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https://github.com/OpenTTD/OpenTTD.git
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Add: Show performance of AI and GS in framerate window
This commit is contained in:
parent
4adb91202d
commit
7e1e2756d4
@ -476,6 +476,12 @@ The following is an explanation of the different statistics:
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- *World ticks* - Time spent on other world/landscape processing. This
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includes towns growing, building animations, updates of farmland and trees,
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and station rating updates.
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- *GS/AI total*, *Game script*, and *AI players* - Time spent running logic
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for game scripts and AI players. The total may show as less than the current
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sum of the individual scripts, this is because AI players at lower
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difficulty settings do not run every game tick, and hence contribute less
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to the average across all ticks. Keep in mind that the "Current" figure is
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also an average, just only over short term.
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- *Link graph delay* - Time overruns of the cargo distribution link graph
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update thread. Usually the link graph is updated in a background thread,
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but these updates need to synchronise with the main game loop occasionally,
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@ -16,6 +16,7 @@
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#include "../company_func.h"
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#include "../network/network.h"
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#include "../window_func.h"
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#include "../framerate_type.h"
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#include "ai_scanner.hpp"
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#include "ai_instance.hpp"
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#include "ai_config.hpp"
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@ -79,8 +80,11 @@
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const Company *c;
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FOR_ALL_COMPANIES(c) {
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if (c->is_ai) {
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PerformanceMeasurer framerate((PerformanceElement)(PFE_AI0 + c->index));
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cur_company.Change(c->index);
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c->ai_instance->GameLoop();
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} else {
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PerformanceMeasurer::SetInactive((PerformanceElement)(PFE_AI0 + c->index));
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}
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}
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cur_company.Restore();
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@ -101,6 +105,7 @@
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/* static */ void AI::Stop(CompanyID company)
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{
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if (_networking && !_network_server) return;
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PerformanceMeasurer::SetInactive((PerformanceElement)(PFE_AI0 + company));
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Backup<CompanyByte> cur_company(_current_company, company, FILE_LINE);
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Company *c = Company::Get(company);
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@ -13,13 +13,18 @@
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#include <chrono>
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#include "gfx_func.h"
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#include "window_gui.h"
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#include "window_func.h"
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#include "table/sprites.h"
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#include "string_func.h"
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#include "strings_func.h"
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#include "console_func.h"
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#include "console_type.h"
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#include "guitimer_func.h"
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#include "company_base.h"
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#include "ai/ai_info.hpp"
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#include "widgets/framerate_widget.h"
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#include "safeguards.h"
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/**
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@ -183,6 +188,23 @@ namespace {
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PerformanceData(1), // PFE_ACC_DRAWWORLD
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PerformanceData(60.0), // PFE_VIDEO
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PerformanceData(1000.0 * 8192 / 44100), // PFE_SOUND
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PerformanceData(1), // PFE_ALLSCRIPTS
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PerformanceData(1), // PFE_GAMESCRIPT
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PerformanceData(1), // PFE_AI0 ...
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PerformanceData(1),
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PerformanceData(1),
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PerformanceData(1),
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PerformanceData(1),
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PerformanceData(1),
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PerformanceData(1),
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PerformanceData(1),
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PerformanceData(1),
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PerformanceData(1),
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PerformanceData(1),
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PerformanceData(1),
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PerformanceData(1),
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PerformanceData(1),
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PerformanceData(1), // PFE_AI14
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};
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}
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@ -215,6 +237,15 @@ PerformanceMeasurer::PerformanceMeasurer(PerformanceElement elem)
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/** Finish a cycle of a measured element and store the measurement taken. */
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PerformanceMeasurer::~PerformanceMeasurer()
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{
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if (this->elem == PFE_ALLSCRIPTS) {
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/* Hack to not record scripts total when no scripts are active */
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bool any_active = _pf_data[PFE_GAMESCRIPT].num_valid > 0;
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for (uint e = PFE_AI0; e < PFE_MAX; e++) any_active |= _pf_data[e].num_valid > 0;
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if (!any_active) {
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PerformanceMeasurer::SetInactive(PFE_ALLSCRIPTS);
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return;
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}
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}
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_pf_data[this->elem].Add(this->start_time, GetPerformanceTimer());
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}
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@ -224,11 +255,19 @@ void PerformanceMeasurer::SetExpectedRate(double rate)
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_pf_data[this->elem].expected_rate = rate;
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}
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/** Mark a performance element as not currently in use. */
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/* static */ void PerformanceMeasurer::SetInactive(PerformanceElement elem)
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{
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_pf_data[elem].num_valid = 0;
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_pf_data[elem].next_index = 0;
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_pf_data[elem].prev_index = 0;
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}
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/**
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* Indicate that a cycle of "pause" where no processing occurs.
