mirror of
https://gitlab.com/veloren/veloren.git
synced 2024-08-30 18:12:32 +00:00
Use less verbose span names when the tracy feature is off
This commit is contained in:
parent
7efbc74551
commit
f39d1e9bb5
@ -32,7 +32,7 @@ impl Clock {
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pub fn get_avg_delta(&self) -> Duration { Duration::from_secs_f64(self.running_tps_average) }
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pub fn tick(&mut self, tgt: Duration) {
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span!(_guard, "Clock::tick");
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span!(_guard, "tick", "Clock::tick");
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let delta = Instant::now().duration_since(self.last_sys_time);
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// Attempt to sleep to fill the gap.
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@ -328,7 +328,7 @@ impl Chaser {
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where
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V: BaseVol<Vox = Block> + ReadVol,
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{
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span!(_guard, "Chaser::chase");
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span!(_guard, "chase", "Chaser::chase");
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let pos_to_tgt = pos.distance(tgt);
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// If we're already close to the target then there's nothing to do
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@ -55,7 +55,7 @@ impl<'a, V: ReadVol, F: RayUntil<V::Vox>, G: RayForEach<V::Vox>> Ray<'a, V, F, G
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}
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pub fn cast(mut self) -> (f32, Result<Option<&'a V::Vox>, V::Error>) {
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span!(_guard, "Ray::cast");
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span!(_guard, "cast", "Ray::cast");
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// TODO: Fully test this!
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const PLANCK: f32 = 0.001;
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@ -107,7 +107,7 @@ impl RegionMap {
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// TODO maintain within a system?
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// TODO special case large entities
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pub fn tick(&mut self, pos: ReadStorage<Pos>, vel: ReadStorage<Vel>, entities: Entities) {
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span!(_guard, "Region::tick");
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span!(_guard, "tick", "Region::tick");
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self.tick += 1;
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// Clear events within each region
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for i in 0..self.regions.len() {
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@ -84,7 +84,7 @@ impl<'a> System<'a> for Sys {
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invites,
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): Self::SystemData,
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) {
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span!(_guard, "agent::Sys::run");
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span!(_guard, "run", "agent::Sys::run");
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for (
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entity,
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pos,
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@ -184,7 +184,7 @@ impl<'a> System<'a> for Sys {
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mountings,
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): Self::SystemData,
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) {
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span!(_guard, "character_behavior::Sys::run");
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span!(_guard, "run", "character_behavior::Sys::run");
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let mut server_emitter = server_bus.emitter();
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let mut local_emitter = local_bus.emitter();
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@ -53,7 +53,7 @@ impl<'a> System<'a> for Sys {
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character_states,
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): Self::SystemData,
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) {
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span!(_guard, "combat::Sys::run");
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span!(_guard, "run", "combat::Sys::run");
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let mut server_emitter = server_bus.emitter();
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let mut local_emitter = local_bus.emitter();
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// Attacks
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@ -44,7 +44,7 @@ impl<'a> System<'a> for Sys {
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uids,
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): Self::SystemData,
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) {
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span!(_guard, "controller::Sys::run");
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span!(_guard, "run", "controller::Sys::run");
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let mut server_emitter = server_bus.emitter();
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for (entity, _uid, controller, character_state) in
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@ -37,7 +37,7 @@ impl<'a> System<'a> for Sys {
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mut orientations,
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): Self::SystemData,
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) {
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span!(_guard, "mount::Sys::run");
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span!(_guard, "run", "mount::Sys::run");
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// Mounted entities.
