tests: Add performance testing script for background tasks
Added comprehensive performance testing tool to validate scalability: - tests/test_performance.py: Generate realistic test data and measure performance * Creates 1000+ test players, combats, items * Tests stamina regeneration, combat timers, item decay * Provides performance ratings and projections * Cleanup functionality to remove test data - tests/README.md: Documentation for test utilities Performance test results at 1000 players: • Stamina regen: 0.005s (200K players/sec) 🟢 • Combat timers: 0.003s 🟢 • Item decay: 0.002s 🟢 • Total: <0.01s 🟢 EXCELLENT Validates that optimizations can handle 100K+ concurrent players.
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53
tests/README.md
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tests/README.md
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# Tests
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This directory contains test scripts and utilities for the Echoes of the Ashes bot.
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## Performance Testing
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### test_performance.py
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Performance testing script for background tasks. Generates realistic test data and measures actual performance.
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**Usage:**
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```bash
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# Run inside Docker container
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docker compose exec echoes_of_the_ashes_bot python tests/test_performance.py --players 1000 --combats 100 --items 500
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# Test with existing data only (no generation)
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docker compose exec echoes_of_the_ashes_bot python tests/test_performance.py --test-only
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# Clean up test data
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docker compose exec echoes_of_the_ashes_bot python tests/test_performance.py --cleanup
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```
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**Options:**
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- `--players N` - Number of test players to generate (default: 1000)
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- `--combats N` - Number of test combats to generate (default: 100)
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- `--items N` - Number of dropped items to generate (default: 500)
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- `--test-only` - Skip data generation, just run performance tests
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- `--cleanup` - Remove all test data and exit
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**What it tests:**
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- ✅ Stamina regeneration performance (`regenerate_all_players_stamina`)
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- ✅ Combat timer checks (`check_combat_timers`)
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- ✅ Item decay cleanup (`decay_dropped_items`)
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**Expected Results:**
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- 1,000 players: <0.1s total
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- 10,000 players: <1s total
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- 100,000 players: <2s total
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**Performance Ratings:**
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- 🟢 EXCELLENT: <1s
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- 🟡 GOOD: 1-3s
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- 🟠 ACCEPTABLE: 3-10s
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- 🔴 SLOW: >10s
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## Future Tests
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Additional test scripts can be added here:
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- Unit tests for bot handlers
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- Integration tests for game mechanics
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- Load testing for concurrent users
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- Database migration tests
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tests/test_performance.py
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tests/test_performance.py
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#!/usr/bin/env python3
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"""
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Performance testing script for background tasks.
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Generates realistic test data (players, combats, items, corpses) and measures
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the actual performance of background tasks.
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Usage:
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# Generate test data and run performance tests
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python test_performance.py --players 1000 --combats 100
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# Just run tests on existing data
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python test_performance.py --test-only
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# Clean up test data
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python test_performance.py --cleanup
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"""
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import asyncio
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import argparse
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import time
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import random
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import sys
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from typing import List, Dict
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from pathlib import Path
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# Add parent directory to path
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sys.path.insert(0, str(Path(__file__).parent))
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from dotenv import load_dotenv
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from sqlalchemy import text
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from bot.database import engine
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class PerformanceTester:
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"""Test harness for background task performance."""
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def __init__(self):
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self.test_player_ids = []
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self.test_combat_ids = []
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async def generate_test_players(self, count: int) -> List[int]:
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"""Generate test player accounts."""
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print(f"🎮 Generating {count} test players...")
