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maszyna/utilities/Timer.h

254 lines
9.8 KiB
C++

/*
This Source Code Form is subject to the
terms of the Mozilla Public License, v.
2.0. If a copy of the MPL was not
distributed with this file, You can
obtain one at
http://mozilla.org/MPL/2.0/.
*/
#pragma once
#include <array>
#include <chrono>
#include <mutex>
#include <string>
#include <unordered_map>
namespace Timer {
double GetTime();
double GetRenderTime();
double GetDeltaTime();
double GetDeltaRenderTime();
void set_delta_override(double v);
void ResetTimers();
void UpdateTimers(bool pause);
class stopwatch {
public:
// constructors
stopwatch() = default;
// methods
void
start() {
m_start = std::chrono::steady_clock::now(); }
std::chrono::duration<float, std::milli>
stop() {
m_last = std::chrono::duration_cast<std::chrono::microseconds>( std::chrono::steady_clock::now() - m_start );
m_accumulator = 0.95f * m_accumulator + static_cast<float>(m_last.count()) / 1000.f;
return m_last; }
float
average() const {
return m_accumulator / 20.f;}
std::chrono::microseconds
last() const {
return m_last; }
private:
// members
std::chrono::time_point<std::chrono::steady_clock> m_start { std::chrono::steady_clock::now() };
float m_accumulator { 1000.f / 30.f * 20.f }; // 20 last samples, initial 'neutral' rate of 30 fps
std::chrono::microseconds m_last;
};
// time of a part made many times in a frame (for each vehicle, for each step of the physics): the times are added up in the
// frame, and the sums averaged over the frames the way stopwatch averages them. commit() ends the frame
class frame_stopwatch {
public:
void
start() {
m_start = std::chrono::steady_clock::now(); }
void
stop() {
m_frame += std::chrono::duration<float, std::milli>( std::chrono::steady_clock::now() - m_start ).count(); }
void
add( float const Milliseconds ) {
m_frame += Milliseconds; }
void
commit() {
m_accumulator = 0.95f * m_accumulator + m_frame;
m_frame = 0.f; }
float
average() const {
return m_accumulator / 20.f; }
private:
std::chrono::time_point<std::chrono::steady_clock> m_start { std::chrono::steady_clock::now() };
float m_frame { 0.f };
float m_accumulator { 0.f };
};
// what resets TMoverParameters::LastSwitchingTime, which keeps the physics of a vehicle on for 5 s: counted over a second,
// with the vehicle which did it most often, for the debug panel
class switching_counter {
public:
enum source : std::size_t {
compressor_on = 0,
compressor_off,
mains,
diesel,
// switch_physics( true ) of a vehicle whose physics was off, by TMoverParameters::wake_cause, in its order
wake,
wake_mainpipe,
wake_scndpipe,
wake_command,
wake_speed,
wake_acceleration,
wake_neighbour,
wake_rest,
count
};
struct result {
std::array<unsigned int, source::count> events {};
std::string busiest; // type and name of the vehicle with the most events
unsigned int busiestevents { 0 };
};
// Owner: the vehicle, Label: its type and name, read only when the second ends
// can be called by many threads at once (the physics of the vehicles in parallel)
void
note( source const Source, void const *Owner, std::string const *Type, std::string const *Name ) {
std::scoped_lock lock( m_mutex );
++m_events[ Source ];
auto &owner { m_owners[ Owner ] };
++owner.events;
owner.type = Type;
owner.name = Name; }
// ends the second when it's over. to be called once a frame, while the vehicles noted in it still exist
void
update() {
auto const now { std::chrono::steady_clock::now() };
if( now - m_start < std::chrono::seconds( 1 ) ) { return; }
std::scoped_lock lock( m_mutex );
m_last = {};
m_last.events = m_events;
for( auto const &owner : m_owners ) {
if( owner.second.events > m_last.busiestevents ) {
m_last.busiestevents = owner.second.events;
m_last.busiest = ( owner.second.type ? *owner.second.type : std::string{} ) + " " + ( owner.second.name ? *owner.second.name : std::string{} ); } }
m_events = {};
m_owners.clear();
m_start = now; }
// of the last whole second
result const &
last() const {
return m_last; }
private:
struct owner_data {
unsigned int events { 0 };
std::string const *type { nullptr };
std::string const *name { nullptr };
};
std::chrono::time_point<std::chrono::steady_clock> m_start { std::chrono::steady_clock::now() };
std::array<unsigned int, source::count> m_events {};
std::unordered_map<void const *, owner_data> m_owners;
result m_last;