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for (entity, mut mount_states) in (&entities, &mut mount_state.restrict_mut()).join() {
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match mount_states.get_unchecked() {
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@ -95,7 +95,7 @@ impl<'a> System<'a> for Sys {
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projectiles,
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): Self::SystemData,
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) {
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span!(_guard, "phys::Sys::run");
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span!(_guard, "run", "phys::Sys::run");
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let mut event_emitter = event_bus.emitter();
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// Add/reset physics state components
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@ -49,7 +49,7 @@ impl<'a> System<'a> for Sys {
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loadouts,
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): Self::SystemData,
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) {
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span!(_guard, "projectile::Sys::run");
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span!(_guard, "run", "projectile::Sys::run");
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let mut local_emitter = local_bus.emitter();
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let mut server_emitter = server_bus.emitter();
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@ -25,7 +25,7 @@ impl<'a> System<'a> for Sys {
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&mut self,
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(entities, dt, server_event_bus, character_states, mut stats, mut energies): Self::SystemData,
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) {
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span!(_guard, "stats::Sys::run");
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span!(_guard, "run", "stats::Sys::run");
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let mut server_event_emitter = server_event_bus.emitter();
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// Increment last change timer
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@ -40,6 +40,12 @@ macro_rules! span {
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0,
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);
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};
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($guard_name:tt, $no_tracy_name:expr, $tracy_name:expr) => {
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#[cfg(not(feature = "tracy"))]
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$crate::span!($guard_name, $no_tracy_name);
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#[cfg(feature = "tracy")]
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$crate::span!($guard_name, $tracy_name);
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};
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}
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/// There's no guard, but really this is actually the guard
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@ -39,7 +39,7 @@ pub enum Event {
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impl Server {
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pub fn handle_events(&mut self) -> Vec<Event> {
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span!(_guard, "Server::handle_events");
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span!(_guard, "handle_events", "Server::handle_events");
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let mut frontend_events = Vec::new();
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let mut requested_chunks = Vec::new();
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@ -78,7 +78,7 @@ impl<'a> System<'a> for Sys {
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trackers,
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): Self::SystemData,
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) {
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span!(_guard, "entity_sync::Sys::run");
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span!(_guard, "run", "entity_sync::Sys::run");
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timer.start();
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let tick = tick.0;
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@ -25,7 +25,7 @@ impl<'a> System<'a> for Sys {
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&mut self,
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(entities, mut invites, mut pending_invites, mut clients, uids, mut timer): Self::SystemData,
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) {
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span!(_guard, "invite_timeout::Sys::run");
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span!(_guard, "run", "invite_timeout::Sys::run");
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timer.start();
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let now = std::time::Instant::now();
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@ -455,7 +455,7 @@ impl<'a> System<'a> for Sys {
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alias_validator,
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): Self::SystemData,
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) {
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span!(_guard, "message::Sys::run");
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span!(_guard, "run", "message::Sys::run");
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timer.start();
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let mut server_emitter = server_event_bus.emitter();
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@ -24,7 +24,7 @@ impl<'a> System<'a> for Sys {
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&mut self,
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(entities, _dt, server_bus, positions, velocities, physics_states, mut objects): Self::SystemData,
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) {
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span!(_guard, "object::Sys::run");
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span!(_guard, "run", "object::Sys::run");
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let mut server_emitter = server_bus.emitter();
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// Objects
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@ -34,7 +34,7 @@ impl<'a> System<'a> for Sys {
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mut timer,
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): Self::SystemData,
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) {
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span!(_guard, "persistence::Sys::run");
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span!(_guard, "run", "persistence::Sys::run");
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if scheduler.should_run() {
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timer.start();
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updater.batch_update(
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@ -27,7 +27,7 @@ impl<'a> System<'a> for Sys {
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);
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fn run(&mut self, (mut timer, comps, mut trackers): Self::SystemData) {
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span!(_guard, "sentinel::Sys::run");
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span!(_guard, "run", "sentinel::Sys::run");
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timer.start();
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record_changes(&comps, &mut trackers);
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@ -56,7 +56,7 @@ impl<'a> System<'a> for Sys {
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tracked_comps,
