129 lines
		
	
	
		
			3.8 KiB
		
	
	
	
		
			C#
		
	
	
	
			
		
		
	
	
			129 lines
		
	
	
		
			3.8 KiB
		
	
	
	
		
			C#
		
	
	
	
namespace SRDebugger.Profiler
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{
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    using System.Diagnostics;
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    using Services;
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    using SRF;
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    using SRF.Service;
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    using UnityEngine;
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    public class ProfilerServiceImpl : SRServiceBase<IProfilerService>, IProfilerService
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    {
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        public float AverageFrameTime { get; private set; }
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        public float LastFrameTime { get; private set; }
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        public CircularBuffer<ProfilerFrame> FrameBuffer
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        {
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            get { return _frameBuffer; }
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        }
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        private const int FrameBufferSize = 400;
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        private readonly CircularBuffer<ProfilerFrame>
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            _frameBuffer = new CircularBuffer<ProfilerFrame>(FrameBufferSize);
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        private ProfilerLateUpdateListener _lateUpdateListener;
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        private readonly Stopwatch _stopwatch = new Stopwatch();
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        // Time between first Update() and last LateUpdate().
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        private double _updateDuration;
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        // Time that first camera rendered.
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        private double _renderStartTime;
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        // Time between first camera prerender and last camera postrender.
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        private double _renderDuration;
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        private int _camerasThisFrame;
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        protected override void Awake()
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        {
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            base.Awake();
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            _lateUpdateListener = gameObject.AddComponent<ProfilerLateUpdateListener>();
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            _lateUpdateListener.OnLateUpdate = OnLateUpdate;
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            CachedGameObject.hideFlags = HideFlags.NotEditable;
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            CachedTransform.SetParent(Hierarchy.Get("SRDebugger"), true);
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            Camera.onPreRender += OnCameraPreRender;
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            Camera.onPostRender += OnCameraPostRender;
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        }
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        protected override void Update()
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        {
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            base.Update();
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            _camerasThisFrame = 0;
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            EndFrame();
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            // Set the frame time for the last frame
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            if (FrameBuffer.Count > 0)
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            {
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                var frame = FrameBuffer.Back();
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                frame.FrameTime = Time.unscaledDeltaTime;
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                FrameBuffer[FrameBuffer.Count - 1] = frame;
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            }
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            LastFrameTime = Time.unscaledDeltaTime;
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            var frameCount = Mathf.Min(20, FrameBuffer.Count);
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            var f = 0d;
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            for (var i = 0; i < frameCount; i++)
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            {
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                f += FrameBuffer[FrameBuffer.Count - 1 - i].FrameTime;
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            }
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            AverageFrameTime = (float) f / frameCount;
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            _stopwatch.Start();
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        }
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        protected void PushFrame(double totalTime, double updateTime, double renderTime)
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        {
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            //UnityEngine.Debug.Log("Frame: u: {0} r: {1}".Fmt(updateTime, renderTime));
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            _frameBuffer.PushBack(new ProfilerFrame
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            {
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                OtherTime = totalTime - updateTime - renderTime,
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                UpdateTime = updateTime,
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                RenderTime = renderTime
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            });
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        }
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        private void OnLateUpdate()
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        {
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            _updateDuration = _stopwatch.Elapsed.TotalSeconds;
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        }
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        private void OnCameraPreRender(Camera cam)
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        {
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            if (_camerasThisFrame == 0)
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            {
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                _renderStartTime = _stopwatch.Elapsed.TotalSeconds;
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            }
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            _camerasThisFrame++;
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        }
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        private void OnCameraPostRender(Camera cam)
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        {
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            _renderDuration = _stopwatch.Elapsed.TotalSeconds - _renderStartTime;
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        }
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        private void EndFrame()
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        {
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            if (_stopwatch.IsRunning)
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            {
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                PushFrame(_stopwatch.Elapsed.TotalSeconds, _updateDuration, _renderDuration);
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                _stopwatch.Reset();
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                _stopwatch.Start();
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            }
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            _updateDuration = _renderDuration = 0;
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        }
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    }
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}
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