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Paste P249

Code to profile all javascript simulation components and helper classes methods. Need to be loaded after all the other files.
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Authored by nani on Sun, Apr 4, 9:24 PM.
/**
* @param {Object} [prefix]
* @param {String} method
* @param {Function} patch
*/
function autociv_patchApplyN()
{
if (arguments.length < 2)
{
let error = new Error("Insufficient arguments to patch: " + arguments[0]);
warn(error.message)
warn(error.stack)
return;
}
let prefix, method, patch;
if (arguments.length == 2)
{
prefix = global;
method = arguments[0];
patch = arguments[1];
}
else
{
prefix = arguments[0];
method = arguments[1];
patch = arguments[2];
}
if (!(method in prefix))
{
let error = new Error("Function not defined: " + method);
warn(error.message)
warn(error.stack)
return;
}
prefix[method] = new Proxy(prefix[method], { apply: patch });
}
Engine.RegisterGlobal("autociv_patchApplyN",autociv_patchApplyN)
if (!("autociv_profile_defined" in global))
global.autociv_profile_defined = new Set()
for (let key in global) if (typeof global[key] == "function" && "prototype" in global[key])
{
const proto = global[key].prototype
if (autociv_profile_defined.has(key))
{
// warn(`tried to repeat proxy to ${key}`)
continue
}
autociv_profile_defined.add(key)
for (let pkey in proto) if (typeof proto[pkey] == "function")
{
autociv_patchApplyN(proto, pkey, function (target, that, args)
{
Engine.ProfileStart(`S::${key}.${pkey}`)
const res = target.apply(that, args)
Engine.ProfileStop()
return res
})
}
}

Event Timeline

nani created this paste.Sun, Apr 4, 9:24 PM
nani changed the visibility from "All Users" to "Public (No Login Required)".
nani added a subscriber: wraitii.EditedTue, Apr 6, 9:22 PM

@wraitii testing this on a casual multiplayer game gives me that the most expensive simulation update looks to be on the component timer.update and all the handlers is has to process , maybe this will help find a way to finally find why javascript has this terrible simulation performance

nani added a comment.Tue, Apr 6, 9:26 PM

(I add this code to the folder /simulation/components and /simulation/helpers/ )

In P249#2007, @nani wrote:

@wraitii testing this on a casual multiplayer game gives me that the most expensive simulation update looks to be on the component timer.update and all the handlers is has to process , maybe this will help find a way to finally find why javascript has this terrible simulation performance

Yes that's quite expected, basically all JS computation is done in Timer::Update (the rest is OnMotionUpdate at TurnStart). If you want more precise profiling, you can adapt the code around the timer calls to know which component take time.

I ran that a few times round A24's release and Gather is taking a bit too much time, combat also, but unfortunately I don't see a very easy fix.