void CEditorRoot::OnThink(void) { BaseClass::OnThink(); if ( IsBuildModeActive() ) { Panel *pBuild = FindChildByName( "BuildModeDialog" ); if ( pBuild && !pBuild->IsCursorOver() && input()->IsKeyDown( KEY_LCONTROL ) ) pBuild->MoveToFront(); } input()->GetCursorPosition( Mx, My ); ScreenToLocal(Mx,My); Vector2D mCoords = GetSafeFlowgraph()->GetMousePosInNodeSpace(); m_pLabel_Coords->SetText( VarArgs( "position: %10.1f / %10.1f", mCoords.x, mCoords.y ) ); static CFastTimer _timer; _timer.End(); double _frametime = _timer.GetDuration().GetSeconds(); _timer.Start(); m_pLabel_FrameTime->SetText( VarArgs( "fps: %4.1f, ms: %8.7f", 1.0f/max( 0.00001f, _frametime ), _frametime ) ); if ( m_bPainting ) input()->SetCursorOveride( dc_hand ); // FML SortButtons(); //if ( m_bNeedsButtonPush ) // SortButtons(); #ifdef SHADER_EDITOR_DLL_SWARM VPANEL modal = input()->GetAppModalSurface(); static bool bFailed = false; if ( !bFailed && modal > 0 && modal != GetVPanel() ) { if ( !m_bHalfView && IsVisible() && !ipanel()->HasParent( modal, GetVPanel() ) ) { const char *pszModalName = ipanel()->GetName( modal ); const char *names[] = { "SteamCloudConfirmation", "AddonAssociation", }; const int numnames = ARRAYSIZE( names ); for ( int i = 0; i < numnames; i++ ) { if ( !Q_stricmp( names[i], pszModalName ) ) { ToggleVisible(); return; } } bFailed = true; } } #endif }
static void AppendTimer( int idx, char *buf, size_t bufsize, CFastTimer& timer ) { char s[ 32 ]; Q_snprintf( s, sizeof( s ), "%d %6.3f ms", idx, timer.GetDuration().GetMillisecondsF() ); Q_strncat( buf, s, bufsize ); }
int main( int argc, char* argv[] ) { if ( argc < 2 ) { return PrintUsage(); } const char *pClientOrServer = argv[1]; const char *pIP = NULL; bool bClient = false; if ( stricmp( pClientOrServer, "-client" ) == 0 ) { if ( argc < 3 ) { return PrintUsage(); } bClient = true; pIP = argv[2]; } CUtlVector<unsigned char> recvBuf; if ( bClient ) { DoClientConnect( pIP ); // Ok, now start blasting packets of different sizes and measure how long it takes to get an ack back. int nIterations = 30; for ( int size=350; size <= 350000; size += 512 ) { CUtlVector<unsigned char> buf; buf.SetCount( size ); double flTotalRoundTripTime = 0; CFastTimer throughputTimer; throughputTimer.Start(); for ( int i=0; i < nIterations; i++ ) { for ( int z=0; z < size; z++ ) buf[z] = (char)rand(); SendData( buf.Base(), buf.Count() ); CFastTimer timer; timer.Start(); RecvData( recvBuf ); timer.End(); // Make sure we got the same data back. assert( recvBuf.Count() == buf.Count() ); for ( z=0; z < size; z++ ) { assert( recvBuf[z] == buf[z] ); } //if ( i % 100 == 0 ) // printf( "%05d\n", i ); printf( "%d\n", i ); flTotalRoundTripTime += timer.GetDuration().GetMillisecondsF(); } throughputTimer.End(); double flTotalSeconds = throughputTimer.GetDuration().GetSeconds(); double flAvgRoundTripTime = flTotalRoundTripTime / nIterations; printf( "%d: %.2f ms per roundtrip (%d bytes/sec) sec: %.2f megs: %.2f\n", size, flAvgRoundTripTime, (int)((size*nIterations)/flTotalSeconds), flTotalSeconds, (double)(size*nIterations) / (1024*1024) ); } // Send an 'end' message to the server. int val = -1; SendData( &val, sizeof( val ) ); } else { // Wait for a connection. DoServerConnect(); // Wait for packets and ack them. while ( 1 ) { RecvData( recvBuf ); if ( !g_pSocket ) break; if ( recvBuf.Count() < 4 ) { assert( false ); } SendData( recvBuf.Base(), recvBuf.Count() ); } } return 0; }