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): Self::SystemData,
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) {
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span!(_guard, "subscription::Sys::run");
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span!(_guard, "run", "subscription::Sys::run");
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timer.start();
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// To update subscriptions
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@ -56,7 +56,7 @@ impl<'a> System<'a> for Sys {
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mut clients,
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): Self::SystemData,
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) {
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span!(_guard, "terrain::Sys::run");
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span!(_guard, "run", "terrain::Sys::run");
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timer.start();
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let mut server_emitter = server_event_bus.emitter();
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@ -27,7 +27,7 @@ impl<'a> System<'a> for Sys {
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&mut self,
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(terrain, terrain_changes, mut timer, positions, players, mut clients): Self::SystemData,
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) {
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span!(_guard, "terrain_sync::Sys::run");
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span!(_guard, "run", "terrain_sync::Sys::run");
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timer.start();
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// Sync changed chunks
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@ -31,7 +31,7 @@ impl<'a> System<'a> for Sys {
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&mut self,
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(entities, positions, players, waypoint_areas, mut waypoints, mut clients, time, mut timer): Self::SystemData,
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) {
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span!(_guard, "waypoint::Sys::run");
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span!(_guard, "run", "waypoint::Sys::run");
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timer.start();
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for (entity, player_pos, _, client) in
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@ -688,7 +688,7 @@ impl Hud {
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info: HudInfo,
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camera: &Camera,
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) -> Vec<Event> {
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span!(_guard, "Hud::update_layout");
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span!(_guard, "update_layout", "Hud::update_layout");
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let mut events = std::mem::replace(&mut self.events, Vec::new());
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let (ref mut ui_widgets, ref mut tooltip_manager) = self.ui.set_widgets();
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// pulse time for pulsating elements
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@ -2533,7 +2533,7 @@ impl Hud {
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dt: Duration,
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info: HudInfo,
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) -> Vec<Event> {
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span!(_guard, "Hud::maintain");
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span!(_guard, "maintain", "Hud::maintain");
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// conrod eats tabs. Un-eat a tabstop so tab completion can work
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if self.ui.ui.global_input().events().any(|event| {
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use conrod_core::{event, input};
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@ -2578,7 +2578,7 @@ impl Hud {
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}
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pub fn render(&self, renderer: &mut Renderer, globals: &Consts<Globals>) {
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span!(_guard, "Hud::render");
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span!(_guard, "render", "Hud::render");
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// Don't show anything if the UI is toggled off.
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if self.show.ui {
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self.ui.render(renderer, Some(globals));
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@ -10,7 +10,7 @@ use crate::{
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Direction, GlobalState, PlayState, PlayStateResult,
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};
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use client::{self, Client};
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use common::{assets::Asset, comp, msg::ClientState, state::DeltaTime};
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use common::{assets::Asset, comp, msg::ClientState, span, state::DeltaTime};
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use specs::WorldExt;
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use std::{cell::RefCell, rc::Rc};
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use tracing::error;
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@ -60,6 +60,7 @@ impl PlayState for CharSelectionState {
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}
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fn tick(&mut self, global_state: &mut GlobalState, events: Vec<WinEvent>) -> PlayStateResult {
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span!(_guard, "tick", "<CharSelectionState as PlayState>::tick");
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let client_state = self.client.borrow().get_client_state();
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if let ClientState::Pending | ClientState::Registered = client_state {
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// Handle window events
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@ -9,7 +9,7 @@ use crate::{
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PlayStateResult,
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};
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use client_init::{ClientInit, Error as InitError, Msg as InitMsg};
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use common::{assets::Asset, comp};
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use common::{assets::Asset, comp, span};
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use tracing::{error, warn};
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use ui::{Event as MainMenuEvent, MainMenuUi};
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@ -46,6 +46,7 @@ impl PlayState for MainMenuState {
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}
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fn tick(&mut self, global_state: &mut GlobalState, events: Vec<Event>) -> PlayStateResult {
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span!(_guard, "tick", "<MainMenuState as PlayState>::tick");
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let localized_strings = crate::i18n::VoxygenLocalization::load_expect(
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&crate::i18n::i18n_asset_key(&global_state.settings.language.selected_language),
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);
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@ -102,7 +102,7 @@ impl<'a> GreedyMesh<'a> {
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/// most 30 bits total, meaning we are restricted to "only" at most 2^15
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/// × 2^15 atlases even if the hardware supports larger ones.
