Galactica/crates/util/src/timing.rs

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