Changes between Version 3 and Version 4 of EngineProfiling
- Timestamp:
- May 26, 2012, 1:23:40 AM (12 years ago)
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EngineProfiling
v3 v4 32 32 Pressing F11 multiple times will toggle through different profiler modes (script data, network data, renderer data). 33 33 34 Pressing Shift+F11 will save `profile.txt` in the logs folder (`~/.config/0ad/logs/` on Unix, `%APPDATA%\0ad\logs\` on Windows). Pressing it multiple times (without restarting the game) will append new measurements to that file.34 Pressing Shift+F11 will save `profile.txt` in the game's logs folder (see GameDataPaths). Pressing it multiple times (without restarting the game) will append new measurements to that file. 35 35 36 36 == Low-overhead timer == … … 70 70 If you're not measuring graphics or GUI code, replay mode lets you run the simulation (the gameplay code and scripts and the AI etc) at maximum speed with all graphics disabled. This should be fully deterministic (i.e. you'll get the same results on each run) and doesn't need user interaction (so you can easily run in Valgrind). 71 71 72 First, play the game normally, in either single-player or multiplayer. It will generate a file ` ~/.config/0ad/logs/sim_log/${PID}/commands.txt` (or somewhere in `%APPDATA%\logs\` on Windows) based on the process ID; looking for the newest directory should find it. This contains the map setup data and a list of all players' inputs, so the game can be replayed. You might want to copy the `commands.txt` to somewhere memorable.72 First, play the game normally, in either single-player or multiplayer. It will generate a file `sim_log/${PID}/commands.txt` in the game's logs path (see GameDataPaths) based on the process ID; looking for the newest directory should find it. This contains the map setup data and a list of all players' inputs, so the game can be replayed. You might want to copy the `commands.txt` to somewhere memorable. 73 73 74 74 Run the game like