2024-01-10 18:53:19 -08:00
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//! Keep track of the time we spent in each part of the game loop.
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2024-01-11 20:21:07 -08:00
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use std::time::{Duration, Instant};
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2024-01-10 18:53:19 -08:00
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/// Utility struct.
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/// Keeps track of the time we spent in each part of the game loop.
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#[derive(Debug, Clone)]
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2024-01-10 18:53:19 -08:00
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pub struct Timing {
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/// The time we spent on all frame computations
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pub frame: Duration,
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frame_timer: Instant,
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/// The total time we spent simulating physics
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pub physics_sim: Duration,
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physics_sim_timer: Instant,
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/// The time we spent updating physics state
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pub physics_step: Duration,
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physics_step_timer: Instant,
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/// The time we spent updating physics ships
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pub physics_ship: Duration,
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physics_ship_timer: Instant,
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/// The time we spent updating physics projectiles
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pub physics_proj: Duration,
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physics_proj_timer: Instant,
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/// The time we spent updating effects
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pub physics_effect: Duration,
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physics_effect_timer: Instant,
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}
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// TODO: document each duration
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impl Timing {
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/// Create a new timing struct
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pub fn new() -> Self {
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Self {
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frame: Duration::ZERO,
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physics_sim: Duration::ZERO,
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physics_ship: Duration::ZERO,
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physics_effect: Duration::ZERO,
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physics_proj: Duration::ZERO,
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physics_step: Duration::ZERO,
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physics_effect_timer: Instant::now(),
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physics_proj_timer: Instant::now(),
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physics_step_timer: Instant::now(),
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physics_sim_timer: Instant::now(),
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physics_ship_timer: Instant::now(),
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frame_timer: Instant::now(),
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}
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}
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/// Start frame timer
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pub fn start_frame(&mut self) {
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self.frame_timer = Instant::now();
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}
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/// Record total frame compute time
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pub fn mark_frame(&mut self) {
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self.frame = self.frame_timer.elapsed();
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}
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/// Start physics sim timer
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pub fn start_physics_sim(&mut self) {
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self.physics_sim_timer = Instant::now();
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}
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/// Record physics simulation time
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pub fn mark_physics_sim(&mut self) {
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self.physics_sim = self.physics_sim_timer.elapsed();
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}
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/// Start physics ship timer
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pub fn start_physics_ships(&mut self) {
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self.physics_ship_timer = Instant::now();
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}
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/// Record physics ship update time
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pub fn mark_physics_ships(&mut self) {
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self.physics_ship = self.physics_ship_timer.elapsed();
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}
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/// Start physics step timer
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pub fn start_physics_step(&mut self) {
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self.physics_step_timer = Instant::now();
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}
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/// Record physics ship update time
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pub fn mark_physics_step(&mut self) {
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self.physics_step = self.physics_step_timer.elapsed();
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}
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/// Start physics ship timer
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pub fn start_physics_proj(&mut self) {
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self.physics_proj_timer = Instant::now();
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}
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/// Record physics ship update time
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pub fn mark_physics_proj(&mut self) {
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self.physics_proj = self.physics_proj_timer.elapsed();
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}
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/// Start physics ship timer
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pub fn start_physics_effects(&mut self) {
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self.physics_effect_timer = Instant::now();
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}
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/// Record physics ship update time
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pub fn mark_physics_effects(&mut self) {
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self.physics_effect = self.physics_effect_timer.elapsed();
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}
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/// Get current timing values as a pretty string
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pub fn get_string(&self) -> String {
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let mut s = String::new();
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//s.push_str(&format!(
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// "Overall {:6.00} fps\n\n",
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// 1.0 / self.frame.as_secs_f32()
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//));
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let f = self.physics_sim.as_secs_f32();
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s.push_str(&format!("Phys {:6.00} fps\n", 1.0 / f));
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s.push_str(&format!(
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"Step {:6.02}%\n",
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100.0 * self.physics_step.as_secs_f32() / f
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));
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s.push_str(&format!(
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"Proj {:05.02}%\n",
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100.0 * self.physics_proj.as_secs_f32() / f
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));
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s.push_str(&format!(
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"Ships {:05.02}%\n",
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100.0 * self.physics_ship.as_secs_f32() / f
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));
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s.push_str(&format!(
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"Efcts {:05.02}%",
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100.0 * self.physics_effect.as_secs_f32() / f
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));
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return s;
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}
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}
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