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* @param elem The element not currently being processed
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*/
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void PerformanceMeasurer::Paused(PerformanceElement elem)
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/* static */ void PerformanceMeasurer::Paused(PerformanceElement elem)
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{
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_pf_data[elem].AddPause(GetPerformanceTimer());
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}
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@ -266,6 +305,44 @@ void PerformanceAccumulator::Reset(PerformanceElement elem)
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void ShowFrametimeGraphWindow(PerformanceElement elem);
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static const PerformanceElement DISPLAY_ORDER_PFE[PFE_MAX] = {
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PFE_GAMELOOP,
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PFE_GL_ECONOMY,
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PFE_GL_TRAINS,
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PFE_GL_ROADVEHS,
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PFE_GL_SHIPS,
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PFE_GL_AIRCRAFT,
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PFE_GL_LANDSCAPE,
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PFE_ALLSCRIPTS,
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PFE_GAMESCRIPT,
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PFE_AI0,
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PFE_AI1,
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PFE_AI2,
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PFE_AI3,
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PFE_AI4,
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PFE_AI5,
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PFE_AI6,
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PFE_AI7,
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PFE_AI8,
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PFE_AI9,
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PFE_AI10,
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PFE_AI11,
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PFE_AI12,
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PFE_AI13,
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PFE_AI14,
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PFE_GL_LINKGRAPH,
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PFE_DRAWING,
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PFE_DRAWWORLD,
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PFE_VIDEO,
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PFE_SOUND,
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};
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static const char * GetAIName(int ai_index)
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{
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if (!Company::IsValidAiID(ai_index)) return "";
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return Company::Get(ai_index)->ai_info->GetName();
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}
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/** @hideinitializer */
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static const NWidgetPart _framerate_window_widgets[] = {
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NWidget(NWID_HORIZONTAL),
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@ -296,6 +373,7 @@ static const NWidgetPart _framerate_window_widgets[] = {
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struct FramerateWindow : Window {
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bool small;
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GUITimer next_update;
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int num_active;
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struct CachedDecimal {
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StringID strid;
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@ -369,9 +447,16 @@ struct FramerateWindow : Window {
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this->rate_drawing.SetRate(_pf_data[PFE_DRAWING].GetRate(), _pf_data[PFE_DRAWING].expected_rate);
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int new_active = 0;
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for (PerformanceElement e = PFE_FIRST; e < PFE_MAX; e++) {
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this->times_shortterm[e].SetTime(_pf_data[e].GetAverageDurationMilliseconds(8), MILLISECONDS_PER_TICK);
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this->times_longterm[e].SetTime(_pf_data[e].GetAverageDurationMilliseconds(NUM_FRAMERATE_POINTS), MILLISECONDS_PER_TICK);
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if (_pf_data[e].num_valid > 0) new_active++;
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}
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if (new_active != this->num_active) {
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this->num_active = new_active;
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this->ReInit();
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}
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}
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@ -425,25 +510,32 @@ struct FramerateWindow : Window {
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break;
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case WID_FRW_TIMES_NAMES: {
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int linecount = PFE_MAX - PFE_FIRST;
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size->width = 0;
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size->height = FONT_HEIGHT_NORMAL * (linecount + 1) + VSPACING;
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for (int line = 0; line < linecount; line++) {
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Dimension line_size = GetStringBoundingBox(STR_FRAMERATE_GAMELOOP + line);
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size->height = FONT_HEIGHT_NORMAL + VSPACING;
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for (PerformanceElement e : DISPLAY_ORDER_PFE) {
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if (_pf_data[e].num_valid == 0) continue;
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Dimension line_size;
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if (e < PFE_AI0) {
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line_size = GetStringBoundingBox(STR_FRAMERATE_GAMELOOP + e);
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} else {
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SetDParam(0, e - PFE_AI0 + 1);
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SetDParamStr(1, GetAIName(e - PFE_AI0));
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line_size = GetStringBoundingBox(STR_FRAMERATE_AI);
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}
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size->width = max(size->width, line_size.width);
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size->height += FONT_HEIGHT_NORMAL;
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}
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break;
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}
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case WID_FRW_TIMES_CURRENT:
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case WID_FRW_TIMES_AVERAGE: {
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int linecount = PFE_MAX - PFE_FIRST;
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*size = GetStringBoundingBox(STR_FRAMERATE_CURRENT + (widget - WID_FRW_TIMES_CURRENT));
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SetDParam(0, 999999);
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SetDParam(1, 2);
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Dimension item_size = GetStringBoundingBox(STR_FRAMERATE_MS_GOOD);
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size->width = max(size->width, item_size.width);
