benchmark_group("despawn_world_recursive");
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group.warm_up_time(core::time::Duration::from_millis(500));
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group.measurement_time(core::time::Duration::from_secs(4));
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for entity_count in (0..5).map(|i| 10_u32.pow(i)) {
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group.bench_function(format!("{}_entities", entity_count), |bencher| {
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bencher.iter_batched_ref(
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|| {
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let mut world = World::default();
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let parent_ents = (0..entity_count)
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.map(|_| {
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world
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.spawn((A(Mat4::default()), B(Vec4::default())))
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.with_children(|parent| {
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parent.spawn((A(Mat4::default()), B(Vec4::default())));
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})
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.id()
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})
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.collect::<Vec<_>>();
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(world, parent_ents)
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},
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|(world, parent_ents)| {
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parent_ents.iter().for_each(|e| {
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world.despawn(*e);
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});
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},
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BatchSize::SmallInput,
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);
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});
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}
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group.finish();
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}
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