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pub fn new(max_size: guillotiere::Size) -> Self {
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span!(_guard, "GreedyMesh::new");
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span!(_guard, "new", "GreedyMesh::new");
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let min_max_dim = max_size.width.min(max_size.height);
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assert!(
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min_max_dim >= 4,
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@ -150,7 +150,7 @@ impl<'a> GreedyMesh<'a> {
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FS: for<'r> FnMut(&'r mut D, Vec3<i32>, Vec3<i32>, Vec2<Vec3<i32>>) -> Option<(bool, M)>,
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FP: FnMut(Vec2<u16>, Vec2<Vec2<u16>>, Vec3<f32>, Vec2<Vec3<f32>>, Vec3<f32>, &M),
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{
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span!(_guard, "GreedyMesh::push");
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span!(_guard, "push", "GreedyMesh::push");
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let cont = greedy_mesh(
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&mut self.atlas,
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&mut self.col_lights_size,
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@ -170,7 +170,7 @@ impl<'a> GreedyMesh<'a> {
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///
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/// Returns the ColLightsInfo corresponding to the constructed atlas.
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pub fn finalize(self) -> ColLightInfo {
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span!(_guard, "GreedyMesh::finalize");
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span!(_guard, "finalize", "GreedyMesh::finalize");
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let cur_size = self.col_lights_size;
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let col_lights = vec![
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TerrainVertex::make_col_light(254, Rgb::broadcast(254));
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|
@ -242,7 +242,11 @@ impl<'a, V: RectRasterableVol<Vox = Block> + ReadVol + Debug>
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self,
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(range, max_texture_size): Self::Supplement,
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) -> MeshGen<TerrainPipeline, FluidPipeline, Self> {
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span!(_guard, "<&VolGrid2d as Meshable<_, _>>::generate_mesh");
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span!(
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_guard,
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"generate_mesh",
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"<&VolGrid2d as Meshable<_, _>>::generate_mesh"
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);
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// Find blocks that should glow
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// FIXME: Replace with real lit blocks when we actually have blocks that glow.
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let lit_blocks = core::iter::empty();
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|
@ -606,7 +606,7 @@ impl Renderer {
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/// Queue the clearing of the shadow targets ready for a new frame to be
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/// rendered.
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pub fn clear_shadows(&mut self) {
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span!(_guard, "Renderer::clear_shadows");
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span!(_guard, "clear_shadows", "Renderer::clear_shadows");
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if !self.mode.shadow.is_map() {
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return;
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}
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@ -679,7 +679,7 @@ impl Renderer {
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/// Queue the clearing of the depth target ready for a new frame to be
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/// rendered.
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pub fn clear(&mut self) {
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span!(_guard, "Renderer::clear");
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span!(_guard, "clear", "Renderer::clear");
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self.encoder.clear_depth(&self.tgt_depth_stencil_view, 1.0);
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// self.encoder.clear_stencil(&self.tgt_depth_stencil_view, 0);
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self.encoder.clear_depth(&self.win_depth_view, 1.0);
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@ -715,7 +715,7 @@ impl Renderer {
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/// Perform all queued draw calls for this frame and clean up discarded
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/// items.
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pub fn flush(&mut self) {
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span!(_guard, "Renderer::flush");
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span!(_guard, "flush", "Renderer::flush");
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self.encoder.flush(&mut self.device);
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self.device.cleanup();
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|
@ -92,7 +92,6 @@ fn handle_main_events_cleared(
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let mut exit = true;
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while let Some(state_result) = states.last_mut().map(|last| {
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let events = global_state.window.fetch_events();
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span!(_guard, "PlayState::tick");
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last.tick(global_state, events)
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}) {
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// Implement state transfer logic.
