public void UpdateSleep(bool isRelevant, MyTimeSpan currentTime)
 {
     if (isRelevant)
         SleepTime = MyTimeSpan.Zero;
     else if (!IsSleeping)
         SleepTime = currentTime;
 }
예제 #2
0
 public void BeforeRender(MyTimeSpan? currentDrawTime)
 {
     using (m_lock.Acquire())
     {
         if (currentDrawTime.HasValue)
             MyRenderProxy.CurrentDrawTime = currentDrawTime.Value;
     }
 }
예제 #3
0
        public void ReadAndClear(MyTimeSpan currentTime, out Value sum, out int count, out Value min, out Value max, out Value last, out MyStatTypeEnum type, out int decimals, out MyTimeSpan inactivityMs)
        {
            Lock.Enter();
            try
            {
                inactivityMs = MyTimeSpan.Zero;

                if (Count <= 0) // Nothing was written
                {
                    // Load delta, increment it and save it
                    var delta = IntToDeltaTime(-Count);
                    delta += Count < 0 ? currentTime - LastClear : MyTimeSpan.FromMiliseconds(1);
                    Count = -DeltaTimeToInt(delta);

                    inactivityMs = delta;
                    LastClear = currentTime; // Nothing was written, postpone clear 
                }
                else
                {
                    if (currentTime >= (LastRefresh + MyTimeSpan.FromMiliseconds(RefreshRate)))
                    {
                        DrawSum = Sum;
                        DrawCount = Count;
                        DrawMin = Min;
                        DrawMax = Max;
                        DrawLast = Last;
                        LastRefresh = currentTime;

                        if (ClearRate == -1) // Clear with refresh
                        {
                            Count = 0;
                            ClearUnsafe();
                        }
                    }

                    if (ClearRate != -1 && currentTime >= (LastClear + MyTimeSpan.FromMiliseconds(ClearRate)))
                    {
                        Count = 0;
                        ClearUnsafe();
                        LastClear = currentTime;
                    }
                }

                type = Type;
                decimals = NumDecimals;
            }
            finally
            {
                Lock.Exit();
            }

            // No need lock, not accessed anywhere else outside read
            sum = DrawSum;
            count = DrawCount;
            min = DrawMin;
            max = DrawMax;
            last = DrawLast;
        }
예제 #4
0
        public void BeforeRender(MyRenderSettings writeTo, MyTimeSpan? currentDrawTime)
        {
            using (m_lock.Acquire())
            {
                if (currentDrawTime.HasValue)
                    MyRenderProxy.CurrentDrawTime = currentDrawTime.Value;

                writeTo.Synchronize(m_inputRenderSettings);
            }
        }
예제 #5
0
 private void SetHealth(float health)
 {
     if (health<20)
         //play heavy breath indefinitely
         m_healthOverride = MyTimeSpan.MaxValue;
     else
     if (health<100)
         m_healthOverride = MySandboxGame.Static.UpdateTime + MyTimeSpan.FromSeconds(300 / (health - 19.99));
     Update(true);
 }
예제 #6
0
        public static void Draw(Dictionary<MyRenderStats.ColumnEnum, List<MyStats>> m_stats, float scale, Color color)
        {
            foreach (var pair in m_stats)
            {
                try
                {
                    foreach (var s in pair.Value)
                    {
                        s.WriteTo(m_tmpDrawText);
                        m_tmpDrawText.AppendLine(); // Newline between each group
                    }

                    Vector2 pos = new Vector2(10, 10);

                    if (pair.Key == MyRenderStats.ColumnEnum.Right)
                    {
                        Vector2 size = MyRender11.GetDebugFont().MeasureString(m_tmpDrawText, scale);
                        if (m_rightColumnWidth < size.X)
                        {
                            m_rightColumnWidth = size.X * m_rightGapSizeRatio; // Add some gap
                            m_rightColumnChangeTime = MyRender11.CurrentDrawTime;
                        }
                        else if (m_rightColumnWidth > size.X * m_rightGapSizeRatio && (MyRender11.CurrentDrawTime - m_rightColumnChangeTime).Seconds > 3)
                        {
                            m_rightColumnWidth = size.X * m_rightGapSizeRatio;
                            m_rightColumnChangeTime = MyRender11.CurrentDrawTime;
                        }
                        pos = new Vector2(MyRender11.ViewportResolution.X - m_rightColumnWidth, 0);
                    }