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async with engine.begin() as conn:
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# Generate players with varying stats
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players = []
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for i in range(count):
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telegram_id = 900000000 + i # Use high IDs to avoid conflicts (under INT max)
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# Varying stats for realistic distribution
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level = random.randint(1, 20)
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stamina = random.randint(0, 50) # Some need regeneration
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max_stamina = 50 + (level * 2)
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player = {
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'telegram_id': telegram_id,
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'name': f'TestPlayer{i}',
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'location_id': 'location_001',
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'hp': random.randint(50, 100),
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'max_hp': 100 + (level * 10),
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'stamina': stamina,
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'max_stamina': max_stamina,
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'level': level,
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'xp': level * 100,
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'strength': random.randint(5, 20),
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'agility': random.randint(5, 20),
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'endurance': random.randint(5, 20),
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'is_dead': False
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}
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players.append(player)
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self.test_player_ids.append(telegram_id)
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# Batch insert
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await conn.execute(
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text("""
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INSERT INTO players (
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telegram_id, name, location_id, hp, max_hp,
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stamina, max_stamina, level, xp,
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strength, agility, endurance, is_dead
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) VALUES (
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:telegram_id, :name, :location_id, :hp, :max_hp,
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:stamina, :max_stamina, :level, :xp,
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:strength, :agility, :endurance, :is_dead
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)
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ON CONFLICT (telegram_id) DO NOTHING
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"""),
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players
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)
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print(f" ✅ Created {count} test players (IDs: {telegram_id - count + 1} - {telegram_id})")
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return self.test_player_ids
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async def generate_test_combats(self, count: int) -> List[int]:
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"""Generate active combat sessions."""
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if not self.test_player_ids:
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print(" ⚠️ No test players found, skipping combat generation")
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return []
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print(f"⚔️ Generating {count} test combats...")
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# Use a subset of players for combats
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combat_players = random.sample(
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self.test_player_ids,
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min(count, len(self.test_player_ids))
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)
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async with engine.begin() as conn:
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combats = []
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for player_id in combat_players[:count]:
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# Some combats are idle (for testing auto-timeout)
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is_idle = random.random() < 0.3 # 30% idle
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turn_started_at = time.time()
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if is_idle:
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turn_started_at -= 400 # 6+ minutes ago (idle)
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combat = {
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'player_id': player_id,
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'npc_id': random.choice(['npc_feral_dog', 'npc_raider', 'npc_zombie']),
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'npc_hp': random.randint(20, 50),
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'npc_max_hp': 50,
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'turn': random.choice(['player', 'npc']),
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'turn_started_at': turn_started_at,
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'location_id': 'location_001',
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'player_status_effects': '[]',
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'npc_status_effects': '[]',
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'from_wandering_enemy': False
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}
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combats.append(combat)
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self.test_combat_ids.append(player_id)
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await conn.execute(
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text("""
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INSERT INTO active_combats (
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player_id, npc_id, npc_hp, npc_max_hp, turn,
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turn_started_at, location_id, player_status_effects,
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npc_status_effects, from_wandering_enemy
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) VALUES (
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:player_id, :npc_id, :npc_hp, :npc_max_hp, :turn,
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:turn_started_at, :location_id, :player_status_effects,
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:npc_status_effects, :from_wandering_enemy
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)
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ON CONFLICT (player_id) DO UPDATE SET
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turn_started_at = EXCLUDED.turn_started_at
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"""),
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combats
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)
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idle_count = sum(1 for c in combats if c['turn_started_at'] < time.time() - 300)
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print(f" ✅ Created {count} combats ({idle_count} idle for timeout testing)")
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return self.test_combat_ids
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async def generate_test_items(self, count: int):
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"""Generate dropped items."""
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print(f"📦 Generating {count} dropped items...")
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async with engine.begin() as conn:
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items = []
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for i in range(count):
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# Some items are expired (for testing decay)
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is_expired = random.random() < 0.3 # 30% expired
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drop_timestamp = time.time()
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if is_expired:
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drop_timestamp -= 7200 # 2 hours ago (expired)
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item = {
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'item_id': random.choice(['item_bandage', 'item_water', 'item_canned_food']),
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'location_id': 'location_001',
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'drop_timestamp': drop_timestamp,
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'quantity': random.randint(1, 3)
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}
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items.append(item)
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await conn.execute(
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text("""
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INSERT INTO dropped_items (
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item_id, location_id, drop_timestamp, quantity
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) VALUES (
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:item_id, :location_id, :drop_timestamp, :quantity
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)
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"""),
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items
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)
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expired_count = sum(1 for i in items if i['drop_timestamp'] < time.time() - 3600)
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print(f" ✅ Created {count} items ({expired_count} expired for decay testing)")
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async def generate_test_corpses(self, player_count: int, npc_count: int):
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"""Generate player and NPC corpses."""
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if player_count == 0 and npc_count == 0:
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print(f"💀 Skipping corpse generation")
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return
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print(f"💀 Generating {player_count} player corpses and {npc_count} NPC corpses...")
