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- Added tracking of time spent specifically in running action functions. I feel kind of stupid
about this now. I spent three days trying to figure out why the VC++ debug version was so slow. It turns out I had a conditional breakpoint set in a high-traffic area. D'oh! The rest of this stuff should get merged into trunk: - Fixed: Writing to debugfile uses the standard fprintf, which does not understand %td on VC++. - Fixed: Instead of crashing when a sprite has been scaled to 0, just don't draw it. SVN r3896 (scripting)
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4 changed files with 16 additions and 4 deletions
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@ -43,6 +43,7 @@
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static cycle_t ThinkCycles;
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extern cycle_t BotSupportCycles;
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extern cycle_t ActionCycles;
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extern int BotWTG;
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IMPLEMENT_CLASS (DThinker)
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@ -409,6 +410,7 @@ void DThinker::RunThinkers ()
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ThinkCycles.Reset();
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BotSupportCycles.Reset();
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ActionCycles.Reset();
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BotWTG = 0;
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ThinkCycles.Clock();
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@ -575,6 +577,6 @@ DThinker *FThinkerIterator::Next ()
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ADD_STAT (think)
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{
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FString out;
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out.Format ("Think time = %04.1f ms", ThinkCycles.TimeMS());
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out.Format ("Think time = %04.1f ms, Action = %04.1f ms", ThinkCycles.TimeMS(), ActionCycles.TimeMS());
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return out;
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}
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@ -50,6 +50,7 @@
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#include "templates.h"
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#include "cmdlib.h"
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#include "g_level.h"
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#include "stats.h"
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extern void LoadActors ();
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extern void InitBotStuff();
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@ -58,13 +59,17 @@ extern void ClearStrifeTypes();
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TArray<PClassActor *> PClassActor::AllActorClasses;
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FRandom FState::pr_statetics;
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cycle_t ActionCycles;
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bool FState::CallAction(AActor *self, AActor *stateowner)
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{
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if (ActionFunc != NULL)
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{
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VMFrameStack stack;
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ActionCycles.Clock();
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static VMFrameStack stack;
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VMValue params[3] = { self, stateowner, VMValue(this, ATAG_STATE) };
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stack.Call(ActionFunc, params, countof(params), NULL, 0, NULL);
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ActionCycles.Unclock();
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return true;
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}
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else
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@ -2192,8 +2192,8 @@ void P_PlayerThink (player_t *player)
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if (debugfile && !(player->cheats & CF_PREDICTING))
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{
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fprintf (debugfile, "tic %d for pl %td: (%d, %d, %d, %u) b:%02x p:%d y:%d f:%d s:%d u:%d\n",
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gametic, player-players, player->mo->x, player->mo->y, player->mo->z,
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fprintf (debugfile, "tic %d for pl %d: (%d, %d, %d, %u) b:%02x p:%d y:%d f:%d s:%d u:%d\n",
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gametic, (int)(player-players), player->mo->x, player->mo->y, player->mo->z,
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player->mo->angle>>ANGLETOFINESHIFT, player->cmd.ucmd.buttons,
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player->cmd.ucmd.pitch, player->cmd.ucmd.yaw, player->cmd.ucmd.forwardmove,
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player->cmd.ucmd.sidemove, player->cmd.ucmd.upmove);
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@ -326,6 +326,11 @@ void R_DrawVisSprite (vissprite_t *vis)
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fixed_t xiscale;
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ESPSResult mode;
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if (vis->xscale == 0 || vis->yscale == 0)
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{ // scaled to 0; can't see
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return;
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}
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dc_colormap = vis->Style.colormap;
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mode = R_SetPatchStyle (vis->Style.RenderStyle, vis->Style.alpha, vis->Translation, vis->FillColor);
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