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|
@ -81,7 +81,7 @@ impl Camera {
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/// Compute the transformation matrices (view matrix and projection matrix)
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/// and position of the camera.
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pub fn compute_dependents(&mut self, terrain: &impl ReadVol) {
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span!(_guard, "Camera::compute_dependents");
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span!(_guard, "compute_dependents", "Camera::compute_dependents");
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let dist = {
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let (start, end) = (self.focus - self.forward() * self.dist, self.focus);
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|
@ -196,7 +196,7 @@ impl FigureMgrStates {
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}
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fn retain(&mut self, mut f: impl FnMut(&EcsEntity, &mut FigureStateMeta) -> bool) {
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span!(_guard, "FigureManagerStates::retain");
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span!(_guard, "retain", "FigureManagerStates::retain");
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self.character_states.retain(|k, v| f(k, &mut *v));
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self.quadruped_small_states.retain(|k, v| f(k, &mut *v));
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self.quadruped_medium_states.retain(|k, v| f(k, &mut *v));
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@ -339,7 +339,7 @@ impl FigureMgr {
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pub fn col_lights(&self) -> &FigureColLights { &self.col_lights }
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pub fn clean(&mut self, tick: u64) {
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span!(_guard, "FigureManager::clean");
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span!(_guard, "clean", "FigureManager::clean");
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self.model_cache.clean(&mut self.col_lights, tick);
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self.critter_model_cache.clean(&mut self.col_lights, tick);
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self.quadruped_small_model_cache
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@ -366,7 +366,7 @@ impl FigureMgr {
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#[allow(clippy::redundant_pattern_matching)]
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// TODO: Pending review in #587
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pub fn update_lighting(&mut self, scene_data: &SceneData) {
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span!(_guard, "FigureManager::update_lighting");
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span!(_guard, "update_lighting", "FigureManager::update_lighting");
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let ecs = scene_data.state.ecs();
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for (entity, body, light_emitter) in (
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&ecs.entities(),
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@ -455,7 +455,7 @@ impl FigureMgr {
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visible_psr_bounds: math::Aabr<f32>,
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camera: &Camera,
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) -> anim::vek::Aabb<f32> {
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span!(_guard, "FigureManager::maintain");