                    /* Add info about render buffers */
                    m_tmpDrawText.Append("Hardware Buffers (count/bytes):\n");

                    foreach (var bufferStatistic in MyManagers.Buffers.GetReport())
                    {
                        m_tmpDrawText.AppendFormat("   {0}: {1:N0}/{2:N0}\n", bufferStatistic.Name, bufferStatistic.TotalBuffers, bufferStatistic.TotalBytes);
                    }

                    m_tmpDrawText.Append("Textures:\n");
                    MyFileTextureUsageReport report = MyManagers.FileTextures.GetReport();

                    m_tmpDrawText.AppendFormat("   Total: {0}\n", report.TexturesTotal);
                    m_tmpDrawText.AppendFormat("   Loaded: {0}\n", report.TexturesLoaded);
                    m_tmpDrawText.AppendFormat("   Memory: {0:N0}\n", report.TotalTextureMemory);

                    MyDebugTextHelpers.DrawText(pos, m_tmpDrawText, color, scale);
                }
                finally
                {
                    m_tmpDrawText.Clear();
                }
            }
        }
예제 #7
0
        public void AfterUpdate(MyTimeSpan? updateTimestamp)
        {
            using (m_lock.Acquire())
            {
                if (updateTimestamp.HasValue)
                    m_inputRenderMessages.CurrentUpdateFrame.UpdateTimestamp = updateTimestamp.Value;

                m_inputRenderMessages.CommitUpdateFrame();
                m_inputBillboards.CommitWrite();
                m_inputBillboards.Write.Clear();
                m_inputTriangleBillboards.CommitWrite();
                m_inputTriangleBillboards.Write.Clear();
            }
        }
예제 #8
0
        public void AfterUpdate(MyRenderSettings inputSettings, MyTimeSpan? updateTimestamp)
        {
            using (m_lock.Acquire())
            {
                if (updateTimestamp.HasValue)
                    m_inputRenderMessages.CurrentUpdateFrame.UpdateTimestamp = updateTimestamp.Value;

                m_inputRenderMessages.CommitUpdateFrame();
                m_inputRenderSettings.Synchronize(inputSettings); // TODO: OP! Better settings synchronization
                m_inputBillboards.CommitWrite();
                m_inputBillboards.Write.Clear();
                m_inputTriangleBillboards.CommitWrite();
                m_inputTriangleBillboards.Write.Clear();
            }
        }
예제 #9
0
        public void Wait()
        {
            m_timer.AddElapsed(MyTimeSpan.FromMilliseconds(-m_delta));

            var currentTicks = m_timer.ElapsedTicks;

            // Wait for correct frame start
            m_targetTicks += TickPerFrame;
            if ((currentTicks > m_targetTicks + TickPerFrame * 5) || EnableMaxSpeed)
            {
                // We're more behind than 5 frames, don't try to catch up
                // (or we just do not want to wait in EnableMaxSpeed mode)
                m_targetTicks = currentTicks;
            }
            else
            {
                // For until correct tick comes
                if (EnableUpdateWait)
                {
                    var remaining = MyTimeSpan.FromTicks(m_targetTicks - currentTicks);
                    int waitMs    = (int)(remaining.Milliseconds - 0.1); // To handle up to 0.1ms inaccuracy of timer
                    if (waitMs > 0)
                    {
                        m_waiter.Reset();
                        MyTimer.StartOneShot(waitMs, m_handler);
                        m_waiter.Wait(17 + m_delta); // Never wait more than 17ms
                        //Debug.Assert(MyPerformanceCounter.ElapsedTicks < m_targetTicks);
                        //VRageRender.MyRenderStats.Write("WaitRemaining", (float)MyPerformanceCounter.TicksToMs(m_targetTicks - MyPerformanceCounter.ElapsedTicks), VRageRender.MyStatTypeEnum.MinMaxAvg, 300, 3);
                    }
                }