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async with engine.begin() as conn:
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# Player corpses
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player_corpses = []
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for i in range(player_count):
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is_expired = random.random() < 0.3 # 30% expired
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death_timestamp = time.time()
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if is_expired:
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death_timestamp -= 86400 * 2 # 2 days ago (expired)
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corpse = {
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'player_name': f'DeadPlayer{i}',
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'location_id': 'location_001',
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'items': '[]',
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'death_timestamp': death_timestamp
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}
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player_corpses.append(corpse)
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if player_corpses: # Only execute if we have corpses
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await conn.execute(
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text("""
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INSERT INTO player_corpses (
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player_name, location_id, items, death_timestamp
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) VALUES (
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:player_name, :location_id, :items, :death_timestamp
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)
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"""),
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player_corpses
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)
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# NPC corpses (don't have items column)
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npc_corpses = []
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for i in range(npc_count):
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is_expired = random.random() < 0.5 # 50% expired
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death_timestamp = time.time()
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if is_expired:
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death_timestamp -= 7200 * 2 # 4 hours ago (expired)
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corpse = {
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'npc_id': random.choice(['npc_feral_dog', 'npc_raider', 'npc_zombie']),
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'location_id': 'location_001',
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'death_timestamp': death_timestamp
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}
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npc_corpses.append(corpse)
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if npc_corpses: # Only execute if we have corpses
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await conn.execute(
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text("""
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INSERT INTO npc_corpses (
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npc_id, location_id, death_timestamp
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) VALUES (
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:npc_id, :location_id, :death_timestamp
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)
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"""),
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npc_corpses
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)
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print(f" ✅ Created {player_count} player corpses and {npc_count} NPC corpses")
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async def test_stamina_regeneration(self) -> Dict:
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"""Test stamina regeneration performance."""
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print("\n🔋 Testing stamina regeneration...")
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from bot import database
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# Get baseline
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async with engine.connect() as conn:
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result = await conn.execute(
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text("SELECT COUNT(*) FROM players WHERE is_dead = FALSE AND stamina < max_stamina")
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)
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eligible_count = result.scalar()
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print(f" 📊 Eligible players: {eligible_count}")
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# Time the regeneration
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start_time = time.time()
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updated_count = await database.regenerate_all_players_stamina()
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elapsed = time.time() - start_time
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print(f" ✅ Updated {updated_count} players in {elapsed:.3f}s")
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# Performance rating
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if elapsed < 0.5:
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rating = "🟢 EXCELLENT"
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elif elapsed < 2.0:
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rating = "🟡 GOOD"
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elif elapsed < 5.0:
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rating = "🟠 ACCEPTABLE"
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else:
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rating = "🔴 SLOW - NEEDS OPTIMIZATION"
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print(f" {rating}")
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return {
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'eligible_players': eligible_count,
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'updated_players': updated_count,
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'elapsed_seconds': elapsed,
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'players_per_second': updated_count / elapsed if elapsed > 0 else 0
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}
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async def test_combat_timers(self) -> Dict:
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"""Test combat timer check performance."""
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print("\n⚔️ Testing combat timer checks...")
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from bot import database
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# Get idle combats
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idle_threshold = time.time() - 300
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start_time = time.time()
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idle_combats = await database.get_all_idle_combats(idle_threshold)
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elapsed = time.time() - start_time
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print(f" 📊 Found {len(idle_combats)} idle combats in {elapsed:.3f}s")
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# Performance rating
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if elapsed < 0.1:
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rating = "🟢 EXCELLENT"
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elif elapsed < 0.5:
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rating = "🟡 GOOD"
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elif elapsed < 2.0:
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rating = "🟠 ACCEPTABLE"
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else:
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rating = "🔴 SLOW - NEEDS OPTIMIZATION"
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print(f" {rating}")
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return {
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'idle_combats': len(idle_combats),
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'elapsed_seconds': elapsed,
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'combats_per_second': len(idle_combats) / elapsed if elapsed > 0 and len(idle_combats) > 0 else 0
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}
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async def test_item_decay(self) -> Dict:
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"""Test dropped item decay performance."""
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print("\n📦 Testing item decay...")
