No, it would not. There is no vstr feature, nor is there a nextdemo feature.
Originally Posted by Michael
If you did this:
Then the game would run a timedemo and output some statistics when it's done. However, in order to make the game quit, Phoronix would have to wait for the demo to finish and then pipe a "quit" command into the game's stdin, or I could add a demoquit cvar or something.
I'm working on a scripting system which would make all of this much easier to deal with. Gameplay scripting isn't done yet but scripts can already emit console commands to automate stuff like this, which will be useful for server admins. None of this is in SVN yet though, because I haven't yet ported it to Windows.
For the 0AD developer, if you don't understand what Michael is asking for: the timedemo feature found in many quake-based engines allows you to play back a demo, but it does it differently. Instead of playing it back in "realtime," it simply draws a new frame for each "snapshot" in the demo. In Quake II (and Alien Arena,) 10 snapshots are generated per second. I think in Quake III it's 20. So if you can render at 100 FPS, in Quake II playing a demo in timedemo mode makes the playback 10x as fast. So to get an average framerate, you just need to time the timedemo. This feature was added specifically for performance testing and it is invaluable to developers looking to optimize their code. If your game engine doesn't have this feature, it's definitely worth adding (or fixing, LOL.)