                // Sanity check to prevent freezing in the loop, wait at most 1 and 1/4 of frame
                if (m_targetTicks < (m_timer.ElapsedTicks + TickPerFrame + TickPerFrame / 4))
                {
                    while (m_timer.ElapsedTicks < m_targetTicks)
                    {
                    }                                                 // Busy wait for the precise moment
                }
                else  // Something went terribly wrong, reset target ticks
                {
                    m_targetTicks = m_timer.ElapsedTicks;
                }
            }
            m_delta = 0;
        }
예제 #10
0
        /// <summary>
        /// Adds sample with timestamp, it must be larger than last timestamp!
        /// </summary>
        public void AddSample(ref T item, MyTimeSpan sampleTimestamp)
        {
            if (sampleTimestamp < m_lastTimeStamp)
            {
                //Debug.Fail("Adding sample out of order!");
                return;
            }

            if (sampleTimestamp == m_lastTimeStamp && m_queue.Count > 0)
            {
                m_queue[m_queue.Count - 1] = new Item(item, sampleTimestamp);
            }
            else
            {
                m_queue.Enqueue(new Item(item, sampleTimestamp));
                m_lastTimeStamp = sampleTimestamp;
            }
        }
예제 #11
0
        /// <summary>
        /// Discards old samples, keeps at least 2 samples to be able to interpolate or extrapolate.
        /// </summary>
        public void DiscardOld(MyTimeSpan currentTimestamp)
        {
            int discardCount = -1;

            for (int i = 0; i < m_queue.Count; i++)
            {
                if (m_queue[i].Timestamp < currentTimestamp)
                {
                    discardCount++;
                }
                else
                {
                    break;
                }
            }

            for (int i = 0; i < discardCount && m_queue.Count > 2; i++)
            {
                m_queue.Dequeue();
            }
        }
예제 #12
0
        public static void EndProfileBlock()
        {
            Block ended = ProfileValues.m_block.Pop();
            MyTimeSpan elapsed = new MyTimeSpan(ProfileValues.m_timer.ElapsedTicks - ended.Started);

            using (ProfileValues.m_lock.AcquireExclusiveUsing())
            {
                Stats s;
                if (!ProfileValues.m_profile.TryGetValue(ended.Name, out s))
                {
                    s = new Stats();
                    ProfileValues.m_profile.Add(ended.Name, s);
                }
                s.TimeSpent += elapsed;
                s.Invokes++;

                if (ProfileValues.m_block.Count == 0)
                    ProfileValues.m_total.TimeSpent += elapsed;
                ProfileValues.m_total.Invokes++;
            }
        }
        public static void Draw(Dictionary<VRageRender.MyRenderStats.ColumnEnum, List<MyStats>> m_stats, float scale, Color color)
        {
            foreach (var pair in m_stats)
            {
                try
                {
                    foreach (var s in pair.Value)
                    {
                        s.WriteTo(m_tmpDrawText);
                        m_tmpDrawText.AppendLine(); // Newline between each group
                    }

                    Vector2 pos = new Vector2(0, 0);

                    if (pair.Key == VRageRender.MyRenderStats.ColumnEnum.Right)
                    {
                        Vector2 size = MyRender.MeasureText(m_tmpDrawText, scale);
                        if (m_rightColumnWidth < size.X)
                        {
                            m_rightColumnWidth = size.X * m_rightGapSizeRatio; // Add some gap
                            m_rightColumnChangeTime = MyRender.CurrentDrawTime;
                        }
                        else if(m_rightColumnWidth > size.X * m_rightGapSizeRatio && (MyRender.CurrentDrawTime - m_rightColumnChangeTime).Seconds > 3)
                        {
                            m_rightColumnWidth = size.X * m_rightGapSizeRatio;
                            m_rightColumnChangeTime = MyRender.CurrentDrawTime;
                        }
                        pos = new Vector2(MyRender.ScreenSize.X - m_rightColumnWidth, 0);
                    }
                    