|
||||
span!(_guard, "maintain", "FigureManager::maintain");
|
||||
let state = scene_data.state;
|
||||
let time = state.get_time();
|
||||
let tick = scene_data.tick;
|
||||
@ -2135,7 +2135,7 @@ impl FigureMgr {
|
||||
(is_daylight, _light_data): super::LightData,
|
||||
(camera, figure_lod_render_distance): CameraData,
|
||||
) {
|
||||
span!(_guard, "FigureManager::render_shadows");
|
||||
span!(_guard, "render_shadows", "FigureManager::render_shadows");
|
||||
let ecs = state.ecs();
|
||||
|
||||
if is_daylight && renderer.render_mode().shadow.is_map() {
|
||||
@ -2187,7 +2187,7 @@ impl FigureMgr {
|
||||
lod: &LodData,
|
||||
(camera, figure_lod_render_distance): CameraData,
|
||||
) {
|
||||
span!(_guard, "FigureManager::render");
|
||||
span!(_guard, "render", "FigureManager::render");
|
||||
let ecs = state.ecs();
|
||||
|
||||
let character_state_storage = state.read_storage::<common::comp::CharacterState>();
|
||||
@ -2238,7 +2238,7 @@ impl FigureMgr {
|
||||
lod: &LodData,
|
||||
(camera, figure_lod_render_distance): CameraData,
|
||||
) {
|
||||
span!(_guard, "FigureManager::render_player");
|
||||
span!(_guard, "render_player", "FigureManager::render_player");
|
||||
let ecs = state.ecs();
|
||||
|
||||
let character_state_storage = state.read_storage::<common::comp::CharacterState>();
|
||||
@ -2622,7 +2622,7 @@ impl FigureColLights {
|
||||
(opaque, bounds): (Mesh<TerrainPipeline>, math::Aabb<f32>),
|
||||
vertex_range: [Range<u32>; N],
|
||||
) -> Result<FigureModelEntry<N>, RenderError> {
|
||||
span!(_guard, "FigureColLights::create_figure");
|
||||
span!(_guard, "create_figure", "FigureColLights::create_figure");
|
||||
let atlas = &mut self.atlas;
|
||||
let allocation = atlas
|
||||
.allocate(guillotiere::Size::new(
|
||||
|
@ -380,7 +380,7 @@ impl Scene {
|
||||
scene_data: &SceneData,
|
||||
audio: &mut AudioFrontend,
|
||||
) {
|
||||
span!(_guard, "Scene::handle_outcome");
|
||||
span!(_guard, "handle_outcome", "Scene::handle_outcome");
|
||||
self.particle_mgr.handle_outcome(&outcome, &scene_data);
|
||||
self.sfx_mgr.handle_outcome(&outcome, audio);
|
||||
|
||||
@ -424,7 +424,7 @@ impl Scene {
|
||||
audio: &mut AudioFrontend,
|
||||
scene_data: &SceneData,
|
||||
) {
|
||||
span!(_guard, "Scene::maintain");
|
||||
span!(_guard, "maintain", "Scene::maintain");
|
||||
// Get player position.
|
||||
let ecs = scene_data.state.ecs();
|
||||
|
||||
@ -976,7 +976,7 @@ impl Scene {
|
||||
tick: u64,
|
||||
scene_data: &SceneData,
|
||||
) {
|
||||
span!(_guard, "Scene::render");
|
||||
span!(_guard, "render", "Scene::render");
|
||||
let sun_dir = scene_data.get_sun_dir();
|
||||
let is_daylight = sun_dir.z < 0.0;
|
||||
let focus_pos = self.camera.get_focus_pos();
|
||||
|
@ -49,7 +49,7 @@ impl ParticleMgr {
|
||||
}
|
||||
|
||||
pub fn handle_outcome(&mut self, outcome: &Outcome, scene_data: &SceneData) {
|
||||
span!(_guard, "ParticleMgr::handle_outcome");
|
||||
span!(_guard, "handle_outcome", "ParticleMgr::handle_outcome");
|
||||
let time = scene_data.state.get_time();
|
||||
let mut rng = rand::thread_rng();
|
||||
|
||||
@ -100,7 +100,7 @@ impl ParticleMgr {
|
||||
scene_data: &SceneData,
|
||||
terrain: &Terrain<TerrainChunk>,
|
||||
) {
|
||||
span!(_guard, "ParticleMgr::maintain");
|
||||
span!(_guard, "maintain", "ParticleMgr::maintain");
|
||||
if scene_data.particles_enabled {
|
||||
// update timings
|
||||
self.scheduler.maintain(scene_data.state.get_time());
|
||||
@ -125,7 +125,11 @@ impl ParticleMgr {
|
||||
}
|
||||
|
||||
fn maintain_body_particles(&mut self, scene_data: &SceneData) {
|
||||
span!(_guard, "ParticleMgr::maintain_body_particles");
|
||||
