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https://github.com/Kelsidavis/WoWee.git
synced 2026-03-23 07:40:14 +00:00
Remove per-frame chrono profiling from application and game handler
Strip ~30 chrono::now() calls per frame from Application::update() and GameHandler::update() that existed only for periodic LOG_DEBUG dumps. Retain renderer timing used by the live performance HUD overlay.
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9e1a913060
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2 changed files with 0 additions and 145 deletions
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@ -524,16 +524,6 @@ bool GameHandler::isConnected() const {
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}
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void GameHandler::update(float deltaTime) {
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// Timing profiling (log every 60 frames to reduce spam)
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static int profileCounter = 0;
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static float socketTime = 0.0f;
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static float taxiTime = 0.0f;
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static float distanceCheckTime = 0.0f;
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static float entityUpdateTime = 0.0f;
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static float totalTime = 0.0f;
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auto updateStart = std::chrono::high_resolution_clock::now();
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// Fire deferred char-create callback (outside ImGui render)
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if (pendingCharCreateResult_) {
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pendingCharCreateResult_ = false;
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@ -547,12 +537,9 @@ void GameHandler::update(float deltaTime) {
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}
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// Update socket (processes incoming data and triggers callbacks)
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auto socketStart = std::chrono::high_resolution_clock::now();
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if (socket) {
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socket->update();
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}
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auto socketEnd = std::chrono::high_resolution_clock::now();
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socketTime += std::chrono::duration<float, std::milli>(socketEnd - socketStart).count();
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// Detect server-side disconnect (socket closed during update)
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if (socket && !socket->isConnected() && state != WorldState::DISCONNECTED) {
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@ -792,9 +779,6 @@ void GameHandler::update(float deltaTime) {
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}
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}
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// Taxi logic timing
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auto taxiStart = std::chrono::high_resolution_clock::now();
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// Detect taxi flight landing: UNIT_FLAG_TAXI_FLIGHT (0x00000100) cleared
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if (onTaxiFlight_) {
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updateClientTaxi(deltaTime);
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@ -912,18 +896,12 @@ void GameHandler::update(float deltaTime) {
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}
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}
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auto taxiEnd = std::chrono::high_resolution_clock::now();
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taxiTime += std::chrono::duration<float, std::milli>(taxiEnd - taxiStart).count();
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// Update transport manager
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if (transportManager_) {
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transportManager_->update(deltaTime);
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updateAttachedTransportChildren(deltaTime);
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}
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// Distance check timing
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auto distanceStart = std::chrono::high_resolution_clock::now();
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// Leave combat if auto-attack target is too far away (leash range)
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// and keep melee intent tightly synced while stationary.
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if (autoAttackRequested_ && autoAttackTarget != 0) {
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@ -1081,12 +1059,6 @@ void GameHandler::update(float deltaTime) {
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}
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}
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auto distanceEnd = std::chrono::high_resolution_clock::now();
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distanceCheckTime += std::chrono::duration<float, std::milli>(distanceEnd - distanceStart).count();
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// Entity update timing
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auto entityStart = std::chrono::high_resolution_clock::now();
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// Update entity movement interpolation (keeps targeting in sync with visuals)
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// Only update entities within reasonable distance for performance
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const float updateRadiusSq = 150.0f * 150.0f; // 150 unit radius
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@ -1113,24 +1085,6 @@ void GameHandler::update(float deltaTime) {
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}
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}
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auto entityEnd = std::chrono::high_resolution_clock::now();
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entityUpdateTime += std::chrono::duration<float, std::milli>(entityEnd - entityStart).count();
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}
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auto updateEnd = std::chrono::high_resolution_clock::now();
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totalTime += std::chrono::duration<float, std::milli>(updateEnd - updateStart).count();
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// Log profiling every 60 frames
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if (++profileCounter >= 60) {
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LOG_DEBUG("UPDATE PROFILE (60 frames): socket=", socketTime / 60.0f, "ms taxi=", taxiTime / 60.0f,
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"ms distance=", distanceCheckTime / 60.0f, "ms entity=", entityUpdateTime / 60.0f,
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"ms TOTAL=", totalTime / 60.0f, "ms");
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profileCounter = 0;
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socketTime = 0.0f;
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taxiTime = 0.0f;
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distanceCheckTime = 0.0f;
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entityUpdateTime = 0.0f;
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totalTime = 0.0f;
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}
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}
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