std::mutex m_mutex;
};
struct subsystem_stopwatches {
stopwatch gfx_total;
stopwatch gfx_color;
stopwatch gfx_shadows;
stopwatch gfx_reflections;
stopwatch gfx_swap;
stopwatch gfx_gui;
stopwatch gfx_animate;
stopwatch sim_total;
stopwatch sim_dynamics;
stopwatch sim_events;
stopwatch sim_ai;
// parts of sim_total for the debug panel, measured in driver_mode::update()
stopwatch sim_scripting; // clocks and the scripting interface
stopwatch sim_environment; // sky and weather
stopwatch sim_precipitation;
stopwatch sim_secondary; // secondary fixed step routines
stopwatch sim_trains; // cabs of the trains
stopwatch sim_lights;
stopwatch sim_commands;
stopwatch sim_ui; // 50 Hz routines: ui panels, tooltips
stopwatch sim_camera;
// parts of sim_dynamics, simulation::state_manager::update() and vehicle_table::update(), made a few times in a frame
frame_stopwatch sim_animations; // queued animations of the scenery models
frame_stopwatch sim_powergrid;
frame_stopwatch sim_roads; // road junctions, level crossings, spawn points of road vehicles
frame_stopwatch vehicles_prepare; // traction wires, constants, neighbours
frame_stopwatch vehicles_forces; // forces and the steps of the physics
frame_stopwatch vehicles_update; // TDynamicObject::Update(), with the ai in it
frame_stopwatch vehicles_ai; // TController::Update() of the vehicles with a driver
// the forces and the update by the kind of the vehicle: rail within VEHICLE_NEAR of the camera, rail farther, road within,
// road farther
static constexpr double VEHICLE_NEAR { 1000.0 };
std::array<frame_stopwatch, 4> vehicles_forces_kind;
std::array<frame_stopwatch, 4> vehicles_update_kind;
// what the vehicle update went through in the last frame: vehicles, of them enabled, road vehicles, with a driver run by the
// ai, with the physics active; and the steps of the physics
struct vehicle_counts {
unsigned int all { 0 };
unsigned int enabled { 0 };
unsigned int road { 0 };
unsigned int ai { 0 };
unsigned int active { 0 };
unsigned int steps { 0 };
// enabled vehicles of each kind (see vehicles_forces_kind), and of them the ones standing still
std::array<unsigned int, 4> kind {};
std::array<unsigned int, 4> standing {};
// the steps of the physics: threads, the groups of vehicles they were split in, the largest one, the groups done in the main
// thread (vehicle_table::update_steps_parallel())
unsigned int threads { 1 };
unsigned int capacity { 1 }; // threads a job of worker_pool can get
std::string singlethread; // what keeps the steps in one thread, if anything
unsigned int groups { 0 };
unsigned int largestgroup { 0 };
unsigned int maingroups { 0 };
// rail vehicles standing still (below 0.01 km/h) with the physics on, and what keeps it on by the test of
// TMoverParameters::ComputeTotalForce(); a vehicle can have several of these
struct awake_reasons {
unsigned int vehicles { 0 };
unsigned int cab { 0 }; // CabActive
unsigned int speed { 0 }; // Vel above 0.0001 km/h
unsigned int acceleration { 0 }; // AccS above 0.0001 m/s2, and not held by the brakes (TMoverParameters::accelerating())
unsigned int switching { 0 }; // LastSwitchingTime below 5 s
unsigned int multipleunit { 0 }; // EZT, DMU
unsigned int neighbour { 0 }; // a neighbour moving or accelerating
} awake;
};
vehicle_counts vehicles; // of the frame under way
switching_counter switching;
vehicle_counts vehicleslast; // of the last frame
// ends the frame of the frame_stopwatches and of the counts
void
commit_frame() {
for( auto *part : { &sim_animations, &sim_powergrid, &sim_roads, &vehicles_prepare, &vehicles_forces, &vehicles_update, &vehicles_ai } ) {
part->commit(); }
for( auto &part : vehicles_forces_kind ) {
part.commit(); }
for( auto &part : vehicles_update_kind ) {
part.commit(); }
vehicleslast = vehicles;
vehicles = {}; }
stopwatch mainloop_total;
// parts of the main loop outside the simulation and Render(), for the debug panel
stopwatch loop_input; // events, head tracking
stopwatch loop_ui_frame; // start of the ui frame
stopwatch loop_audio; // sounds of the scenery and the audio renderer
stopwatch loop_particles; // cpu particles
stopwatch loop_renderer_update; // gfx_renderer::Update()
stopwatch loop_terrain; // terrain streaming
stopwatch loop_tasks; // task queue
};
extern subsystem_stopwatches subsystem;
};
//---------------------------------------------------------------------------