diff options
Diffstat (limited to 'src/Godosa.Core/Diagnostics')
| -rw-r--r-- | src/Godosa.Core/Diagnostics/DebugFlags.cs | 20 | ||||
| -rw-r--r-- | src/Godosa.Core/Diagnostics/EngineDebug.cs | 25 | ||||
| -rw-r--r-- | src/Godosa.Core/Diagnostics/FrameTimeStats.cs | 139 | ||||
| -rw-r--r-- | src/Godosa.Core/Diagnostics/PerfCsv.cs | 27 |
4 files changed, 211 insertions, 0 deletions
diff --git a/src/Godosa.Core/Diagnostics/DebugFlags.cs b/src/Godosa.Core/Diagnostics/DebugFlags.cs new file mode 100644 index 0000000..27b63bf --- /dev/null +++ b/src/Godosa.Core/Diagnostics/DebugFlags.cs @@ -0,0 +1,20 @@ +namespace Godosa.Core.Diagnostics; + +/// <summary>Opt-in debug categories from one environment value: a comma list, +/// case-insensitive; <c>all</c> turns on every category but not <see cref="Exact"/> +/// switches (perf experiments like <c>nohud</c>).</summary> +public sealed class DebugFlags +{ + private readonly string[] _names; + + public DebugFlags(string? value) => + _names = (value ?? "").Split(',', StringSplitOptions.RemoveEmptyEntries | StringSplitOptions.TrimEntries); + + public bool On(string category) => + Array.Exists(_names, n => + n.Equals(category, StringComparison.OrdinalIgnoreCase) || + n.Equals("all", StringComparison.OrdinalIgnoreCase)); + + public bool Exact(string name) => + Array.Exists(_names, n => n.Equals(name, StringComparison.OrdinalIgnoreCase)); +} diff --git a/src/Godosa.Core/Diagnostics/EngineDebug.cs b/src/Godosa.Core/Diagnostics/EngineDebug.cs new file mode 100644 index 0000000..3cad819 --- /dev/null +++ b/src/Godosa.Core/Diagnostics/EngineDebug.cs @@ -0,0 +1,25 @@ +namespace Godosa.Core.Diagnostics; + +/// <summary>The lib's own debug categories (<c>input</c>, <c>script</c>, <c>audio</c>), read +/// from the game's variable: call <see cref="Configure"/> first in <c>Main</c>, before any lib +/// code runs. Gate each call on its flag so disabled logging costs one bool check and no +/// string formatting.</summary> +public static class EngineDebug +{ + public static bool Input { get; private set; } + public static bool Script { get; private set; } + public static bool Audio { get; private set; } + + public static void Configure(string environmentVariable) => + Apply(new DebugFlags(Environment.GetEnvironmentVariable(environmentVariable))); + + public static void Apply(DebugFlags flags) + { + Input = flags.On("input"); + Script = flags.On("script"); + Audio = flags.On("audio"); + } + + public static void Write(string category, string message) => + Console.Error.WriteLine($"[{category}] {message}"); +} diff --git a/src/Godosa.Core/Diagnostics/FrameTimeStats.cs b/src/Godosa.Core/Diagnostics/FrameTimeStats.cs new file mode 100644 index 0000000..2d1945c --- /dev/null +++ b/src/Godosa.Core/Diagnostics/FrameTimeStats.cs @@ -0,0 +1,139 @@ +namespace Godosa.Core.Diagnostics; + +/// <summary>One snapshot of the rolling frame window (game-loop spec §5). Times in ms.</summary> +public readonly record struct FrameStatsSummary( + int Frames, + double Fps, + double AvgMs, + double P50Ms, + double P95Ms, + double P99Ms, + double MaxMs, + double OnePercentLowFps, + int Hitches, + double AvgWorkMs, + double SimTickRate, + double AvgTickMs, + int GpuSamples = 0, + double AvgGpuMs = 0); + +/// <summary> +/// Rolling window of render-frame timings (game-loop spec §5). FPS is frames ÷ +/// window time, percentiles are nearest-rank over frame times, 1% low is the +/// mean of the slowest 1% of frames, and a hitch is a frame over 2× the median. +/// Buffers are preallocated so recording and summarizing don't allocate. +/// </summary> +public sealed class FrameTimeStats +{ + private readonly double[] _intervals; + private readonly double[] _work; + private readonly int[] _ticks; + private readonly double[] _sim; + private readonly double[] _sorted; + private readonly double[] _gpu; + private int _next, _gpuNext, _gpuCount; + + public FrameTimeStats(int capacity = 240) + { + _intervals = new double[capacity]; + _work = new double[capacity]; + _ticks = new int[capacity]; + _sim = new double[capacity]; + _sorted = new double[capacity]; + _gpu = new double[capacity]; + } + + /// <summary>GPU time of one frame (timer queries report a few frames late, so these + /// roll separately from <see cref="Record"/>).