mirror of
https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-10-24 22:37:36 +02:00
254 lines
9.8 KiB
C++
254 lines
9.8 KiB
C++
/*
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This Source Code Form is subject to the
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terms of the Mozilla Public License, v.
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2.0. If a copy of the MPL was not
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distributed with this file, You can
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obtain one at
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http://mozilla.org/MPL/2.0/.
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*/
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#pragma once
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#include <array>
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#include <chrono>
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#include <mutex>
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#include <string>
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#include <unordered_map>
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namespace Timer {
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double GetTime();
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double GetRenderTime();
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double GetDeltaTime();
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double GetDeltaRenderTime();
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void set_delta_override(double v);
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void ResetTimers();
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void UpdateTimers(bool pause);
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class stopwatch {
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public:
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// constructors
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stopwatch() = default;
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// methods
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void
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start() {
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m_start = std::chrono::steady_clock::now(); }
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std::chrono::duration<float, std::milli>
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stop() {
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m_last = std::chrono::duration_cast<std::chrono::microseconds>( std::chrono::steady_clock::now() - m_start );
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m_accumulator = 0.95f * m_accumulator + static_cast<float>(m_last.count()) / 1000.f;
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return m_last; }
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float
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average() const {
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return m_accumulator / 20.f;}
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std::chrono::microseconds
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last() const {
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return m_last; }
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private:
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// members
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std::chrono::time_point<std::chrono::steady_clock> m_start { std::chrono::steady_clock::now() };
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float m_accumulator { 1000.f / 30.f * 20.f }; // 20 last samples, initial 'neutral' rate of 30 fps
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std::chrono::microseconds m_last;
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};
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// 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
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// frame, and the sums averaged over the frames the way stopwatch averages them. commit() ends the frame
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class frame_stopwatch {
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public:
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void
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start() {
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m_start = std::chrono::steady_clock::now(); }
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void
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stop() {
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m_frame += std::chrono::duration<float, std::milli>( std::chrono::steady_clock::now() - m_start ).count(); }
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void
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add( float const Milliseconds ) {
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m_frame += Milliseconds; }
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void
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commit() {
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m_accumulator = 0.95f * m_accumulator + m_frame;
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m_frame = 0.f; }
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float
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average() const {
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return m_accumulator / 20.f; }
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private:
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std::chrono::time_point<std::chrono::steady_clock> m_start { std::chrono::steady_clock::now() };
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float m_frame { 0.f };
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float m_accumulator { 0.f };
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};
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// what resets TMoverParameters::LastSwitchingTime, which keeps the physics of a vehicle on for 5 s: counted over a second,
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// with the vehicle which did it most often, for the debug panel
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class switching_counter {
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public:
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enum source : std::size_t {
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compressor_on = 0,
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compressor_off,
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mains,
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diesel,
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// switch_physics( true ) of a vehicle whose physics was off, by TMoverParameters::wake_cause, in its order
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wake,
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wake_mainpipe,
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wake_scndpipe,
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wake_command,
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wake_speed,
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wake_acceleration,
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wake_neighbour,
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wake_rest,
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count
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};
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struct result {
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std::array<unsigned int, source::count> events {};
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std::string busiest; // type and name of the vehicle with the most events
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unsigned int busiestevents { 0 };
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};
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// Owner: the vehicle, Label: its type and name, read only when the second ends
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// can be called by many threads at once (the physics of the vehicles in parallel)
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void
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note( source const Source, void const *Owner, std::string const *Type, std::string const *Name ) {
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std::scoped_lock lock( m_mutex );
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++m_events[ Source ];
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auto &owner { m_owners[ Owner ] };
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++owner.events;
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owner.type = Type;
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owner.name = Name; }
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// ends the second when it's over. to be called once a frame, while the vehicles noted in it still exist
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void
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update() {
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auto const now { std::chrono::steady_clock::now() };
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if( now - m_start < std::chrono::seconds( 1 ) ) { return; }
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std::scoped_lock lock( m_mutex );
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m_last = {};
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m_last.events = m_events;
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for( auto const &owner : m_owners ) {
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if( owner.second.events > m_last.busiestevents ) {
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m_last.busiestevents = owner.second.events;
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m_last.busiest = ( owner.second.type ? *owner.second.type : std::string{} ) + " " + ( owner.second.name ? *owner.second.name : std::string{} ); } }
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m_events = {};
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m_owners.clear();
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m_start = now; }
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// of the last whole second
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result const &
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last() const {
