perf stuff is a bit nicer; render time shown
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@@ -85,8 +85,7 @@ namespace OpenRa.Game
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PlaySound("intro.aud", false);
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skipMakeAnims = false;
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sw = new Stopwatch();
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PerfHistory.items["render"].hasNormalTick = false;
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}
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static void LoadMapBuildings( IniFile mapfile )
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@@ -148,8 +147,6 @@ namespace OpenRa.Game
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public static double TickTime = 0.0;
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public static double OreTime = 0.0;
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public static Stopwatch sw;
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public static void Tick()
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{
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int t = Environment.TickCount;
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@@ -158,7 +155,6 @@ namespace OpenRa.Game
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{
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using (new PerfSample("tick_time"))
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{
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sw.Reset();
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lastTime += timestep;
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if (orderManager.Tick())
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@@ -178,18 +174,20 @@ namespace OpenRa.Game
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foreach (var player in players.Values)
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player.Tick();
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}
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TickTime = sw.ElapsedTime();
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}
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PerfHistory.Tick();
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}
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sw.Reset();
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using (new PerfSample("render"))
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{
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++RenderFrame;
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viewport.cursor = controller.ChooseCursor();
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viewport.DrawRegions();
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RenderTime = sw.ElapsedTime();
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}
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PerfHistory.items["render"].Tick();
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}
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public static bool IsCellBuildable(int2 a, UnitMovementType umt)
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@@ -99,13 +99,12 @@ namespace OpenRa.Game.Graphics
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lineRenderer.Flush();
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renderer.DrawText(string.Format("RenderFrame {0} ({2:F1} ms)\nTick {1} ({3:F1} ms)\nOre ({4:F1} ms)\n$ {5}\nPower {7}\nTiles Expanded {6:F0}",
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Game.RenderFrame, Game.orderManager.FrameNumber,
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Game.RenderTime * 1000,
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Game.TickTime * 1000,
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Game.OreTime * 1000,
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renderer.DrawText(string.Format("RenderFrame {0} ({2:F1} ms)\nTick {1} ({3:F1} ms)\n$ {4}\nPower {5}",
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Game.RenderFrame,
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Game.orderManager.FrameNumber,
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PerfHistory.items["render"].LastValue,
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PerfHistory.items["tick_time"].LastValue,
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Game.LocalPlayer.Cash,
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PerfHistory.items[ "nodes_expanded" ].LastValue,
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Game.LocalPlayer.GetTotalPower()
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), new int2(5, 5), Color.White);
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@@ -29,6 +29,7 @@ namespace OpenRa.Game.Support
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public static void Tick()
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{
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foreach (var item in items.Values)
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if (item.hasNormalTick)
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item.Tick();
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}
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@@ -65,6 +66,7 @@ namespace OpenRa.Game.Support
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public double[] samples = new double[100];
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public double val = 0.0;
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int head = 1, tail = 0;
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public bool hasNormalTick = true;
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public PerfItem(string name, Color c)
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{
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