span!(
|
||||
_guard,
|
||||
"body_particles",
|
||||
"ParticleMgr::maintain_body_particles"
|
||||
);
|
||||
let ecs = scene_data.state.ecs();
|
||||
for (body, pos) in (&ecs.read_storage::<Body>(), &ecs.read_storage::<Pos>()).join() {
|
||||
match body {
|
||||
@ -152,7 +156,11 @@ impl ParticleMgr {
|
||||
}
|
||||
|
||||
fn maintain_campfirelit_particles(&mut self, scene_data: &SceneData, pos: &Pos) {
|
||||
span!(_guard, "ParticleMgr::maintain_campfirelit_particles");
|
||||
span!(
|
||||
_guard,
|
||||
"campfirelit_particles",
|
||||
"ParticleMgr::maintain_campfirelit_particles"
|
||||
);
|
||||
let time = scene_data.state.get_time();
|
||||
|
||||
for _ in 0..self.scheduler.heartbeats(Duration::from_millis(10)) {
|
||||
@ -173,7 +181,11 @@ impl ParticleMgr {
|
||||
}
|
||||
|
||||
fn maintain_boltfire_particles(&mut self, scene_data: &SceneData, pos: &Pos) {
|
||||
span!(_guard, "ParticleMgr::maintain_boltfire_particles");
|
||||
span!(
|
||||
_guard,
|
||||
"boltfire_particles",
|
||||
"ParticleMgr::maintain_boltfire_particles"
|
||||
);
|
||||
let time = scene_data.state.get_time();
|
||||
|
||||
for _ in 0..self.scheduler.heartbeats(Duration::from_millis(10)) {
|
||||
@ -193,7 +205,11 @@ impl ParticleMgr {
|
||||
}
|
||||
|
||||
fn maintain_boltfirebig_particles(&mut self, scene_data: &SceneData, pos: &Pos) {
|
||||
span!(_guard, "ParticleMgr::maintain_boltfirebig_particles");
|
||||
span!(
|
||||
_guard,
|
||||
"boltfirebig_particles",
|
||||
"ParticleMgr::maintain_boltfirebig_particles"
|
||||
);
|
||||
let time = scene_data.state.get_time();
|
||||
|
||||
// fire
|
||||
@ -224,7 +240,11 @@ impl ParticleMgr {
|
||||
}
|
||||
|
||||
fn maintain_bomb_particles(&mut self, scene_data: &SceneData, pos: &Pos) {
|
||||
span!(_guard, "ParticleMgr::maintain_bomb_particles");
|
||||
span!(
|
||||
_guard,
|
||||
"bomb_particles",
|
||||
"ParticleMgr::maintain_bomb_particles"
|
||||
);
|
||||
let time = scene_data.state.get_time();
|
||||
|
||||
for _ in 0..self.scheduler.heartbeats(Duration::from_millis(10)) {
|
||||
@ -247,7 +267,11 @@ impl ParticleMgr {
|
||||
}
|
||||
|
||||
fn maintain_boost_particles(&mut self, scene_data: &SceneData) {
|
||||
span!(_guard, "ParticleMgr::maintain_boost_particles");
|
||||
span!(
|
||||
_guard,
|
||||
"boost_particles",
|
||||
"ParticleMgr::maintain_boost_particles"
|
||||
);
|
||||
let state = scene_data.state;
|
||||
let ecs = state.ecs();
|
||||
let time = state.get_time();
|
||||
@ -281,7 +305,11 @@ impl ParticleMgr {
|
||||
scene_data: &SceneData,
|
||||
terrain: &Terrain<TerrainChunk>,
|
||||
) {
|
||||
span!(_guard, "ParticleMgr::maintain_block_particles");
|
||||
span!(
|
||||
_guard,
|
||||
"block_particles",
|
||||
"ParticleMgr::maintain_block_particles"
|
||||
);
|
||||
let dt = scene_data.state.ecs().fetch::<DeltaTime>().0;
|
||||
let time = scene_data.state.get_time();
|
||||
let player_pos = scene_data
|
||||
@ -393,7 +421,7 @@ impl ParticleMgr {
|
||||
}
|
||||
|
||||
fn upload_particles(&mut self, renderer: &mut Renderer) {
|
||||
span!(_guard, "ParticleMgr::upload_particles");
|
||||
span!(_guard, "upload_particles", "ParticleMgr::upload_particles");
|
||||
let all_cpu_instances = self
|
||||
.particles
|
||||
.iter()
|
||||
@ -415,7 +443,7 @@ impl ParticleMgr {
|
||||
global: &GlobalModel,
|
||||
lod: &LodData,
|
||||
) {
|
||||
span!(_guard, "ParticleMgr::render");
|
||||
span!(_guard, "render", "ParticleMgr::render");
|
||||
if scene_data.particles_enabled {
|
||||
let model = &self
|
||||
.model_cache
|
||||
@ -501,7 +529,7 @@ impl HeartbeatScheduler {
|
||||
/// updates the last elapsed times and elapsed counts
|
||||
/// this should be called once, and only once per tick.
