129 lines
4.4 KiB
C#
129 lines
4.4 KiB
C#
using Microsoft.Xna.Framework;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Linq;
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namespace Barotrauma
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{
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public class PerformanceCounter
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{
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private readonly object mutex = new object();
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public double AverageFramesPerSecond { get; private set; }
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public double CurrentFramesPerSecond { get; private set; }
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public double AverageFramesPerSecondInPastMinute { get; private set; }
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public const int MaximumSamples = 10;
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private readonly Queue<double> sampleBuffer = new Queue<double>();
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private readonly Queue<double> averageFramesPerSecondBuffer = new Queue<double>();
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private readonly Stopwatch timer = new Stopwatch();
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private long lastSecondMark = 0;
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private long lastMinuteMark = 0;
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public class TickInfo
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{
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public Queue<long> ElapsedTicks { get; set; } = new Queue<long>();
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public long AvgTicksPerFrame { get; set; }
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}
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private readonly Dictionary<string, Queue<long>> elapsedTicks = new Dictionary<string, Queue<long>>();
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private readonly Dictionary<string, long> avgTicksPerFrame = new Dictionary<string, long>();
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#if CLIENT
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internal Graph UpdateTimeGraph = new Graph(500), DrawTimeGraph = new Graph(500);
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#endif
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private readonly List<string> tempSavedIdentifiers = new List<string>();
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public IReadOnlyList<string> GetSavedIdentifiers
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{
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get
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{
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lock (mutex)
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{
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tempSavedIdentifiers.Clear();
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tempSavedIdentifiers.AddRange(avgTicksPerFrame.Keys);
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}
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return tempSavedIdentifiers;
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}
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}
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public PerformanceCounter()
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{
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timer.Start();
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}
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public void AddElapsedTicks(string identifier, long ticks)
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{
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lock (mutex)
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{
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if (!elapsedTicks.ContainsKey(identifier)) { elapsedTicks.Add(identifier, new Queue<long>()); }
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elapsedTicks[identifier].Enqueue(ticks);
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if (elapsedTicks[identifier].Count > MaximumSamples)
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{
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elapsedTicks[identifier].Dequeue();
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avgTicksPerFrame[identifier] = (long)elapsedTicks[identifier].Average(i => i);
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}
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}
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}
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public float GetAverageElapsedMillisecs(string identifier)
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{
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long ticksPerFrame = 0;
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lock (mutex)
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{
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avgTicksPerFrame.TryGetValue(identifier, out ticksPerFrame);
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}
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return ticksPerFrame * 1000.0f / Stopwatch.Frequency;
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}
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public bool Update(double deltaTime)
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{
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if (deltaTime == 0.0f) { return false; }
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CurrentFramesPerSecond = 1.0 / deltaTime;
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sampleBuffer.Enqueue(CurrentFramesPerSecond);
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if (sampleBuffer.Count > MaximumSamples)
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{
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sampleBuffer.Dequeue();
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AverageFramesPerSecond = sampleBuffer.Average();
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}
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else
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{
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AverageFramesPerSecond = CurrentFramesPerSecond;
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}
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long currentTime = timer.ElapsedMilliseconds;
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long currentSecond = currentTime / 1000;
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if (currentSecond > lastSecondMark)
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{
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averageFramesPerSecondBuffer.Enqueue(AverageFramesPerSecond);
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lastSecondMark = currentSecond;
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}
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if (currentTime - lastMinuteMark >= 60 * 1000 &&
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/* we don't need info of the FPS every minute, we can get a good sample size just by logging a small sample */
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GameAnalyticsManager.ShouldLogRandomSample())
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{
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//the FPS could be even higher than this on a high-end monitor, but let's restrict it to 144 to reduce the number of distinct event IDs
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const int MaxFPS = 144;
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AverageFramesPerSecondInPastMinute = averageFramesPerSecondBuffer.Average();
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GameAnalyticsManager.AddDesignEvent($"FPS:{MathHelper.Clamp((int)AverageFramesPerSecondInPastMinute, 0, MaxFPS)}");
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GameAnalyticsManager.AddDesignEvent($"FPSLowest:{MathHelper.Clamp((int)averageFramesPerSecondBuffer.Min(), 0, MaxFPS)}");
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averageFramesPerSecondBuffer.Clear();
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lastMinuteMark = currentTime;
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}
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return true;
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}
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}
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}
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