</summary> + public void RecordGpu(double seconds) + { + _gpu[_gpuNext] = seconds; + _gpuNext = (_gpuNext + 1) % Capacity; + if (_gpuCount < Capacity) _gpuCount++; + } + + public int Capacity => _intervals.Length; + public int Count { get; private set; } + + /// <param name="intervalSeconds">Time since the previous frame started.</param> + /// <param name="workSeconds">CPU time spent inside this frame's render callback.</param> + /// <param name="simTicks">Simulation ticks run this frame.</param> + /// <param name="simSeconds">CPU time those ticks took.</param> + public void Record(double intervalSeconds, double workSeconds, int simTicks, double simSeconds) + { + _intervals[_next] = intervalSeconds; + _work[_next] = workSeconds; + _ticks[_next] = simTicks; + _sim[_next] = simSeconds; + _next = (_next + 1) % Capacity; + if (Count < Capacity) Count++; + } + + /// <summary>Copies frame intervals in ms, oldest first; returns how many were written.</summary> + public int CopyIntervalsMs(Span<float> destination) + { + int n = Math.Min(Count, destination.Length); + int start = (_next - n + Capacity) % Capacity; + for (int i = 0; i < n; i++) + destination[i] = (float)(_intervals[(start + i) % Capacity] * 1000.0); + return n; + } + + public FrameStatsSummary Summarize() + { + int n = Count; + if (n == 0) return default(FrameStatsSummary) with { GpuSamples = _gpuCount, AvgGpuMs = GpuAverageMs() }; + + double total = 0, work = 0, sim = 0; + int ticks = 0; + for (int i = 0; i < n; i++) + { + total += _intervals[i]; + work += _work[i]; + ticks += _ticks[i]; + sim += _sim[i]; + _sorted[i] = _intervals[i]; + } + Array.Sort(_sorted, 0, n); + + double median = NearestRank(50, n); + int slowest = Math.Max(1, (int)Math.Ceiling(n * 0.01)); + double slowestSum = 0; + for (int i = n - slowest; i < n; i++) slowestSum += _sorted[i]; + + int hitches = 0; + for (int i = 0; i < n; i++) + if (_intervals[i] > 2 * median) hitches++; + + return new FrameStatsSummary( + Frames: n, + Fps: total > 0 ? n / total : 0, + AvgMs: total / n * 1000, + P50Ms: median * 1000, + P95Ms: NearestRank(95, n) * 1000, + P99Ms: NearestRank(99, n) * 1000, + MaxMs: _sorted[n - 1] * 1000, + OnePercentLowFps: slowestSum > 0 ? slowest / slowestSum : 0, + Hitches: hitches, + AvgWorkMs: work / n * 1000, + SimTickRate: total > 0 ? ticks / total : 0, + AvgTickMs: ticks > 0 ? sim / ticks * 1000 : 0, + GpuSamples: _gpuCount, + AvgGpuMs: GpuAverageMs()); + } + + private double GpuAverageMs() + { + if (_gpuCount == 0) return 0; + double sum = 0; + for (int i = 0; i < _gpuCount; i++) sum += _gpu[i]; + return sum / _gpuCount * 1000; + } + + /// <summary>Nearest-rank percentile of the first <paramref name="n"/> sorted intervals.</summary> + private double NearestRank(int percent, int n) + { + int rank = Math.Max(1, (int)Math.Ceiling(percent / 100.0 * n)); + return _sorted[rank - 1]; + } +} diff --git a/src/Godosa.Core/Diagnostics/PerfCsv.cs b/src/Godosa.Core/Diagnostics/PerfCsv.cs new file mode 100644 index 0000000..6c4ef0d --- /dev/null +++ b/src/Godosa.Core/Diagnostics/PerfCsv.cs @@ -0,0 +1,27 @@ +using System.Globalization; + +namespace Godosa.Core.Diagnostics; + +/// <summary>Per-frame CSV rows for perf-log stall hunts. Fixed columns first, then the +/// caller's own (<see cref="Header"/> names, <see cref="Row"/> values, same order). +/// Invariant culture; times in ms with 3 decimals; blank = unknown (e.g. GPU before a +/// timer query reports).</summary> +public static class PerfCsv +{ + public const string BaseHeader = "t_s,frame_ms,work_ms,sim_ticks,sim_ms,gpu_ms"; + + public static string Header(params string[] extraColumns) => + extraColumns.Length == 0 ? BaseHeader : BaseHeader + "," + string.Join(',', extraColumns); + + public static string Row(double timeSeconds, double frameSeconds, double workSeconds, int simTicks, + double simSeconds, double? gpuSeconds, params string[] extraValues) + { + string row = string.Create(CultureInfo.InvariantCulture, + $"{timeSeconds:F3},{frameSeconds * 1000:F3},{workSeconds * 1000:F3},{simTicks},{simSeconds * 1000:F3},{Ms(gpuSeconds)}"); + return extraValues.Length == 0 ? row : row + "," + string.Join(',', extraValues); + } + + /// <summary>Seconds → ms with 3 decimals (invariant); blank for null.</summary> + public static string Ms(double? seconds) => + seconds is { } s ? (s * 1000).ToString("F3", CultureInfo.InvariantCulture) : ""; +} |