//----------------------------------------------------------------------------- // Purpose: takes a screenshot for the replay system //----------------------------------------------------------------------------- void CReplayScreenshotTaker::TakeScreenshot( WriteReplayScreenshotParams_t ¶ms ) { if ( !m_pViewRender ) return; CFastTimer timer; ConVarRef replay_debug( "replay_debug" ); bool bDbg = replay_debug.IsValid() && replay_debug.GetBool(); int width = params.m_nWidth; int height = params.m_nHeight; CMatRenderContextPtr pRenderContext( materials ); pRenderContext->MatrixMode( MATERIAL_PROJECTION ); pRenderContext->PushMatrix(); pRenderContext->MatrixMode( MATERIAL_VIEW ); pRenderContext->PushMatrix(); extern bool g_bRenderingScreenshot; g_bRenderingScreenshot = true; // Push back buffer on the stack with small viewport pRenderContext->PushRenderTargetAndViewport( m_pScreenshotTarget, 0, 0, width, height ); // setup the view to render CViewSetup viewSetup = m_View; viewSetup.x = 0; viewSetup.y = 0; viewSetup.width = width; viewSetup.height = height; viewSetup.fov = ScaleFOVByWidthRatio( m_View.fov, ( (float)width / (float)height ) / ( 4.0f / 3.0f ) ); viewSetup.m_bRenderToSubrectOfLargerScreen = true; // Setup view origin/angles if ( params.m_pOrigin ) { viewSetup.origin = *params.m_pOrigin; } if ( params.m_pAngles ) { viewSetup.angles = *params.m_pAngles; } timer.Start(); // draw out the scene - don't draw the HUD or the viewmodel m_pViewRender->RenderView( viewSetup, VIEW_CLEAR_DEPTH | VIEW_CLEAR_COLOR, 0 ); timer.End(); if ( bDbg ) Warning( "Screenshot RenderView(): %.4f s\n", timer.GetDuration().GetSeconds() ); timer.Start(); // Get Bits from the material system pRenderContext->ReadPixels( 0, 0, width, height, m_pUnpaddedPixels, IMAGE_FORMAT_RGB888 ); timer.End(); if ( bDbg ) Warning( "Screenshot ReadPixels(): %.4f s\n", timer.GetDuration().GetSeconds() ); // Some stuff to be setup dependent on padded vs. not padded int nSrcWidth, nSrcHeight; unsigned char *pSrcImage; // Setup dimensions as needed int nPaddedWidth = m_aPaddedDims[0]; int nPaddedHeight = m_aPaddedDims[1]; // Allocate unsigned char *pUnpaddedImage = m_pUnpaddedPixels; unsigned char *pPaddedImage = m_pPaddedPixels; timer.Start(); // Copy over each row individually for ( int nRow = 0; nRow < height; ++nRow ) { unsigned char *pDst = pPaddedImage + 3 * ( nRow * nPaddedWidth ); const unsigned char *pSrc = pUnpaddedImage + 3 * ( nRow * width ); V_memcpy( pDst, pSrc, 3 * width ); } timer.End(); if ( bDbg ) Warning( "Screenshot copy image: %.4f s\n", timer.GetDuration().GetSeconds() ); // Setup source data nSrcWidth = nPaddedWidth; nSrcHeight = nPaddedHeight; pSrcImage = pPaddedImage; if ( !m_pVTFTexture ) return; // Copy the image data over to the VTF unsigned char *pDestBits = m_pVTFTexture->ImageData(); int nDstSize = nSrcWidth * nSrcHeight * 3; V_memcpy( pDestBits, pSrcImage, nDstSize ); bool bWriteResult = true; // Reset put m_pBuffer->SeekPut( CUtlBuffer::SEEK_HEAD, 0 ); timer.Start(); // Serialize to the buffer bWriteResult = m_pVTFTexture->Serialize( *m_pBuffer ); timer.End(); if ( bDbg ) Warning( "Screenshot VTF->Serialize(): %.4f s\n", timer.GetDuration().GetSeconds() ); if ( !bWriteResult ) { Warning( "Couldn't write Replay screenshot.\n" ); bWriteResult = false; return; } // async write to disk (this will take ownership of the memory) char szPathedFileName[_MAX_PATH]; Q_snprintf( szPathedFileName, sizeof(szPathedFileName), "//MOD/%s", params.m_pFilename ); timer.Start(); filesystem->AsyncWrite( szPathedFileName, m_pBuffer->Base(), m_pBuffer->TellPut(), false ); timer.End(); if ( bDbg ) Warning( "Screenshot AsyncWrite(): %.4f s\n", timer.GetDuration().GetSeconds() ); // restore our previous state pRenderContext->PopRenderTargetAndViewport(); pRenderContext->MatrixMode( MATERIAL_PROJECTION ); pRenderContext->PopMatrix(); pRenderContext->MatrixMode( MATERIAL_VIEW ); pRenderContext->PopMatrix(); g_bRenderingScreenshot = false; }
