Refactor civilization evolution and state management

- Enhanced the `civilization_evolution.gd` script to improve population handling and resource allocation during civilization transitions.
- Introduced new functions in `civilization_state.gd` for profile normalization and merging, ensuring consistent population representation across stages.
- Updated `evolution_coordinator.gd` to incorporate budget phases for better tracking of simulation performance.
- Improved `frame_budget.gd` to monitor maximum slice durations and phases during processing.
- Added a new benchmarking tool in `android_benchmark.gd` to measure performance metrics during simulation runs, including frame processing times and throughput.
- Created associated scene and resource files for the benchmarking tool to facilitate testing and performance evaluation.
This commit is contained in:
Kirill
2026-10-06 23:02:42 +03:00
parent e48d4bbe88
commit 6ee66a627d
23 changed files with 751 additions and 3009 deletions
+1 -1
View File
@@ -94,7 +94,7 @@ func run():
check(str(world.state.auto_star_deficits).length() < 500, "true", "fraction storage stays bounded")
print("100 changing-composition cycles: %d ms" % (Time.get_ticks_msec() - started))
var saves = root.get_node("SaveManager")
check(saves.validate_data({"format_version": 5, "app_version": "", "ui": {"current_page": 0}, "state": world.state}), "", "long-running state saves")
check(saves.validate_data({"format_version": 6, "app_version": "", "ui": {"current_page": 0}, "state": world.state}), "", "long-running state saves")
for entity in world.catalog.entities.values(): entity.free()
world.free()
print("Exact math: %d checks, %d failures" % [checks, failures])