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author | madmaxoft@gmail.com <madmaxoft@gmail.com@0a769ca7-a7f5-676a-18bf-c427514a06d6> | 2012-07-29 19:51:04 +0200 |
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committer | madmaxoft@gmail.com <madmaxoft@gmail.com@0a769ca7-a7f5-676a-18bf-c427514a06d6> | 2012-07-29 19:51:04 +0200 |
commit | 41e7452dcc60700c09599110faec732c0ee515d4 (patch) | |
tree | a96dc148378ed5d4bfcd9453c538b0eda90af7ff /source/cChunkGenerator.cpp | |
parent | BiomeGen: cca 3% speedup (diff) | |
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Diffstat (limited to 'source/cChunkGenerator.cpp')
-rw-r--r-- | source/cChunkGenerator.cpp | 28 |
1 files changed, 28 insertions, 0 deletions
diff --git a/source/cChunkGenerator.cpp b/source/cChunkGenerator.cpp index 96e41508c..6b87550de 100644 --- a/source/cChunkGenerator.cpp +++ b/source/cChunkGenerator.cpp @@ -452,17 +452,33 @@ EMCSBiome cChunkGenerator::GetBiomeAt(int a_BlockX, int a_BlockZ) void cChunkGenerator::Execute(void) { + // To be able to display performance information, the generator counts the chunks generated. + // When the queue gets empty, the count is reset, so that waiting for the queue is not counted into the total time. + int NumChunksGenerated = 0; // Number of chunks generated since the queue was last empty + clock_t GenerationStart = clock(); // Clock tick when the queue started to fill + clock_t LastReportTick = clock(); // Clock tick of the last report made (so that performance isn't reported too often) + while (!m_ShouldTerminate) { cCSLock Lock(m_CS); while (m_Queue.size() == 0) { + if ((NumChunksGenerated > 16) && (clock() - LastReportTick > CLOCKS_PER_SEC)) + { + LOG("Chunk generator performance: %.2f ch/s (%d ch total)", + (double)NumChunksGenerated * CLOCKS_PER_SEC/ (clock() - GenerationStart), + NumChunksGenerated + ); + } cCSUnlock Unlock(Lock); m_Event.Wait(); if (m_ShouldTerminate) { return; } + NumChunksGenerated = 0; + GenerationStart = clock(); + LastReportTick = clock(); } cChunkCoords coords = m_Queue.front(); // Get next coord from queue @@ -471,6 +487,16 @@ void cChunkGenerator::Execute(void) Lock.Unlock(); // Unlock ASAP m_evtRemoved.Set(); + // Display perf info once in a while: + if ((NumChunksGenerated > 16) && (clock() - LastReportTick > 2 * CLOCKS_PER_SEC)) + { + LOG("Chunk generator performance: %.2f ch/s (%d ch total)", + (double)NumChunksGenerated * CLOCKS_PER_SEC / (clock() - GenerationStart), + NumChunksGenerated + ); + LastReportTick = clock(); + } + // Hack for regenerating chunks: if Y != 0, the chunk is considered invalid, even if it has its data set if ((coords.m_ChunkY == 0) && m_World->IsChunkValid(coords.m_ChunkX, coords.m_ChunkY, coords.m_ChunkZ)) { @@ -490,6 +516,8 @@ void cChunkGenerator::Execute(void) // Save the chunk right after generating, so that we don't have to generate it again on next run m_World->GetStorage().QueueSaveChunk(coords.m_ChunkX, coords.m_ChunkY, coords.m_ChunkZ); + + NumChunksGenerated++; } // while (!bStop) } |