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* Builtin/profiler: Replace game profiler (#4245)Tim2016-07-12
Use the setting "profiler.load" to enable profiling. Other settings can be found in settingtypes.txt. * /profiler print [filter] - report statistics to in-game console * /profiler dump [filter] - report statistics to STDOUT and debug.txt * /profiler save [format [filter]] - saves statistics to a file in your worldpath * txt (default) - same treetable format as used by the dump and print commands * csv - ready for spreadsheet import * json - useful for adhoc D3 visualizations * json_pretty - line wrapped and intended json for humans * lua - serialized lua table of the profile-data, for adhoc scripts * /profiler reset - reset all gathered profile data. This can be helpful to discard of any startup measurements that often spike during loading or to get more useful min-values. [filter] allows limiting the output of the data via substring/pattern matching against the modname. Note: Serialized data structures might be subject to change with changed or added measurements. csv might be the most stable, due to flat structure. Changes to the previous version include: * Updated and extended API monitoring * Correct calculation of average (mean) values (undistorted by idleness) * Reduce instrumentation overhead. * Fix crashes related to missing parameters for the future and occasional DIV/0's. * Prevent issues caused by timetravel (overflow, timejump, NTP corrections) * Prevent modname clashes with internal names. * Measure each instrumentation individually and label based on registration order. * Labeling of ABM's and LBM's for easier classification. Giving several ABM's or LBM's the same label will treat them as one. Missing labels will be autogenerated based on name or registration order. * Configurable instrumentation and reporting. Skip e.g. builtin if you don't need it. * Profile the profiler to measure instrumentation overhead.
including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ #ifndef JMUTEX_H #define JMUTEX_H #if (defined(WIN32) || defined(_WIN32_WCE)) #ifndef _WIN32_WCE #include <process.h> #endif // _WIN32_WCE #include <winsock2.h> #include <windows.h> // CriticalSection is way faster than the alternative #define JMUTEX_CRITICALSECTION #else // using pthread #include <pthread.h> #endif // WIN32 #define ERR_JMUTEX_ALREADYINIT -1 #define ERR_JMUTEX_NOTINIT -2 #define ERR_JMUTEX_CANTCREATEMUTEX -3 class JMutex { public: JMutex(); ~JMutex(); int Init(); int Lock(); int Unlock(); bool IsInitialized() { return initialized; } private: #if (defined(WIN32) || defined(_WIN32_WCE)) #ifdef JMUTEX_CRITICALSECTION CRITICAL_SECTION mutex; #else // Use standard mutex HANDLE mutex; #endif // JMUTEX_CRITICALSECTION #else // pthread mutex pthread_mutex_t mutex; #endif // WIN32 bool initialized; }; #endif // JMUTEX_H