                    MyRender.DrawText(pos, m_tmpDrawText, color, scale);
                }
                finally
                {
                    m_tmpDrawText.Clear();
                }
            }
        }
예제 #14
0
			/// <summary>
			/// Create Results from a List of execution times.
			/// </summary>
			/// <param name="executionTimes">Execution times. Results does not create a copy, so the list should not be changed.</param>
			internal Results(ListSnapshots<MyTimeSpan> executionTimes)
			{
				UnsortedResults = executionTimes.immutable();
				Count = UnsortedResults.Count;

				Lazy_SortedResults = new Lazy<ReadOnlyList<MyTimeSpan>>(() =>
				{
					executionTimes.mutable().Sort((MyTimeSpan first, MyTimeSpan second) => { return Math.Sign((first - second).Ticks); });
					return new ReadOnlyList<MyTimeSpan>(executionTimes.immutable());
				});

				Lazy_Total = new Lazy<MyTimeSpan>(() =>
				{
					MyTimeSpan sum = new MyTimeSpan(0);
					foreach (MyTimeSpan result in UnsortedResults)
						sum += result;
					return sum;
				});

				Lazy_Mean = new Lazy<MyTimeSpan>(() => { return new MyTimeSpan(Total.Ticks / Count); });
				Lazy_Median = new Lazy<MyTimeSpan>(() => SortedResults_Interpolate((decimal)Count / 2 - 0.5m));
				Lazy_FirstQuartile = new Lazy<MyTimeSpan>(() => SortedResults_Interpolate((decimal)Count / 4 - 0.5m));
				Lazy_ThirdQuartile = new Lazy<MyTimeSpan>(() => SortedResults_Interpolate((decimal)Count * 3 / 4 - 0.5m));
			}
예제 #15
0
 public void ProfileCustomValue(string name, string member, int line, string file, float value, MyTimeSpan? customTime, string timeFormat, string valueFormat, string callFormat = null)
 {
     StartBlock(name, member, line, file);
     EndBlock(member, line, file, customTime, value, timeFormat, valueFormat, callFormat);
 }
예제 #16
0
        public void EndBlock(string member, int line, string file, MyTimeSpan? customTime = null, float customValue = 0, string timeFormat = null, string valueFormat = null, string callFormat = null)
        {
            Debug.Assert(!EnableAsserts || OwnerThread == Thread.CurrentThread);

            if (m_levelSkipCount > 0)
            {
                m_levelSkipCount--;
                return;
            }

            if (m_currentProfilingStack.Count > 0)
            {
                MyProfilerBlock profilingBlock = m_currentProfilingStack.Pop();
                CheckEndBlock(profilingBlock, member, file, GetParentId());
                profilingBlock.CustomValue = customValue;
                profilingBlock.TimeFormat = timeFormat;
                profilingBlock.ValueFormat = valueFormat;
                profilingBlock.CallFormat = callFormat;
                profilingBlock.End(MemoryProfiling, customTime);
            }
            else
            {
                Debug.Fail(String.Format("Unpaired profiling end block encountered for '{0}'{1}File: {2}({3}){1}", member, Environment.NewLine, file, line));
            }

            if (AutoCommit && m_currentProfilingStack.Count == 0)
                CommitInternal();
        }
예제 #17
0
        /// <summary>
        /// Updates resource.
        /// </summary>
        public void Update(MyTimeSpan updateTime)
        {
            CheckUpdate();

            CheckProfilerDump();

            ProfilerShort.Begin("Parallel.RunCallbacks");
            ParallelTasks.Parallel.RunCallbacks();
            ProfilerShort.End();

            TimeSpan elapsedTimespan = new TimeSpan(0, 0, 0, 0, (int)(MyEngineConstants.UPDATE_STEP_SIZE_IN_MILLISECONDS));

