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namespace LivingVillage.Kernel
open System
open System.Diagnostics
open LivingVillage.Kernel.Sim
/// Kernel 层 Rumor 长跑基准:把「聊天 → 生成/追溯传闻」这条路径单独拎出来,按
/// 模拟日推进 tick 并注入固定节奏的聊天,长期测量 Rumor 工作集随世界年龄的
/// 分配与耗时量级(与 `Sim.step` 的 NPC 快照分配解耦,便于隔离谣言子系统)。
///
/// 该基准只读、不改变任何模拟语义;所有输入由 `Config` 决定,无墙钟/`System.Random`,
/// 同一 `Config` 两次运行产生相同的工作集校验和。
module RumorBench =
type Config =
{ Seed: uint64
NpcCount: int
Days: int64
/// 每个模拟日注入的聊天次数(决定谣言产生速率)。
ChatsPerDay: int }
type Result =
{ Seed: uint64
NpcCount: int
Days: int64
ChatsPerDay: int
ChatCalls: int64
RumorsCreated: int64
RumorsRetained: int
/// 保留工作集内各条目 Id 之和,用于证明同一 Config 的确定性。
RetainedIdChecksum: int64
AllocatedBytes: int64
ElapsedMs: float }
/// 任务默认口径:30 NPC × 60 模拟日 × 每日 2000 次聊天。
let defaultConfig : Config =
{ Seed = 42UL
NpcCount = 30
Days = 60L
ChatsPerDay = 2000 }
/// 测试/快速核验口径(同样是 30 NPC,但只跑 3 天)。
let quickConfig : Config =
{ defaultConfig with Days = 3L }
let private resetParticipants (ids: NpcId list) (world: World) : World =
let npcs = Array.copy world.Npcs
for id in ids do
let (NpcId index) = id
if index >= 0 && index < npcs.Length then
npcs.[index] <-
{ npcs.[index] with
Mind = { npcs.[index].Mind with Action = Wander } }
{ world with Npcs = npcs }
let private retainedChecksum (rumors: RumorEvent list) : int64 =
rumors |> List.sumBy (fun rumor -> let (RumorId id) = rumor.Id in id)
let run (config: Config) : Result =
if config.NpcCount < 2 then invalidArg (nameof config) "NpcCount must be at least 2"
if config.Days <= 0L then invalidArg (nameof config) "Days must be positive"
if config.ChatsPerDay <= 0 then invalidArg (nameof config) "ChatsPerDay must be positive"
if config.ChatsPerDay > 1000000 then invalidArg (nameof config) "ChatsPerDay is too large"
let callsPerDay = int64 config.ChatsPerDay
let ticksPerCall = max 1L (ticksPerDay / callsPerDay)
let totalCalls = config.Days * callsPerDay
let mutable world = Sim.initialWorldN config.Seed config.NpcCount
let mutable created = 0L
let mutable calls = 0L
GC.Collect(2, GCCollectionMode.Forced, true, true)
GC.WaitForPendingFinalizers()
GC.Collect(2, GCCollectionMode.Forced, true, true)
let allocatedBefore = GC.GetAllocatedBytesForCurrentThread()
let stopwatch = Stopwatch.StartNew()
for i in 0L .. totalCalls - 1L do
let dayIndex = i / callsPerDay
let within = i % callsPerDay
let tick = dayIndex * ticksPerDay + within * ticksPerCall
let narratorIndex = int (i % int64 config.NpcCount)
let receiverIndex =
int ((i + 1L + (i / int64 config.NpcCount) % int64 (config.NpcCount - 1)) % int64 config.NpcCount)
let narrator = NpcId narratorIndex
let receiver = NpcId receiverIndex
world <-
resetParticipants [ narrator; receiver ] { world with Tick = tick }
match Sim.chat { Narrator = narrator; Receiver = receiver } world with
| ChatSucceeded (rumor, next) ->
world <- next
calls <- calls + 1L
if rumor.IsSome then created <- created + 1L
| ChatRejected _ -> ()
stopwatch.Stop()
let allocatedAfter = GC.GetAllocatedBytesForCurrentThread()
{ Seed = config.Seed
NpcCount = config.NpcCount
Days = config.Days
ChatsPerDay = config.ChatsPerDay
ChatCalls = calls
RumorsCreated = created
RumorsRetained = world.Rumors.Length
RetainedIdChecksum = retainedChecksum world.Rumors
AllocatedBytes = allocatedAfter - allocatedBefore
ElapsedMs = stopwatch.Elapsed.TotalMilliseconds }
let format (result: Result) : string =
sprintf
"rumor_bench seed=%d npcs=%d days=%d chats_per_day=%d chat_calls=%d rumors_created=%d rumors_retained=%d retained_id_checksum=%d allocated_bytes=%d elapsed_ms=%.3f"
result.Seed result.NpcCount result.Days result.ChatsPerDay result.ChatCalls result.RumorsCreated
result.RumorsRetained result.RetainedIdChecksum result.AllocatedBytes result.ElapsedMs
|