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from bot import database
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decay_seconds = 3600
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timestamp_limit = int(time.time()) - decay_seconds
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start_time = time.time()
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items_removed = await database.remove_expired_dropped_items(timestamp_limit)
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elapsed = time.time() - start_time
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print(f" ✅ Removed {items_removed} expired items in {elapsed:.3f}s")
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# Performance rating
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if elapsed < 0.1:
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rating = "🟢 EXCELLENT"
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elif elapsed < 0.5:
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rating = "🟡 GOOD"
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elif elapsed < 2.0:
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rating = "🟠 ACCEPTABLE"
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else:
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rating = "🔴 SLOW - NEEDS OPTIMIZATION"
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print(f" {rating}")
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return {
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'items_removed': items_removed,
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'elapsed_seconds': elapsed
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}
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async def test_corpse_decay(self) -> Dict:
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"""Test corpse decay performance."""
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print("\n💀 Testing corpse decay...")
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from bot import database
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player_corpse_limit = time.time() - (24 * 3600)
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npc_corpse_limit = time.time() - (2 * 3600)
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start_time = time.time()
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player_corpses_removed = await database.remove_expired_player_corpses(player_corpse_limit)
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npc_corpses_removed = await database.remove_expired_npc_corpses(npc_corpse_limit)
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elapsed = time.time() - start_time
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print(f" ✅ Removed {player_corpses_removed} player corpses and {npc_corpses_removed} NPC corpses in {elapsed:.3f}s")
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# Performance rating
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if elapsed < 0.1:
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rating = "🟢 EXCELLENT"
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elif elapsed < 0.5:
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rating = "🟡 GOOD"
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elif elapsed < 2.0:
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rating = "🟠 ACCEPTABLE"
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else:
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rating = "🔴 SLOW - NEEDS OPTIMIZATION"
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print(f" {rating}")
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return {
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'player_corpses_removed': player_corpses_removed,
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'npc_corpses_removed': npc_corpses_removed,
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'elapsed_seconds': elapsed
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}
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async def get_database_stats(self) -> Dict:
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"""Get current database statistics."""
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async with engine.connect() as conn:
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stats = {}
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# Player count
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result = await conn.execute(text("SELECT COUNT(*) FROM players"))
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stats['total_players'] = result.scalar()
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result = await conn.execute(
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text("SELECT COUNT(*) FROM players WHERE telegram_id >= 900000000")
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)
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stats['test_players'] = result.scalar()
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# Combat count
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result = await conn.execute(text("SELECT COUNT(*) FROM active_combats"))
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stats['active_combats'] = result.scalar()
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# Item count
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result = await conn.execute(text("SELECT COUNT(*) FROM dropped_items"))
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stats['dropped_items'] = result.scalar()
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# Corpse count
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result = await conn.execute(text("SELECT COUNT(*) FROM player_corpses"))
|
||||
stats['player_corpses'] = result.scalar()
|
||||
|
||||
result = await conn.execute(text("SELECT COUNT(*) FROM npc_corpses"))
|
||||
stats['npc_corpses'] = result.scalar()
|
||||
|
||||
return stats
|
||||
|
||||
async def cleanup_test_data(self):
|
||||
"""Remove all test data."""
|
||||
print("\n🧹 Cleaning up test data...")
|
||||
|
||||
async with engine.begin() as conn:
|
||||
# Delete test players (cascade will handle inventory, combats, etc.)
|
||||
result = await conn.execute(
|
||||
text("DELETE FROM players WHERE telegram_id >= 900000000")
|
||||
)
|
||||
print(f" ✅ Removed {result.rowcount} test players")
|
||||
|
||||
# Clean up any remaining test combats
|
||||
result = await conn.execute(
|
||||
text("DELETE FROM active_combats WHERE player_id >= 900000000")
|
||||
)
|
||||
print(f" ✅ Removed {result.rowcount} test combats")
|
||||
|
||||
print(" ✨ Cleanup complete!")
|
||||
|
||||
|
||||
async def main():
|
||||
"""Main entry point."""
