void FProfilerStatMetaData::Update( const FStatMetaData& ClientStatMetaData ) { PROFILER_SCOPE_LOG_TIME( TEXT( "FProfilerStatMetaData.Update" ), nullptr ); // Iterate through all thread descriptions. ThreadDescriptions.Append( ClientStatMetaData.ThreadDescriptions ); // Initialize fake stat for Self. const uint32 NoGroupID = 0; InitializeGroup( NoGroupID, "NoGroup" ); InitializeStat( 0, NoGroupID, TEXT( "Self" ), STATTYPE_CycleCounter ); InitializeStat( 1, NoGroupID, FStatConstants::NAME_ThreadRoot.GetPlainNameString(), STATTYPE_CycleCounter, FStatConstants::NAME_ThreadRoot ); // Iterate through all stat group descriptions. for( auto It = ClientStatMetaData.GroupDescriptions.CreateConstIterator(); It; ++It ) { const FStatGroupDescription& GroupDesc = It.Value(); InitializeGroup( GroupDesc.ID, GroupDesc.Name ); } // Iterate through all stat descriptions. for( auto It = ClientStatMetaData.StatDescriptions.CreateConstIterator(); It; ++It ) { const FStatDescription& StatDesc = It.Value(); InitializeStat( StatDesc.ID, StatDesc.GroupID, StatDesc.Name, (EStatType)StatDesc.StatType ); } SecondsPerCycle = ClientStatMetaData.SecondsPerCycle; }
/* ** Read the common options specified in the ini file. The inherited classes must ** call this base implementation if they overwrite this method. ** */ void Section::ReadOptions(ConfigParser& parser, const WCHAR* section) { int updateDivider = parser.ReadInt(section, L"UpdateDivider", 1); if (updateDivider != m_UpdateDivider) { m_UpdateCounter = m_UpdateDivider = updateDivider; } m_DynamicVariables = 0!=parser.ReadInt(section, L"DynamicVariables", 0); m_OnUpdateAction = parser.ReadString(section, L"OnUpdateAction", L"", false); const std::wstring& group = parser.ReadString(section, L"Group", L""); InitializeGroup(group); }
/* ** Reads the common configs for all Measures. The inherited classes ** must call the base implementation if they overwrite this method. ** */ void CMeasure::ReadConfig(CConfigParser& parser, const WCHAR* section) { // Clear substitutes to prevent from being added more than once. if (!m_Substitute.empty()) { m_Substitute.clear(); } m_Invert = 0!=parser.ReadInt(section, L"InvertMeasure", 0); if (!m_Initialized) { m_Disabled = 0!=parser.ReadInt(section, L"Disabled", 0); } else { const std::wstring& result = parser.ReadString(section, L"Disabled", L"0"); if (parser.GetLastReplaced()) { m_Disabled = 0!=parser.ParseInt(result.c_str(), 0); } } int updateDivider = parser.ReadInt(section, L"UpdateDivider", 1); if (updateDivider != m_UpdateDivider) { m_UpdateCounter = m_UpdateDivider = updateDivider; } m_MinValue = parser.ReadFormula(section, L"MinValue", m_MinValue); m_MaxValue = parser.ReadFormula(section, L"MaxValue", m_MaxValue); // The ifabove/ifbelow define actions that are ran when the value goes above/below the given number. m_IfAboveValue = parser.ReadFormula(section, L"IfAboveValue", 0.0); m_IfAboveAction = parser.ReadString(section, L"IfAboveAction", L"", false); m_IfBelowValue = parser.ReadFormula(section, L"IfBelowValue", 0.0); m_IfBelowAction = parser.ReadString(section, L"IfBelowAction", L"", false); m_IfEqualValue = parser.ReadFormula(section, L"IfEqualValue", 0.0); m_IfEqualAction = parser.ReadString(section, L"IfEqualAction", L"", false); m_AverageSize = parser.ReadUInt(section, L"AverageSize", 0); m_DynamicVariables = 0!=parser.ReadInt(section, L"DynamicVariables", 0); m_RegExpSubstitute = 0!=parser.ReadInt(section, L"RegExpSubstitute", 0); std::wstring subs = parser.ReadString(section, L"Substitute", L""); if (!subs.empty()) { if ((subs[0] != L'"' || subs[subs.length() - 1] != L'\'') && (subs[0] != L'\'' || subs[subs.length() - 1] != L'"')) { // Add quotes since they are removed by the GetProfileString subs.insert(0, 1, L'"'); subs += L'"'; } if (!ParseSubstitute(subs)) { LogWithArgs(LOG_ERROR, L"Measure: Invalid Substitute=%s", subs.c_str()); } } const std::wstring& group = parser.ReadString(section, L"Group", L""); InitializeGroup(group); }
