Exemple #1
0
        internal void ProfilePerformance()
        {
            var netTime1        = DsUtil.GetValue("network1");
            var projectile1Time = DsUtil.GetValue("projectiles1");
            var projectile2Time = DsUtil.GetValue("projectiles2");

            var updateTime = DsUtil.GetValue("shoot");
            var damageTime = DsUtil.GetValue("damage");
            var drawTime   = DsUtil.GetValue("draw");
            var av         = DsUtil.GetValue("av");
            var db         = DsUtil.GetValue("db");
            var ai         = DsUtil.GetValue("ai");
            var charge     = DsUtil.GetValue("charge");
            var acquire    = DsUtil.GetValue("acquire");

            Log.LineShortDate($"(CPU-T) --- <Acq>{acquire.Median:0.0000}/{acquire.Min:0.0000}/{acquire.Max:0.0000} <DM>{damageTime.Median:0.0000}/{damageTime.Min:0.0000}/{damageTime.Max:0.0000} <DR>{drawTime.Median:0.0000}/{drawTime.Min:0.0000}/{drawTime.Max:0.0000} <AV>{av.Median:0.0000}/{av.Min:0.0000}/{av.Max:0.0000} <AI>{ai.Median:0.0000}/{ai.Min:0.0000}/{ai.Max:0.0000} <SH>{updateTime.Median:0.0000}/{updateTime.Min:0.0000}/{updateTime.Max:0.0000} <CH>{charge.Median:0.0000}/{charge.Min:0.0000}/{charge.Max:0.0000} <P1>{projectile1Time.Median:0.0000}/{projectile1Time.Min:0.0000}/{projectile1Time.Max:0.0000} <P2>{projectile2Time.Median:0.0000}/{projectile2Time.Min:0.0000}/{projectile2Time.Max:0.0000} <DB>{db.Median:0.0000}/{db.Min:0.0000}/{db.Max:0.0000}> <NET1>{netTime1.Median:0.0000}/{netTime1.Min:0.0000}/{netTime1.Max:0.0000}>");
            Log.LineShortDate($"(STATS) -------- AiReq:[{TargetRequests}] Targ:[{TargetChecks}] Bloc:[{BlockChecks}] Aim:[{CanShoot}] CCast:[{ClosestRayCasts}] RndCast[{RandomRayCasts}] TopCast[{TopRayCasts}]");
            TargetRequests    = 0;
            TargetChecks      = 0;
            BlockChecks       = 0;
            CanShoot          = 0;
            ClosestRayCasts   = 0;
            RandomRayCasts    = 0;
            TopRayCasts       = 0;
            TargetTransfers   = 0;
            TargetSets        = 0;
            TargetResets      = 0;
            AmmoMoveTriggered = 0;
            AmmoPulls         = 0;
            Load = 0d;
            DsUtil.Clean();
        }
Exemple #2
0
        internal void ProfilePerformance()
        {
            var netTime1 = DsUtil.GetValue("network1");
            var psTime   = DsUtil.GetValue("ps");
            var piTIme   = DsUtil.GetValue("pi");
            var pdTime   = DsUtil.GetValue("pd");
            var paTime   = DsUtil.GetValue("pa");

            var updateTime = DsUtil.GetValue("shoot");
            var drawTime   = DsUtil.GetValue("draw");
            var av         = DsUtil.GetValue("av");
            var db         = DsUtil.GetValue("db");
            var ai         = DsUtil.GetValue("ai");
            var charge     = DsUtil.GetValue("charge");
            var acquire    = DsUtil.GetValue("acquire");

            Log.LineShortDate($"(CPU-T) --- <AI>{ai.Median:0.0000}/{ai.Min:0.0000}/{ai.Max:0.0000} <Acq>{acquire.Median:0.0000}/{acquire.Min:0.0000}/{acquire.Max:0.0000} <SH>{updateTime.Median:0.0000}/{updateTime.Min:0.0000}/{updateTime.Max:0.0000} <CH>{charge.Median:0.0000}/{charge.Min:0.0000}/{charge.Max:0.0000} <PS>{psTime.Median:0.0000}/{psTime.Min:0.0000}/{psTime.Max:0.0000} <PI>{piTIme.Median:0.0000}/{piTIme.Min:0.0000}/{piTIme.Max:0.0000} <PD>{pdTime.Median:0.0000}/{pdTime.Min:0.0000}/{pdTime.Max:0.0000} <PA>{paTime.Median:0.0000}/{paTime.Min:0.0000}/{paTime.Max:0.0000} <DR>{drawTime.Median:0.0000}/{drawTime.Min:0.0000}/{drawTime.Max:0.0000} <AV>{av.Median:0.0000}/{av.Min:0.0000}/{av.Max:0.0000} <NET1>{netTime1.Median:0.0000}/{netTime1.Min:0.0000}/{netTime1.Max:0.0000}> <DB>{db.Median:0.0000}/{db.Min:0.0000}/{db.Max:0.0000}>", "perf");
            Log.LineShortDate($"(STATS) -------- AIs:[{GridTargetingAIs.Count}] - WcBlocks:[{IdToCompMap.Count}] - AiReq:[{TargetRequests}] Targ:[{TargetChecks}] Bloc:[{BlockChecks}] Aim:[{CanShoot}] CCast:[{ClosestRayCasts}] RndCast[{RandomRayCasts}] TopCast[{TopRayCasts}]", "stats");
            TargetRequests    = 0;
            TargetChecks      = 0;
            BlockChecks       = 0;
            CanShoot          = 0;
            ClosestRayCasts   = 0;
            RandomRayCasts    = 0;
            TopRayCasts       = 0;
            TargetTransfers   = 0;
            TargetSets        = 0;
            TargetResets      = 0;
            AmmoMoveTriggered = 0;
            Load = 0d;
            DsUtil.Clean();
        }