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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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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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 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 ships
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pub physics_ship: Duration,
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physics_ship_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_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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/// 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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/// 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 galaxy simulation 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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/// 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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/// 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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}
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