Reset FPS counter on game start.
This avoids this displayed counter being dragged down by lower FPS during loading prior to the game starting.
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@@ -20,6 +20,9 @@ namespace OpenRA.Mods.Common.Widgets.Logic
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{
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public class PerfDebugLogic : ChromeLogic
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{
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readonly Stopwatch fpsTimer;
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readonly List<(int Frame, TimeSpan Time)> frameTimings = new(32);
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[ObjectCreator.UseCtor]
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public PerfDebugLogic(Widget widget, WorldRenderer worldRenderer)
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{
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@@ -29,8 +32,8 @@ namespace OpenRA.Mods.Common.Widgets.Logic
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var perfText = widget.Get<LabelWidget>("PERF_TEXT");
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perfText.IsVisible = () => Game.Settings.Debug.PerfText;
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var fpsTimer = Stopwatch.StartNew();
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var frameTimings = new List<(int Frame, TimeSpan Time)>(32) { (Game.RenderFrame, TimeSpan.Zero) };
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fpsTimer = Stopwatch.StartNew();
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frameTimings.Add((Game.RenderFrame, TimeSpan.Zero));
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perfText.GetText = () =>
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{
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// Calculate FPS as a rolling average over the last ~1 second of frames.
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@@ -51,6 +54,27 @@ namespace OpenRA.Mods.Common.Widgets.Logic
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$"Viewport Size: {viewportSize.Width} x {viewportSize.Height} / {Game.Renderer.WorldDownscaleFactor}\n" +
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$"WFB Size: {wfbSize.Width} x {wfbSize.Height}";
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};
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Game.AfterGameStart += OnGameStart;
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}
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void OnGameStart()
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{
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// Reset timings so our average doesn't include loading time.
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frameTimings.Clear();
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frameTimings.Add((Game.RenderFrame, fpsTimer.Elapsed));
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}
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bool disposed;
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protected override void Dispose(bool disposing)
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{
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if (disposing && !disposed)
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{
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disposed = true;
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Game.AfterGameStart -= OnGameStart;
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}
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base.Dispose(disposing);
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}
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}
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}
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