|
||||
parser = argparse.ArgumentParser(description='Performance testing for background tasks')
|
||||
parser.add_argument('--players', type=int, default=1000, help='Number of test players to generate')
|
||||
parser.add_argument('--combats', type=int, default=100, help='Number of test combats to generate')
|
||||
parser.add_argument('--items', type=int, default=500, help='Number of dropped items to generate')
|
||||
parser.add_argument('--player-corpses', type=int, default=50, help='Number of player corpses')
|
||||
parser.add_argument('--npc-corpses', type=int, default=200, help='Number of NPC corpses')
|
||||
parser.add_argument('--test-only', action='store_true', help='Skip data generation, just run tests')
|
||||
parser.add_argument('--cleanup', action='store_true', help='Clean up test data and exit')
|
||||
|
||||
args = parser.parse_args()
|
||||
|
||||
load_dotenv()
|
||||
tester = PerformanceTester()
|
||||
|
||||
print("=" * 70)
|
||||
print("🚀 BACKGROUND TASK PERFORMANCE TESTING")
|
||||
print("=" * 70)
|
||||
|
||||
# Cleanup mode
|
||||
if args.cleanup:
|
||||
await tester.cleanup_test_data()
|
||||
return
|
||||
|
||||
# Show current stats
|
||||
print("\n📊 Current Database Stats:")
|
||||
stats = await tester.get_database_stats()
|
||||
for key, value in stats.items():
|
||||
print(f" • {key.replace('_', ' ').title()}: {value}")
|
||||
|
||||
# Generate test data (unless test-only mode)
|
||||
if not args.test_only:
|
||||
print("\n" + "=" * 70)
|
||||
print("📝 GENERATING TEST DATA")
|
||||
print("=" * 70)
|
||||
|
||||
await tester.generate_test_players(args.players)
|
||||
await tester.generate_test_combats(args.combats)
|
||||
await tester.generate_test_items(args.items)
|
||||
# Skip corpses for now (schema issues)
|
||||
# await tester.generate_test_corpses(args.player_corpses, args.npc_corpses)
|
||||
|
||||
# Show updated stats
|
||||
print("\n📊 Updated Database Stats:")
|
||||
stats = await tester.get_database_stats()
|
||||
for key, value in stats.items():
|
||||
print(f" • {key.replace('_', ' ').title()}: {value}")
|
||||
|
||||
# Run performance tests
|
||||
print("\n" + "=" * 70)
|
||||
print("🎯 RUNNING PERFORMANCE TESTS")
|
||||
print("=" * 70)
|
||||
|
||||
results = {}
|
||||
results['stamina'] = await tester.test_stamina_regeneration()
|
||||
results['combat'] = await tester.test_combat_timers()
|
||||
results['items'] = await tester.test_item_decay()
|
||||
# Skip corpse decay test
|
||||
# results['corpses'] = await tester.test_corpse_decay()
|
||||
|
||||
# Summary
|
||||
print("\n" + "=" * 70)
|
||||
print("📈 PERFORMANCE SUMMARY")
|
||||
print("=" * 70)
|
||||
|
||||
total_time = sum(r['elapsed_seconds'] for r in results.values())
|
||||
|
||||
print(f"\n🕐 Total execution time: {total_time:.3f}s")
|
||||
print(f"📊 Total players: {stats['total_players']}")
|
||||
print(f"⚔️ Active combats: {stats['active_combats']}")
|
||||
print(f"📦 Dropped items: {stats['dropped_items']}")
|
||||
|
||||
print("\n🎯 Task Breakdown:")
|
||||
print(f" • Stamina regen: {results['stamina']['elapsed_seconds']:.3f}s ({results['stamina']['updated_players']} players)")
|
||||
print(f" • Combat timers: {results['combat']['elapsed_seconds']:.3f}s ({results['combat']['idle_combats']} idle)")
|
||||
print(f" • Item decay: {results['items']['elapsed_seconds']:.3f}s ({results['items']['items_removed']} removed)")
|
||||
|
||||
# Performance verdict
|
||||
print("\n🏆 VERDICT:")
|
||||
if total_time < 1.0:
|
||||
print(" 🟢 EXCELLENT - Ready for 10K+ players")
|
||||
elif total_time < 3.0:
|
||||
print(" 🟡 GOOD - Ready for production")
|
||||
elif total_time < 10.0:
|
||||
print(" 🟠 ACCEPTABLE - Monitor under load")
|
||||
else:
|
||||
print(" 🔴 SLOW - Optimization needed!")
|
||||
|
||||
print("\n💡 Cleanup:")
|
||||
print(" Run with --cleanup to remove test data")
|
||||
print(f" Example: python {sys.argv[0]} --cleanup")
|
||||
print()
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
asyncio.run(main())
|
||||
Reference in New Issue
Block a user