Change FPS counter behaviour.
Calculate a rolling average of FPS over the last second. This allows the FPS counter to be updated every frame - and in particular means it can display a rough figure immediately rather than needing to wait one second to collect information at the start of a game.
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@@ -9,6 +9,8 @@
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*/
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*/
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#endregion
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#endregion
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Diagnostics;
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using OpenRA.Graphics;
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using OpenRA.Graphics;
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using OpenRA.Support;
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using OpenRA.Support;
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@@ -28,22 +30,22 @@ namespace OpenRA.Mods.Common.Widgets.Logic
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perfText.IsVisible = () => Game.Settings.Debug.PerfText;
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perfText.IsVisible = () => Game.Settings.Debug.PerfText;
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var fpsTimer = Stopwatch.StartNew();
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var fpsTimer = Stopwatch.StartNew();
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var fpsReferenceFrame = Game.RenderFrame;
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var frameTimings = new List<(int Frame, TimeSpan Time)>(32) { (Game.RenderFrame, TimeSpan.Zero) };
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var fps = 0;
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perfText.GetText = () =>
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perfText.GetText = () =>
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{
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{
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var elapsed = fpsTimer.ElapsedMilliseconds;
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// Calculate FPS as a rolling average over the last ~1 second of frames.
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if (elapsed > 1000)
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frameTimings.Add((Game.RenderFrame, fpsTimer.Elapsed));
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{
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var cutoffTime = frameTimings[^1].Time - TimeSpan.FromSeconds(1);
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// Round to closest integer
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var firstIndexPastCutoff = frameTimings.FindIndex(ft => ft.Time >= cutoffTime);
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fps = (int)(1000.0f * (Game.RenderFrame - fpsReferenceFrame) / fpsTimer.ElapsedMilliseconds + 0.5f);
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if (frameTimings.Count - firstIndexPastCutoff >= 2) // Keep at least 2 items for comparing.
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fpsTimer.Restart();
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frameTimings.RemoveRange(0, firstIndexPastCutoff);
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fpsReferenceFrame = Game.RenderFrame;
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var (oldestFrame, oldestTime) = frameTimings[0];
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}
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var (newestFrame, newestTime) = frameTimings[^1];
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var fps = (newestFrame - oldestFrame) / (newestTime - oldestTime).TotalSeconds;
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var wfbSize = Game.Renderer.WorldFrameBufferSize;
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var wfbSize = Game.Renderer.WorldFrameBufferSize;
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var viewportSize = worldRenderer.Viewport.Rectangle.Size;
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var viewportSize = worldRenderer.Viewport.Rectangle.Size;
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return $"FPS: {fps}\nTick {Game.LocalTick} @ {PerfHistory.Items["tick_time"].Average(Game.Settings.Debug.Samples):F1} ms\n" +
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return $"FPS: {fps:0}\nTick {Game.LocalTick} @ {PerfHistory.Items["tick_time"].Average(Game.Settings.Debug.Samples):F1} ms\n" +
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$"Render {Game.RenderFrame} @ {PerfHistory.Items["render"].Average(Game.Settings.Debug.Samples):F1} ms\n" +
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$"Render {Game.RenderFrame} @ {PerfHistory.Items["render"].Average(Game.Settings.Debug.Samples):F1} ms\n" +
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$"Batches: {PerfHistory.Items["batches"].LastValue}\n" +
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$"Batches: {PerfHistory.Items["batches"].LastValue}\n" +
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$"Viewport Size: {viewportSize.Width} x {viewportSize.Height} / {Game.Renderer.WorldDownscaleFactor}\n" +
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$"Viewport Size: {viewportSize.Width} x {viewportSize.Height} / {Game.Renderer.WorldDownscaleFactor}\n" +
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