コード例 #1
0
ファイル: GameMgr.cs プロジェクト: Wenyoun/UnetScheme
    public void OnRemove()
    {
        if (m_Dispose)
        {
            return;
        }
        m_Dispose = true;
        int length = m_Composes.Count;

        for (int i = 0; i < length; ++i)
        {
            m_Composes[i].OnRemove();
        }
        m_Composes.Clear();
        ProfilerManager.Dispose();
    }
コード例 #2
0
        private void UpdateStatsBars()
        {
            Profiler p = ProfilerManager.GetProfiler();

            if (m_useInstantUpdating)
            {
                PhysicsTaintBox.Image           = p.DrawGraph("CurrentStatPhysicsTaintTime " + SceneSelected, MaxVal).Bitmap();
                PhysicsMoveTimeBox.Image        = p.DrawGraph("CurrentStatPhysicsMoveTime " + SceneSelected, MaxVal).Bitmap();
                CollisionOptimizedTimeBox.Image =
                    p.DrawGraph("CurrentStatCollisionOptimizedTime " + SceneSelected, MaxVal).Bitmap();
                SendCollisionsTimeBox.Image =
                    p.DrawGraph("CurrentStatSendCollisionsTime " + SceneSelected, MaxVal).Bitmap();
                AvatarUpdatePosAndVelocityBox.Image =
                    p.DrawGraph("CurrentStatAvatarUpdatePosAndVelocity " + SceneSelected, MaxVal).Bitmap();
                PrimUpdatePosAndVelocityBox.Image =
                    p.DrawGraph("CurrentStatPrimUpdatePosAndVelocity " + SceneSelected, MaxVal).Bitmap();
                UnlockedTimeBox.Image            = p.DrawGraph("CurrentStatUnlockedArea " + SceneSelected, MaxVal).Bitmap();
                FindContactsTimeBox.Image        = p.DrawGraph("CurrentStatFindContactsTime " + SceneSelected, MaxVal).Bitmap();
                ContactLoopTimeBox.Image         = p.DrawGraph("CurrentStatContactLoopTime " + SceneSelected, MaxVal).Bitmap();
                CollisionAccountingTimeBox.Image =
                    p.DrawGraph("CurrentStatCollisionAccountingTime " + SceneSelected, MaxVal).Bitmap();
            }
            else
            {
                PhysicsTaintBox.Image           = p.DrawGraph("StatPhysicsTaintTime " + SceneSelected, MaxVal).Bitmap();
                PhysicsMoveTimeBox.Image        = p.DrawGraph("StatPhysicsMoveTime " + SceneSelected, MaxVal).Bitmap();
                CollisionOptimizedTimeBox.Image =
                    p.DrawGraph("StatCollisionOptimizedTime " + SceneSelected, MaxVal).Bitmap();
                SendCollisionsTimeBox.Image         = p.DrawGraph("StatSendCollisionsTime " + SceneSelected, MaxVal).Bitmap();
                AvatarUpdatePosAndVelocityBox.Image =
                    p.DrawGraph("StatAvatarUpdatePosAndVelocity " + SceneSelected, MaxVal).Bitmap();
                PrimUpdatePosAndVelocityBox.Image =
                    p.DrawGraph("StatPrimUpdatePosAndVelocity " + SceneSelected, MaxVal).Bitmap();
                UnlockedTimeBox.Image            = p.DrawGraph("StatUnlockedArea " + SceneSelected, MaxVal).Bitmap();
                FindContactsTimeBox.Image        = p.DrawGraph("StatFindContactsTime " + SceneSelected, MaxVal).Bitmap();
                ContactLoopTimeBox.Image         = p.DrawGraph("StatContactLoopTime " + SceneSelected, MaxVal).Bitmap();
                CollisionAccountingTimeBox.Image =
                    p.DrawGraph("StatCollisionAccountingTime " + SceneSelected, MaxVal).Bitmap();
            }
        }
コード例 #3
0
    void Start()
    {
        var profilingAreas = new ProfilerArea[] { ProfilerArea.CPU, ProfilerArea.GPU, ProfilerArea.Physics };

