Chunk generator outputs its performance in chunks per second
git-svn-id: http://mc-server.googlecode.com/svn/trunk@707 0a769ca7-a7f5-676a-18bf-c427514a06d6
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@ -452,17 +452,33 @@ EMCSBiome cChunkGenerator::GetBiomeAt(int a_BlockX, int a_BlockZ)
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void cChunkGenerator::Execute(void)
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{
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// To be able to display performance information, the generator counts the chunks generated.
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// When the queue gets empty, the count is reset, so that waiting for the queue is not counted into the total time.
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int NumChunksGenerated = 0; // Number of chunks generated since the queue was last empty
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clock_t GenerationStart = clock(); // Clock tick when the queue started to fill
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clock_t LastReportTick = clock(); // Clock tick of the last report made (so that performance isn't reported too often)
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while (!m_ShouldTerminate)
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{
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cCSLock Lock(m_CS);
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while (m_Queue.size() == 0)
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{
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if ((NumChunksGenerated > 16) && (clock() - LastReportTick > CLOCKS_PER_SEC))
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{
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LOG("Chunk generator performance: %.2f ch/s (%d ch total)",
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(double)NumChunksGenerated * CLOCKS_PER_SEC/ (clock() - GenerationStart),
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NumChunksGenerated
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);
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}
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cCSUnlock Unlock(Lock);
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m_Event.Wait();
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if (m_ShouldTerminate)
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{
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return;
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}
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NumChunksGenerated = 0;
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GenerationStart = clock();
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LastReportTick = clock();
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}
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cChunkCoords coords = m_Queue.front(); // Get next coord from queue
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@ -471,6 +487,16 @@ void cChunkGenerator::Execute(void)
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Lock.Unlock(); // Unlock ASAP
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m_evtRemoved.Set();
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// Display perf info once in a while:
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if ((NumChunksGenerated > 16) && (clock() - LastReportTick > 2 * CLOCKS_PER_SEC))
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{
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LOG("Chunk generator performance: %.2f ch/s (%d ch total)",
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(double)NumChunksGenerated * CLOCKS_PER_SEC / (clock() - GenerationStart),
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NumChunksGenerated
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);
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LastReportTick = clock();
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}
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// Hack for regenerating chunks: if Y != 0, the chunk is considered invalid, even if it has its data set
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if ((coords.m_ChunkY == 0) && m_World->IsChunkValid(coords.m_ChunkX, coords.m_ChunkY, coords.m_ChunkZ))
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{
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@ -490,6 +516,8 @@ void cChunkGenerator::Execute(void)
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// Save the chunk right after generating, so that we don't have to generate it again on next run
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m_World->GetStorage().QueueSaveChunk(coords.m_ChunkX, coords.m_ChunkY, coords.m_ChunkZ);
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NumChunksGenerated++;
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} // while (!bStop)
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}
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