void InitializeGame(uint size_x, uint size_y, bool reset_date, bool reset_settings) { /* Make sure there isn't any window that can influence anything * related to the new game we're about to start/load. */ UnInitWindowSystem(); AllocateMap(size_x, size_y); _pause_mode = PM_UNPAUSED; _fast_forward = 0; _tick_counter = 0; _cur_tileloop_tile = 0; _thd.redsq = INVALID_TILE; if (reset_settings) MakeNewgameSettingsLive(); if (reset_date) { SetDate(ConvertYMDToDate(_settings_game.game_creation.starting_year, 0, 1), 0); InitializeOldNames(); } ResetPersistentNewGRFData(); InitializeSound(); InitializeMusic(); InitializeEngineRenews(); InitializeVehicles(); InitializeDepots(); InitializeOrders(); InitializeOrderBackups(); InitializeGroup(); InitNewsItemStructs(); InitializeLandscape(); InitializeClearLand(); InitializeRailGui(); InitializeRoadGui(); InitializeAirportGui(); InitializeDockGui(); InitializeObjectGui(); InitializeAIGui(); InitializeTowns(); InitializeSubsidies(); InitializeTrees(); InitializeSigns(); InitializeStations(); InitializeRoadStops(); InitializeCargoPackets(); InitializeIndustries(); InitializeObjects(); InitializeBuildingCounts(); InitializeNPF(); InitializeCompanies(); AI::Initialize(); InitializeCheats(); InitTextEffects(); #ifdef ENABLE_NETWORK NetworkInitChatMessage(); #endif /* ENABLE_NETWORK */ InitializeAnimatedTiles(); InitializeEconomy(); ResetObjectToPlace(); GamelogReset(); GamelogStartAction(GLAT_START); GamelogRevision(); GamelogMode(); GamelogGRFAddList(_grfconfig); GamelogStopAction(); }
void FProfilerStatMetaData::UpdateFromStatsState( const FStatsThreadState& StatsThreadStats ) { TMap<FName, int32> GroupFNameIDs; for( auto It = StatsThreadStats.Threads.CreateConstIterator(); It; ++It ) { ThreadDescriptions.Add( It.Key(), It.Value().ToString() ); } const uint32 NoGroupID = 0; const uint32 ThreadGroupID = 1; // Special groups. InitializeGroup( NoGroupID, "NoGroup" ); // Self must be 0. InitializeStat( 0, NoGroupID, TEXT( "Self" ), STATTYPE_CycleCounter ); // ThreadRoot must be 1. InitializeStat( 1, NoGroupID, FStatConstants::NAME_ThreadRoot.GetPlainNameString(), STATTYPE_CycleCounter, FStatConstants::NAME_ThreadRoot ); int32 UniqueID = 15; TArray<FName> GroupFNames; StatsThreadStats.Groups.MultiFind( NAME_Groups, GroupFNames ); for( const auto& GroupFName : GroupFNames ) { UniqueID++; InitializeGroup( UniqueID, GroupFName.ToString() ); GroupFNameIDs.Add( GroupFName, UniqueID ); } for( auto It = StatsThreadStats.ShortNameToLongName.CreateConstIterator(); It; ++It ) { const FStatMessage& LongName = It.Value(); const FName GroupName = LongName.NameAndInfo.GetGroupName(); if( GroupName == NAME_Groups ) { continue; } const int32 GroupID = GroupFNameIDs.FindChecked( GroupName ); const FName StatName = It.Key(); UniqueID++; EStatType StatType = STATTYPE_Error; if( LongName.NameAndInfo.GetField<EStatDataType>() == EStatDataType::ST_int64 ) { if( LongName.NameAndInfo.GetFlag( EStatMetaFlags::IsCycle ) ) { StatType = STATTYPE_CycleCounter; } else if( LongName.NameAndInfo.GetFlag( EStatMetaFlags::IsMemory ) ) { StatType = STATTYPE_MemoryCounter; } else { StatType = STATTYPE_AccumulatorDWORD; } } else if( LongName.NameAndInfo.GetField<EStatDataType>() == EStatDataType::ST_double ) { StatType = STATTYPE_AccumulatorFLOAT; } else if( LongName.NameAndInfo.GetField<EStatDataType>() == EStatDataType::ST_Ptr ) { // Not supported at this moment. continue; } check( StatType != STATTYPE_Error ); int32 StatID = UniqueID; // Some hackery. if( StatName == TEXT( "STAT_FrameTime" ) ) { StatID = 2; } const FString Description = LongName.NameAndInfo.GetDescription(); const FString StatDesc = !Description.IsEmpty() ? Description : StatName.ToString(); InitializeStat( StatID, GroupID, StatDesc, StatType, StatName ); // Setup thread id to stat id. if( GroupName == FStatConstants::NAME_ThreadGroup ) { uint32 ThreadID = 0; for( auto ThreadsIt = StatsThreadStats.Threads.CreateConstIterator(); ThreadsIt; ++ThreadsIt ) { if (ThreadsIt.Value() == StatName) { ThreadID = ThreadsIt.Key(); break; } } ThreadIDtoStatID.Add( ThreadID, StatID ); // Game thread is always NAME_GameThread if( StatName == NAME_GameThread ) { GameThreadID = ThreadID; } // Rendering thread may be "Rendering thread" or NAME_RenderThread with an index else if( StatName.GetPlainNameString().Contains( FName(NAME_RenderThread).GetPlainNameString() ) ) { RenderThreadIDs.AddUnique( ThreadID ); } else if( StatName.GetPlainNameString().Contains( TEXT( "RenderingThread" ) ) ) { RenderThreadIDs.AddUnique( ThreadID ); } } } }