            // Prevent update when game is paused
            if (m_updateAllowed || Engine.Platform.Game.IsDedicated)
            {
                if (MySandboxGame.IsPaused)
                {
                    return;
                }

                UpdateComponents();
                MyParticleEffects.UpdateEffects();

                ProfilerShort.Begin("Multiplayer.Tick");
                if (MyMultiplayer.Static != null)
                {
                    MyMultiplayer.Static.Tick();
                }
                ProfilerShort.End();

                // update global game time                
                ElapsedGameTime += elapsedTimespan;

                if (m_lastTimeMemoryLogged + TimeSpan.FromSeconds(30) < DateTime.UtcNow)
                {
                    MySandboxGame.Log.WriteLine(String.Format("GC Memory: {0} B", GC.GetTotalMemory(false).ToString("##,#")));
                    m_lastTimeMemoryLogged = DateTime.UtcNow;
                }

                if (AutoSaveInMinutes > 0)
                {
                    if (MySandboxGame.IsGameReady && (updateTime.TimeSpan - m_timeOfSave.TimeSpan) > TimeSpan.FromMinutes(AutoSaveInMinutes))
                    {
                        MySandboxGame.Log.WriteLine("Autosave initiated");

                        MyCharacter character = LocalCharacter;
                        bool canSave = (character != null && !character.IsDead) || character == null;
                        MySandboxGame.Log.WriteLine("Character state: " + canSave);
                        canSave &= Sync.IsServer;
                        MySandboxGame.Log.WriteLine("IsServer: " + Sync.IsServer);
                        canSave &= !MyAsyncSaving.InProgress;
                        MySandboxGame.Log.WriteLine("MyAsyncSaving.InProgress: " + MyAsyncSaving.InProgress);

                        if (canSave)
                        {
                            MySandboxGame.Log.WriteLineAndConsole("Autosave");
                            MyAsyncSaving.Start(() => MySector.ResetEyeAdaptation = true); //black screen after autosave
                        }

                        m_timeOfSave = updateTime;
                    }
                }

                if (MySandboxGame.IsGameReady && m_framesToReady > 0)
                {
                    m_framesToReady--;
                    if (m_framesToReady == 0)
                    {
                        Ready = true;
                        MyAudio.Static.PlayMusic(new MyMusicTrack() { TransitionCategory = MyStringId.GetOrCompute("Default") });
                        if (OnReady != null)
                            OnReady();

                        if (OnReady != null)
                            foreach (var cb in OnReady.GetInvocationList())
                            {
                                OnReady -= (Action)cb;
                            }

                        if (Engine.Platform.Game.IsDedicated)
                            MyLog.Default.WriteLineAndConsole("Game ready... Press Ctrl+C to exit");
                    }
                }

                if (Sync.MultiplayerActive && !Sync.IsServer)
                    CheckMultiplayerStatus();

                m_gameplayFrameCounter++;
            }
            // In pause, the only thing that needs update in the session is the character and third person spectator.
            // This is a terrible hack and should be done more systematically
            else
            {
                if (CameraController is MyThirdPersonSpectator)
                {
                    (CameraController as MyThirdPersonSpectator).UpdateAfterSimulation();
                }
                MyCharacter character = LocalCharacter;
                if (character != null)
                {
                    // We can't call UpdateAfterSimulation, because it would update the acceleration and speed of the character
                    //character.UpdateAfterSimulation();
                    character.UpdateBeforeSimulation();
                }
            }

            UpdateStatistics(ref elapsedTimespan);
            DebugDraw();
        }
예제 #18
0
        /// <summary>
        /// Initializes a new instance of the <see cref="MySession"/> class.
        /// </summary>
        private MySession(MySyncLayer syncLayer, bool registerComponents = true)
        {
            Debug.Assert(syncLayer != null);

            if (syncLayer == null)
                MyLog.Default.WriteLine("MySession.Static.MySession() - sync layer is null");

            SyncLayer = syncLayer;

            ElapsedGameTime = new TimeSpan();

