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-rw-r--r--src/framerate_type.h37
1 files changed, 37 insertions, 0 deletions
diff --git a/src/framerate_type.h b/src/framerate_type.h
index 13e7ee690..8df9a279a 100644
--- a/src/framerate_type.h
+++ b/src/framerate_type.h
@@ -9,6 +9,28 @@
/** @file framerate_type.h
* Types for recording game performance data.
+ *
+ * @par Adding new measurements
+ * Adding a new measurement requires multiple steps, which are outlined here.
+ * The first thing to do is add a new member of the #PerformanceElement enum.
+ * It must be added before \c PFE_MAX and should be added in a logical place.
+ * For example, an element of the game loop would be added next to the other game loop elements, and a rendering element next to the other rendering elements.
+ *
+ * @par
+ * Second is adding a member to the \link anonymous_namespace{framerate_gui.cpp}::_pf_data _pf_data \endlink array, in the same position as the new #PerformanceElement member.
+ *
+ * @par
+ * Third is adding strings for the new element. There is an array in #ConPrintFramerate with strings used for the console command.
+ * Additionally, there are two sets of strings in \c english.txt for two GUI uses, also in the #PerformanceElement order.
+ * Search for \c STR_FRAMERATE_GAMELOOP and \c STR_FRAMETIME_CAPTION_GAMELOOP in \c english.txt to find those.
+ *
+ * @par
+ * Last is actually adding the measurements. There are two ways to measure, either one-shot (a single function/block handling all processing),
+ * or as an accumulated element (multiple functions/blocks that need to be summed across each frame/tick).
+ * Use either the PerformanceMeasurer or the PerformanceAccumulator class respectively for the two cases.
+ * Either class is used by instantiating an object of it at the beginning of the block to be measured, so it auto-destructs at the end of the block.
+ * For PerformanceAccumulator, make sure to also call PerformanceAccumulator::Reset once at the beginning of a new frame. Usually the StateGameLoop function is appropriate for this.
+ *
* @see framerate_gui.cpp for implementation
*/
@@ -18,6 +40,12 @@
#include "stdafx.h"
#include "core/enum_type.hpp"
+/**
+ * Elements of game performance that can be measured.
+ *
+ * @note When adding new elements here, make sure to also update all other locations depending on the length and order of this enum.
+ * See <em>Adding new measurements</em> above.
+ */
enum PerformanceElement {
PFE_FIRST = 0,
PFE_GAMELOOP = 0, ///< Speed of gameloop processing.
@@ -36,12 +64,15 @@ enum PerformanceElement {
};
DECLARE_POSTFIX_INCREMENT(PerformanceElement)
+/** Type used to hold a performance timing measurement */
typedef uint64 TimingMeasurement;
/**
* RAII class for measuring simple elements of performance.
* Construct an object with the appropriate element parameter when processing begins,
* time is automatically taken when the object goes out of scope again.
+ *
+ * Call Paused at the start of a frame if the processing of this element is paused.
*/
class PerformanceMeasurer {
PerformanceElement elem;
@@ -57,6 +88,12 @@ public:
* RAII class for measuring multi-step elements of performance.
* At the beginning of a frame, call Reset on the element, then construct an object in the scope where
* each processing cycle happens. The measurements are summed between resets.
+ *
+ * Usually StateGameLoop is an appropriate function to place Reset calls in, but for elements with
+ * more isolated scopes it can also be appropriate to Reset somewhere else.
+ * An example is the CallVehicleTicks function where all the vehicle type elements are reset.
+ *
+ * The PerformanceMeasurer::Paused function can also be used with elements otherwise measured with this class.
*/
class PerformanceAccumulator {
PerformanceElement elem;