//----------------------------------------------------------------------------- // Purpose: // Input : *hintCriteria - // Output : CAI_Hint //----------------------------------------------------------------------------- CAI_Hint *CAI_HintManager::FindHint( CAI_BaseNPC *pNPC, const Vector &position, const CHintCriteria &hintCriteria ) { #if defined( HINT_PROFILING ) CFastTimer timer; timer.Start(); #endif bool singleType = hintCriteria.MatchesSingleHintType(); bool lookingForNearest = hintCriteria.HasFlag( bits_HINT_NODE_NEAREST ); bool bIgnoreHintType = true; CUtlVector< CAIHintVector * > lists; if ( singleType ) { int slot = CAI_HintManager::gm_TypedHints.Find( hintCriteria.GetFirstHintType() ); if ( slot != CAI_HintManager::gm_TypedHints.InvalidIndex() ) { lists.AddToTail( &CAI_HintManager::gm_TypedHints[ slot ] ); } } else { int typeCount = hintCriteria.NumHintTypes(); if ( typeCount > 0 ) { for ( int listType = 0; listType < typeCount; ++listType ) { int slot = CAI_HintManager::gm_TypedHints.Find( hintCriteria.GetHintType( listType ) ); if ( slot != CAI_HintManager::gm_TypedHints.InvalidIndex() ) { lists.AddToTail( &CAI_HintManager::gm_TypedHints[ slot ] ); } } } else { // Still need to check hint type in this case lists.AddToTail( &CAI_HintManager::gm_AllHints ); bIgnoreHintType = false; } } CAI_Hint *pBestHint = NULL; int visited = 0; int listCount = lists.Count(); if ( listCount == 0 ) return NULL; // Try the fast match path int i, count; // Start with hint after the last one used CAI_Hint *pTestHint = NULL; float flBestDistance = MAX_TRACE_LENGTH; if ( !lookingForNearest ) { // Fast check of previous results count = CAI_HintManager::GetFoundHintCount(); for ( i = 0; i < count; ++i ) { pTestHint = CAI_HintManager::GetFoundHint( i ); if ( pTestHint ) { Assert( dynamic_cast<CAI_Hint *>(pTestHint) != NULL ); ++visited; if ( pTestHint->HintMatchesCriteria( pNPC, hintCriteria, position, &flBestDistance ) ) { #if defined( HINT_PROFILING ) Msg( "fast result visited %d\n", visited ); #endif return pTestHint; } } } } // Longer search, reset best distance flBestDistance = MAX_TRACE_LENGTH; for ( int listNum = 0; listNum < listCount; ++listNum ) { CAIHintVector *list = lists[ listNum ]; count = list->Count(); // ------------------------------------------- // If we have no hints, bail // ------------------------------------------- if ( !count ) continue; // Now loop till we find a valid hint or return to the start for ( i = 0 ; i < count; ++i ) { pTestHint = list->Element( i ); Assert( pTestHint ); ++visited; Assert( dynamic_cast<CAI_Hint *>(pTestHint) != NULL ); if ( pTestHint->HintMatchesCriteria( pNPC, hintCriteria, position, &flBestDistance, false, bIgnoreHintType ) ) { // If we were searching for the nearest, just note that this is now the nearest node if ( lookingForNearest ) { pBestHint = pTestHint; } else { // If we're not looking for the nearest, we're done CAI_HintManager::AddFoundHint( pTestHint ); #if defined( HINT_PROFILING ) Msg( "visited %d\n", visited ); #endif return pTestHint; } } } } // Return the nearest node that we found if ( pBestHint ) { CAI_HintManager::AddFoundHint( pBestHint ); } #if defined( HINT_PROFILING ) timer.End(); Msg( "visited %d\n", visited ); if ( !pBestHint ) { Msg( "%i search failed for [%d] at pos %.3f %.3f %.3f [%.4f msec ~ %.4f msec per node]\n", gpGlobals->tickcount, pNPC ? pNPC->entindex() : -1, position.x, position.y, position.z, timer.GetDuration().GetMillisecondsF(), timer.GetDuration().GetMillisecondsF()/max( (float)visited, 1.0f ) ); } #endif return pBestHint; }