            // To reset spectator positions
            Spectator.Reset();

            m_timeOfSave = MyTimeSpan.Zero;
            ElapsedGameTime = new TimeSpan();

            Ready = false;
            MultiplayerLastMsg = 0;
            MultiplayerAlive = true;
            MultiplayerDirect = true;

            AppVersionFromSave = MyFinalBuildConstants.APP_VERSION;

            Factions.FactionStateChanged += OnFactionsStateChanged;

            ScriptManager = new MyScriptManager();

            GC.Collect(2, GCCollectionMode.Forced);
            MySandboxGame.Log.WriteLine(String.Format("GC Memory: {0} B", GC.GetTotalMemory(false).ToString("##,#")));
            MySandboxGame.Log.WriteLine(String.Format("Process Memory: {0} B", Process.GetCurrentProcess().PrivateMemorySize64.ToString("##,#")));

            this.GameFocusManager = new MyGameFocusManager();

        }
예제 #19
0
 /// <summary>
 /// Log timing of currently set GPU block
 /// </summary>
 public static void EndGPUBlock(MyTimeSpan time)
 {
     MySimpleProfilingBlock block;
     if (m_GPUBlock != null && m_profilingBlocks.TryGetValue(m_GPUBlock, out block))
     {
         block.Time += time;
         block.TotalTime += time;
         block.Frames++;
         m_GPUBlock = null;
     }
 }
 public bool ShouldRemove(MyTimeSpan currentTime, MyTimeSpan maxSleep)
 {
     return IsSleeping && (currentTime - SleepTime) > maxSleep;
 }
예제 #21
0
 public static void InfinarioUpdate(MyTimeSpan updateTime)
 {
     if (updateTime.Seconds - 60f >= m_lastMinuteUpdate)
     {
         m_lastMinuteUpdate = (float)updateTime.Seconds;
         ReportServerStatus();
     }
 }
예제 #22
0
        public static void SetViewMatrix(MatrixD value, MyTimeSpan? updateTime)
        {
            if (MyRender.Settings.EnableCameraInterpolation && updateTime.HasValue)
            {
                var world = MatrixD.Invert(value);
                m_interpolation.AddSample(ref world, updateTime.Value);
                MatrixD worldOut;
                float i = m_interpolation.Interpolate(MyRender.InterpolationTime, out worldOut);
                m_viewMatrix = MatrixD.Invert(worldOut);
                MyRenderStats.Generic.Write("Camera interpolator", i, MyStatTypeEnum.Max, 250, 2);

                SetPosition(worldOut.Translation);
            }
            else
            {
                m_viewMatrix = value;

                MatrixD invertedViewMatrix;
                MatrixD.Invert(ref m_viewMatrix, out invertedViewMatrix);
                SetPosition(invertedViewMatrix.Translation);
            }

            InversePositionTranslationMatrix = MatrixD.CreateTranslation(-Position);
        }
예제 #23
0
 public void Clear()
 {
     m_queue.Clear();
     m_lastTimeStamp = MyTimeSpan.Zero;
 }
        public MyShipConnector()
        {
#if XB1 // XB1_SYNC_NOREFLECTION
            ThrowOut = SyncType.CreateAndAddProp<bool>();
            CollectAll = SyncType.CreateAndAddProp<bool>();
            Strength = SyncType.CreateAndAddProp<float>();
            m_connectionState = SyncType.CreateAndAddProp<State>();
#endif // XB1
            CreateTerminalControls();

            m_connectionState.ValueChanged += (o) => OnConnectionStateChanged();
            m_connectionState.ValidateNever(); // Never set by client
            m_manualDisconnectTime = new MyTimeSpan(-DisconnectSleepTime.Ticks);
            Strength.Validate = (o) => Strength >= 0 && Strength <= 1;
        }
 public void TryDisconnect()
 {
     if (InConstraint && Connected)
     {
         m_manualDisconnectTime = m_other.m_manualDisconnectTime = MySandboxGame.Static.UpdateTime;
         if (Sync.IsServer)
         {
             Detach();
         }
         else
         {
             MyMultiplayer.RaiseEvent(this, x => x.TryDisconnect);
         }
     }
 }
예제 #26
0
        public void ProfileCustomValue(string name, float value, MyTimeSpan? customTime = null, string timeFormat = null, string valueFormat = null, [CallerMemberName] string member = "", [CallerLineNumber] int line = 0, [CallerFilePath] string file = "")
        {
            if (m_levelLimit != -1)
            {
                return;
            }