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size->height += FONT_HEIGHT_NORMAL * linecount + VSPACING;
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size->height += FONT_HEIGHT_NORMAL * this->num_active + VSPACING;
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break;
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}
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}
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@ -456,7 +548,8 @@ struct FramerateWindow : Window {
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DrawString(r.left, r.right, y, heading_str, TC_FROMSTRING, SA_CENTER, true);
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y += FONT_HEIGHT_NORMAL + VSPACING;
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for (PerformanceElement e = PFE_FIRST; e < PFE_MAX; e++) {
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for (PerformanceElement e : DISPLAY_ORDER_PFE) {
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if (_pf_data[e].num_valid == 0) continue;
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values[e].InsertDParams(0);
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DrawString(r.left, r.right, y, values[e].strid, TC_FROMSTRING, SA_RIGHT);
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y += FONT_HEIGHT_NORMAL;
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@ -468,10 +561,16 @@ struct FramerateWindow : Window {
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switch (widget) {
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case WID_FRW_TIMES_NAMES: {
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/* Render a column of titles for performance element names */
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int linecount = PFE_MAX - PFE_FIRST;
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int y = r.top + FONT_HEIGHT_NORMAL + VSPACING; // first line contains headings in the value columns
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for (int i = 0; i < linecount; i++) {
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DrawString(r.left, r.right, y, STR_FRAMERATE_GAMELOOP + i, TC_FROMSTRING, SA_LEFT);
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for (PerformanceElement e : DISPLAY_ORDER_PFE) {
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if (_pf_data[e].num_valid == 0) continue;
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if (e < PFE_AI0) {
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DrawString(r.left, r.right, y, STR_FRAMERATE_GAMELOOP + e, TC_FROMSTRING, SA_LEFT);
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} else {
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SetDParam(0, e - PFE_AI0 + 1);
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SetDParamStr(1, GetAIName(e - PFE_AI0));
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DrawString(r.left, r.right, y, STR_FRAMERATE_AI, TC_FROMSTRING, SA_LEFT);
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}
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y += FONT_HEIGHT_NORMAL;
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}
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break;
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@ -496,8 +595,14 @@ struct FramerateWindow : Window {
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/* Open time graph windows when clicking detail measurement lines */
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int line = this->GetRowFromWidget(pt.y, widget, VSPACING, FONT_HEIGHT_NORMAL);
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if (line > 0) {
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line -= 1;
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ShowFrametimeGraphWindow((PerformanceElement)line);
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/* Find the visible line that was clicked */
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for (PerformanceElement e : DISPLAY_ORDER_PFE) {
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if (_pf_data[e].num_valid > 0) line--;
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if (line == 0) {
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ShowFrametimeGraphWindow(e);
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break;
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}
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}
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}
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break;
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}
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@ -549,7 +654,13 @@ struct FrametimeGraphWindow : Window {
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{
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switch (widget) {
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case WID_FGW_CAPTION:
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SetDParam(0, STR_FRAMETIME_CAPTION_GAMELOOP + this->element);
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if (this->element < PFE_AI0) {
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SetDParam(0, STR_FRAMETIME_CAPTION_GAMELOOP + this->element);
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} else {
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SetDParam(0, STR_FRAMETIME_CAPTION_AI);
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SetDParam(1, this->element - PFE_AI0 + 1);
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SetDParamStr(2, GetAIName(this->element - PFE_AI0));
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}
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break;
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}
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}
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@ -829,7 +940,10 @@ void ConPrintFramerate()
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" Viewport drawing",
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"Video output",
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"Sound mixing",
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"AI/GS scripts total",
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"Game script",
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};
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char ai_name_buf[128];
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static const PerformanceElement rate_elements[] = { PFE_GAMELOOP, PFE_DRAWING, PFE_VIDEO };
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@ -848,8 +962,15 @@ void ConPrintFramerate()
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for (PerformanceElement e = PFE_FIRST; e < PFE_MAX; e++) {
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auto &pf = _pf_data[e];
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if (pf.num_valid == 0) continue;
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const char *name;
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if (e < PFE_AI0) {
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name = MEASUREMENT_NAMES[e];
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} else {
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seprintf(ai_name_buf, lastof(ai_name_buf), "AI %d %s", e - PFE_AI0 + 1, GetAIName(e - PFE_AI0)),
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name = ai_name_buf;
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}
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IConsolePrintF(TC_LIGHT_BLUE, "%s times: %.2fms %.2fms %.2fms",
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MEASUREMENT_NAMES[e],
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name,
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pf.GetAverageDurationMilliseconds(count1),
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pf.GetAverageDurationMilliseconds(count2),
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pf.GetAverageDurationMilliseconds(count3));
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@ -60,6 +60,23 @@ enum PerformanceElement {
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PFE_DRAWWORLD, ///< Time spent drawing world viewports in GUI
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PFE_VIDEO, ///< Speed of painting drawn video buffer.