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return m_last; }
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private:
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struct owner_data {
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unsigned int events { 0 };
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std::string const *type { nullptr };
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std::string const *name { nullptr };
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};
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std::chrono::time_point<std::chrono::steady_clock> m_start { std::chrono::steady_clock::now() };
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std::array<unsigned int, source::count> m_events {};
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std::unordered_map<void const *, owner_data> m_owners;
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result m_last;
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std::mutex m_mutex;
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};
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struct subsystem_stopwatches {
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stopwatch gfx_total;
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stopwatch gfx_color;
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stopwatch gfx_shadows;
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stopwatch gfx_reflections;
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stopwatch gfx_swap;
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stopwatch gfx_gui;
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stopwatch gfx_animate;
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stopwatch sim_total;
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stopwatch sim_dynamics;
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stopwatch sim_events;
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stopwatch sim_ai;
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// parts of sim_total for the debug panel, measured in driver_mode::update()
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stopwatch sim_scripting; // clocks and the scripting interface
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stopwatch sim_environment; // sky and weather
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stopwatch sim_precipitation;
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stopwatch sim_secondary; // secondary fixed step routines
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stopwatch sim_trains; // cabs of the trains
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stopwatch sim_lights;
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stopwatch sim_commands;
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stopwatch sim_ui; // 50 Hz routines: ui panels, tooltips
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stopwatch sim_camera;
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// parts of sim_dynamics, simulation::state_manager::update() and vehicle_table::update(), made a few times in a frame
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frame_stopwatch sim_animations; // queued animations of the scenery models
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frame_stopwatch sim_powergrid;
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frame_stopwatch sim_roads; // road junctions, level crossings, spawn points of road vehicles
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frame_stopwatch vehicles_prepare; // traction wires, constants, neighbours
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frame_stopwatch vehicles_forces; // forces and the steps of the physics
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frame_stopwatch vehicles_update; // TDynamicObject::Update(), with the ai in it
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frame_stopwatch vehicles_ai; // TController::Update() of the vehicles with a driver
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// the forces and the update by the kind of the vehicle: rail within VEHICLE_NEAR of the camera, rail farther, road within,
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// road farther
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static constexpr double VEHICLE_NEAR { 1000.0 };
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std::array<frame_stopwatch, 4> vehicles_forces_kind;
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std::array<frame_stopwatch, 4> vehicles_update_kind;
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// what the vehicle update went through in the last frame: vehicles, of them enabled, road vehicles, with a driver run by the
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// ai, with the physics active; and the steps of the physics
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struct vehicle_counts {
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unsigned int all { 0 };
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unsigned int enabled { 0 };
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unsigned int road { 0 };
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unsigned int ai { 0 };
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unsigned int active { 0 };
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unsigned int steps { 0 };
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// enabled vehicles of each kind (see vehicles_forces_kind), and of them the ones standing still
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std::array<unsigned int, 4> kind {};
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std::array<unsigned int, 4> standing {};
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// the steps of the physics: threads, the groups of vehicles they were split in, the largest one, the groups done in the main
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// thread (vehicle_table::update_steps_parallel())
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unsigned int threads { 1 };
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unsigned int capacity { 1 }; // threads a job of worker_pool can get
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std::string singlethread; // what keeps the steps in one thread, if anything
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unsigned int groups { 0 };
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unsigned int largestgroup { 0 };
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unsigned int maingroups { 0 };
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// rail vehicles standing still (below 0.01 km/h) with the physics on, and what keeps it on by the test of
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// TMoverParameters::ComputeTotalForce(); a vehicle can have several of these
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struct awake_reasons {
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unsigned int vehicles { 0 };
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unsigned int cab { 0 }; // CabActive
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unsigned int speed { 0 }; // Vel above 0.0001 km/h
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unsigned int acceleration { 0 }; // AccS above 0.0001 m/s2, and not held by the brakes (TMoverParameters::accelerating())
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unsigned int switching { 0 }; // LastSwitchingTime below 5 s
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unsigned int multipleunit { 0 }; // EZT, DMU
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unsigned int neighbour { 0 }; // a neighbour moving or accelerating
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} awake;
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};
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vehicle_counts vehicles; // of the frame under way
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switching_counter switching;
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vehicle_counts vehicleslast; // of the last frame
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// ends the frame of the frame_stopwatches and of the counts
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void
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commit_frame() {
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for( auto *part : { &sim_animations, &sim_powergrid, &sim_roads, &vehicles_prepare, &vehicles_forces, &vehicles_update, &vehicles_ai } ) {
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part->commit(); }
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for( auto &part : vehicles_forces_kind ) {
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part.commit(); }
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for( auto &part : vehicles_update_kind ) {
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part.commit(); }
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vehicleslast = vehicles;
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vehicles = {}; }
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stopwatch mainloop_total;
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// parts of the main loop outside the simulation and Render(), for the debug panel
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stopwatch loop_input; // events, head tracking
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stopwatch loop_ui_frame; // start of the ui frame
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stopwatch loop_audio; // sounds of the scenery and the audio renderer
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stopwatch loop_particles; // cpu particles
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stopwatch loop_renderer_update; // gfx_renderer::Update()
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stopwatch loop_terrain; // terrain streaming
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stopwatch loop_tasks; // task queue
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};
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extern subsystem_stopwatches subsystem;
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};
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//---------------------------------------------------------------------------
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