            ThreadProfiler.ProfileCustomValue(name, member, line, file, value, customTime, timeFormat, valueFormat);
        }
예제 #27
0
 public void Log(MyTimeSpan currentTime)
 {
     Time += currentTime - TimeStamp;
     TotalTime += currentTime - TimeStamp;
 }
예제 #28
0
 public Item(T userdata, MyTimeSpan timespan)
 {
     Userdata  = userdata;
     Timestamp = timespan;
 }
예제 #29
0
        private void UpdateInternal()
        {
            using (Stats.Generic.Measure("BeforeUpdate"))
            {
                ProfilerShort.Begin("BeforeUpdate");
                VRageRender.MyRenderProxy.BeforeUpdate();
                ProfilerShort.End();
            }

            ProfilerShort.Begin("Update");
            //VRage.Trace.MyTrace.Send(VRage.Trace.TraceWindow.Default, "Update Start");

            m_updateTime = m_gameTimer.Elapsed;
            Update();
            ProfilerShort.End();

            if (!IsDedicated)
            {
                ProfilerShort.Begin("PrepareForDraw");
                PrepareForDraw();
                ProfilerShort.End();
            }

            using (Stats.Generic.Measure("AfterUpdate"))
            {
                ProfilerShort.Begin("AfterUpdate");
                VRageRender.MyRenderProxy.AfterUpdate(m_updateTime);
                ProfilerShort.End();
            }

            //VRage.Trace.MyTrace.Send(VRage.Trace.TraceWindow.Default, "Update End");
        }
예제 #30
0
 // TODO: OP! make time mandatory
 public static void BeforeRender(MyTimeSpan? currentDrawTime)
 {
     m_render.SharedData.BeforeRender(m_render.Settings, currentDrawTime);
 }
예제 #31
0
 // TODO: OP! make time mandatory
 public static void AfterUpdate(MyTimeSpan? updateTimestamp)
 {
     if (m_render.SharedData != null)
         m_render.SharedData.AfterUpdate(MyRenderProxy.Settings, updateTimestamp);
 }
 public static void End(float customValue = 0, MyTimeSpan? customTime = null, string timeFormat = null, string valueFormat = null, [CallerMemberName] string member = "", [CallerLineNumber] int line = 0, [CallerFilePath] string file = "")
 {
     MyRenderProxy.GetRenderProfiler().EndProfilingBlock(customValue, customTime, timeFormat, valueFormat, member, line, file);
 }
예제 #33
0
 public void GPU_EndProfilingBlock(float customValue = 0, MyTimeSpan? customTime = null, string timeFormat = null, string valueFormat = null, [CallerMemberName] string member = "", [CallerLineNumber] int line = 0, [CallerFilePath] string file = "")
 {
     GpuProfiler.EndBlock(member, line, file, customTime, customValue, timeFormat, valueFormat);
 }
 public static void CustomValue(string name, float value, MyTimeSpan? customTime, string timeFormat = null, string valueFormat = null, [CallerMemberName] string member = "", [CallerLineNumber] int line = 0, [CallerFilePath] string file = "")
 {
     MyRenderProxy.GetRenderProfiler().ProfileCustomValue(name, value, customTime, timeFormat, valueFormat, member, line, file);
 }
예제 #35
0
 void IMySession.Update(MyTimeSpan time)
 {
     Update(time);
 }
예제 #36
0
 public void AddElapsed(MyTimeSpan timespan)
 {
     m_startTicks -= timespan.Ticks;
 }