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PFE_SOUND, ///< Speed of mixing audio samples
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PFE_ALLSCRIPTS, ///< Sum of all GS/AI scripts
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PFE_GAMESCRIPT, ///< Game script execution
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PFE_AI0, ///< AI execution for player slot 1
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PFE_AI1, ///< AI execution for player slot 2
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PFE_AI2, ///< AI execution for player slot 3
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PFE_AI3, ///< AI execution for player slot 4
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PFE_AI4, ///< AI execution for player slot 5
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PFE_AI5, ///< AI execution for player slot 6
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PFE_AI6, ///< AI execution for player slot 7
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PFE_AI7, ///< AI execution for player slot 8
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PFE_AI8, ///< AI execution for player slot 9
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PFE_AI9, ///< AI execution for player slot 10
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PFE_AI10, ///< AI execution for player slot 11
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PFE_AI11, ///< AI execution for player slot 12
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PFE_AI12, ///< AI execution for player slot 13
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PFE_AI13, ///< AI execution for player slot 14
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PFE_AI14, ///< AI execution for player slot 15
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PFE_MAX, ///< End of enum, must be last.
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};
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DECLARE_POSTFIX_INCREMENT(PerformanceElement)
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@ -81,6 +98,7 @@ public:
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PerformanceMeasurer(PerformanceElement elem);
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~PerformanceMeasurer();
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void SetExpectedRate(double rate);
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static void SetInactive(PerformanceElement elem);
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static void Paused(PerformanceElement elem);
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};
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@ -15,6 +15,7 @@
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#include "../company_func.h"
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#include "../network/network.h"
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#include "../window_func.h"
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#include "../framerate_type.h"
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#include "game.hpp"
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#include "game_scanner.hpp"
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#include "game_config.hpp"
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@ -31,8 +32,16 @@
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/* static */ void Game::GameLoop()
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{
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if (_networking && !_network_server) return;
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if (Game::instance == NULL) return;
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if (_networking && !_network_server) {
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PerformanceMeasurer::SetInactive(PFE_GAMESCRIPT);
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return;
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}
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if (Game::instance == NULL) {
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PerformanceMeasurer::SetInactive(PFE_GAMESCRIPT);
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return;
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}
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PerformanceMeasurer framerate(PFE_GAMESCRIPT);
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Game::frame_counter++;
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@ -2747,6 +2747,9 @@ STR_FRAMERATE_DRAWING :{BLACK}Graphics
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STR_FRAMERATE_DRAWING_VIEWPORTS :{BLACK} World viewports:
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STR_FRAMERATE_VIDEO :{BLACK}Video output:
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STR_FRAMERATE_SOUND :{BLACK}Sound mixing:
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STR_FRAMERATE_ALLSCRIPTS :{BLACK} GS/AI total:
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STR_FRAMERATE_GAMESCRIPT :{BLACK} Game script:
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STR_FRAMERATE_AI :{BLACK} AI {NUM} {RAW_STRING}
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############ End of leave-in-this-order
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############ Leave those lines in this order!!
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STR_FRAMETIME_CAPTION_GAMELOOP :Game loop
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@ -2761,6 +2764,9 @@ STR_FRAMETIME_CAPTION_DRAWING :Graphics render
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STR_FRAMETIME_CAPTION_DRAWING_VIEWPORTS :World viewport rendering
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STR_FRAMETIME_CAPTION_VIDEO :Video output
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STR_FRAMETIME_CAPTION_SOUND :Sound mixing
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STR_FRAMETIME_CAPTION_ALLSCRIPTS :GS/AI scripts total
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STR_FRAMETIME_CAPTION_GAMESCRIPT :Game script
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STR_FRAMETIME_CAPTION_AI :AI {NUM} {RAW_STRING}
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############ End of leave-in-this-order
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@ -1407,8 +1407,11 @@ void StateGameLoop()
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BasePersistentStorageArray::SwitchMode(PSM_LEAVE_GAMELOOP);
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#ifndef DEBUG_DUMP_COMMANDS
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AI::GameLoop();
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Game::GameLoop();
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{
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PerformanceMeasurer framerate(PFE_ALLSCRIPTS);
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AI::GameLoop();
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Game::GameLoop();
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}
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#endif
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UpdateLandscapingLimits();
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