Files
OpenRA/OpenRA.Mods.Common/Widgets/Logic/PerfDebugLogic.cs
RoosterDragon 399cef8fb2 Reset FPS counter on game start.
This avoids this displayed counter being dragged down by lower FPS during loading prior to the game starting.
2023-11-15 19:04:35 +02:00

81 lines
2.8 KiB
C#

#region Copyright & License Information
/*
* Copyright (c) The OpenRA Developers and Contributors
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation, either version 3 of
* the License, or (at your option) any later version. For more
* information, see COPYING.
*/
#endregion
using System;
using System.Collections.Generic;
using System.Diagnostics;
using OpenRA.Graphics;
using OpenRA.Support;
using OpenRA.Widgets;
namespace OpenRA.Mods.Common.Widgets.Logic
{
public class PerfDebugLogic : ChromeLogic
{
readonly Stopwatch fpsTimer;
readonly List<(int Frame, TimeSpan Time)> frameTimings = new(32);
[ObjectCreator.UseCtor]
public PerfDebugLogic(Widget widget, WorldRenderer worldRenderer)
{
var perfGraph = widget.Get("GRAPH_BG");
perfGraph.IsVisible = () => Game.Settings.Debug.PerfGraph;
var perfText = widget.Get<LabelWidget>("PERF_TEXT");
perfText.IsVisible = () => Game.Settings.Debug.PerfText;
fpsTimer = Stopwatch.StartNew();
frameTimings.Add((Game.RenderFrame, TimeSpan.Zero));
perfText.GetText = () =>
{
// Calculate FPS as a rolling average over the last ~1 second of frames.
frameTimings.Add((Game.RenderFrame, fpsTimer.Elapsed));
var cutoffTime = frameTimings[^1].Time - TimeSpan.FromSeconds(1);
var firstIndexPastCutoff = frameTimings.FindIndex(ft => ft.Time >= cutoffTime);
if (frameTimings.Count - firstIndexPastCutoff >= 2) // Keep at least 2 items for comparing.
frameTimings.RemoveRange(0, firstIndexPastCutoff);
var (oldestFrame, oldestTime) = frameTimings[0];
var (newestFrame, newestTime) = frameTimings[^1];
var fps = (newestFrame - oldestFrame) / (newestTime - oldestTime).TotalSeconds;
var wfbSize = Game.Renderer.WorldFrameBufferSize;
var viewportSize = worldRenderer.Viewport.Rectangle.Size;
return $"FPS: {fps:0}\nTick {Game.LocalTick} @ {PerfHistory.Items["tick_time"].Average(Game.Settings.Debug.Samples):F1} ms\n" +
$"Render {Game.RenderFrame} @ {PerfHistory.Items["render"].Average(Game.Settings.Debug.Samples):F1} ms\n" +
$"Batches: {PerfHistory.Items["batches"].LastValue}\n" +
$"Viewport Size: {viewportSize.Width} x {viewportSize.Height} / {Game.Renderer.WorldDownscaleFactor}\n" +
$"WFB Size: {wfbSize.Width} x {wfbSize.Height}";
};
Game.AfterGameStart += OnGameStart;
}
void OnGameStart()
{
// Reset timings so our average doesn't include loading time.
frameTimings.Clear();
frameTimings.Add((Game.RenderFrame, fpsTimer.Elapsed));
}
bool disposed;
protected override void Dispose(bool disposing)
{
if (disposing && !disposed)
{
disposed = true;
Game.AfterGameStart -= OnGameStart;
}
base.Dispose(disposing);
}
}
}