        ProfilerManager.EnableProfiling(profilingAreas);
    }
コード例 #4
0
ファイル: PhysicsMonitor.cs プロジェクト: x8ball/Aurora-Sim
        public virtual void AddPhysicsStats(UUID RegionID, PhysicsScene scene)
        {
            if (!m_collectingStats)
            {
                return;
            }
            lock (m_currentPhysicsStats)
            {
                PhysicsStats stats;
                if (!m_currentPhysicsStats.TryGetValue(RegionID, out stats))
                {
                    stats = new PhysicsStats();
                    stats.StatAvatarUpdatePosAndVelocity = scene.StatAvatarUpdatePosAndVelocity;
                    stats.StatCollisionOptimizedTime     = scene.StatCollisionOptimizedTime;
                    stats.StatPhysicsMoveTime            = scene.StatPhysicsMoveTime;
                    stats.StatPhysicsTaintTime           = scene.StatPhysicsTaintTime;
                    stats.StatPrimUpdatePosAndVelocity   = scene.StatPrimUpdatePosAndVelocity;
                    stats.StatSendCollisionsTime         = scene.StatSendCollisionsTime;
                    stats.StatUnlockedArea            = scene.StatUnlockedArea;
                    stats.StatFindContactsTime        = scene.StatFindContactsTime;
                    stats.StatContactLoopTime         = scene.StatContactLoopTime;
                    stats.StatCollisionAccountingTime = scene.StatCollisionAccountingTime;
                }
                else
                {
                    stats.StatAvatarUpdatePosAndVelocity += scene.StatAvatarUpdatePosAndVelocity;
                    stats.StatCollisionOptimizedTime     += scene.StatCollisionOptimizedTime;
                    stats.StatPhysicsMoveTime            += scene.StatPhysicsMoveTime;
                    stats.StatPhysicsTaintTime           += scene.StatPhysicsTaintTime;
                    stats.StatPrimUpdatePosAndVelocity   += scene.StatPrimUpdatePosAndVelocity;
                    stats.StatSendCollisionsTime         += scene.StatSendCollisionsTime;
                    stats.StatUnlockedArea            += scene.StatUnlockedArea;
                    stats.StatFindContactsTime        += scene.StatFindContactsTime;
                    stats.StatContactLoopTime         += scene.StatContactLoopTime;
                    stats.StatCollisionAccountingTime += scene.StatCollisionAccountingTime;
                }

                m_currentPhysicsStats[RegionID] = stats;

                PhysicsStats ProfilerStats = new PhysicsStats();
                ProfilerStats.StatAvatarUpdatePosAndVelocity = scene.StatAvatarUpdatePosAndVelocity;
                ProfilerStats.StatCollisionOptimizedTime     = scene.StatCollisionOptimizedTime;
                ProfilerStats.StatPhysicsMoveTime            = scene.StatPhysicsMoveTime;
                ProfilerStats.StatPhysicsTaintTime           = scene.StatPhysicsTaintTime;
                ProfilerStats.StatPrimUpdatePosAndVelocity   = scene.StatPrimUpdatePosAndVelocity;
                ProfilerStats.StatSendCollisionsTime         = scene.StatSendCollisionsTime;
                ProfilerStats.StatUnlockedArea            = scene.StatUnlockedArea;
                ProfilerStats.StatFindContactsTime        = scene.StatFindContactsTime;
                ProfilerStats.StatContactLoopTime         = scene.StatContactLoopTime;
                ProfilerStats.StatCollisionAccountingTime = scene.StatCollisionAccountingTime;

                //Add the stats to the profiler
                Profiler p = ProfilerManager.GetProfiler();
                p.AddStat("CurrentStatAvatarUpdatePosAndVelocity " + RegionID,
                          ProfilerStats.StatAvatarUpdatePosAndVelocity);
                p.AddStat("CurrentStatCollisionOptimizedTime " + RegionID,
                          ProfilerStats.StatCollisionOptimizedTime);
                p.AddStat("CurrentStatPhysicsMoveTime " + RegionID,
                          ProfilerStats.StatPhysicsMoveTime);
                p.AddStat("CurrentStatPhysicsTaintTime " + RegionID,
                          ProfilerStats.StatPhysicsTaintTime);
                p.AddStat("CurrentStatPrimUpdatePosAndVelocity " + RegionID,
                          ProfilerStats.StatPrimUpdatePosAndVelocity);
                p.AddStat("CurrentStatSendCollisionsTime " + RegionID,
                          ProfilerStats.StatSendCollisionsTime);
                p.AddStat("CurrentStatUnlockedArea " + RegionID,
                          ProfilerStats.StatUnlockedArea);
                p.AddStat("CurrentStatFindContactsTime " + RegionID,
                          ProfilerStats.StatFindContactsTime);
                p.AddStat("CurrentStatContactLoopTime " + RegionID,
                          ProfilerStats.StatContactLoopTime);
                p.AddStat("CurrentStatCollisionAccountingTime " + RegionID,
                          ProfilerStats.StatCollisionAccountingTime);
            }
        }
コード例 #5
0
ファイル: GameMgr.cs プロジェクト: Wenyoun/UnetScheme
 public void Config()
 {
     SettingMgr.Config();
     GlobalMgr.Config();
     ProfilerManager.Config("/Users/yinhuayong/Desktop", "test.txt");
 }
コード例 #6
0
 public ProfilerInpectorSettings(ProfilerManager profiler)
 {
     _profiler = profiler;
 }