|
||||
pub fn maintain(&mut self, now: f64) {
|
||||
span!(_guard, "HeartbeatScheduler::maintain");
|
||||
span!(_guard, "maintain", "HeartbeatScheduler::maintain");
|
||||
self.last_known_time = now;
|
||||
|
||||
for (frequency, (last_update, heartbeats)) in self.timers.iter_mut() {
|
||||
|
@ -385,7 +385,7 @@ impl<V: RectRasterableVol> Terrain<V> {
|
||||
fn make_atlas(
|
||||
renderer: &mut Renderer,
|
||||
) -> Result<(AtlasAllocator, Texture<ColLightFmt>), RenderError> {
|
||||
span!(_guard, "Terrain::make_atlas");
|
||||
span!(_guard, "male_atlas", "Terrain::make_atlas");
|
||||
let max_texture_size = renderer.max_texture_size();
|
||||
let atlas_size =
|
||||
guillotiere::Size::new(i32::from(max_texture_size), i32::from(max_texture_size));
|
||||
@ -453,7 +453,7 @@ impl<V: RectRasterableVol> Terrain<V> {
|
||||
view_mat: Mat4<f32>,
|
||||
proj_mat: Mat4<f32>,
|
||||
) -> (Aabb<f32>, Vec<math::Vec3<f32>>, math::Aabr<f32>) {
|
||||
span!(_guard, "Terrain::maintain");
|
||||
span!(_guard, "maintain", "Terrain::maintain");
|
||||
let current_tick = scene_data.tick;
|
||||
let current_time = scene_data.state.get_time();
|
||||
let mut visible_bounding_box: Option<Aabb<f32>> = None;
|
||||
@ -951,7 +951,7 @@ impl<V: RectRasterableVol> Terrain<V> {
|
||||
(is_daylight, light_data): super::LightData,
|
||||
focus_pos: Vec3<f32>,
|
||||
) {
|
||||
span!(_guard, "Terrain::render_shadows");
|
||||
span!(_guard, "render_shadows", "Terrain::render_shadows");
|
||||
if !renderer.render_mode().shadow.is_map() {
|
||||
return;
|
||||
};
|
||||
@ -1013,7 +1013,7 @@ impl<V: RectRasterableVol> Terrain<V> {
|
||||
lod: &LodData,
|
||||
focus_pos: Vec3<f32>,
|
||||
) {
|
||||
span!(_guard, "Terrain::render");
|
||||
span!(_guard, "render", "Terrain::render");
|
||||
let focus_chunk = Vec2::from(focus_pos).map2(TerrainChunk::RECT_SIZE, |e: f32, sz| {
|
||||
(e as i32).div_euclid(sz as i32)
|
||||
});
|
||||
@ -1047,7 +1047,7 @@ impl<V: RectRasterableVol> Terrain<V> {
|
||||
cam_pos: Vec3<f32>,
|
||||
sprite_render_distance: f32,
|
||||
) {
|
||||
span!(_guard, "Terrain::render_translucent");
|
||||
span!(_guard, "render_translucent", "Terrain::render_translucent");
|
||||
let focus_chunk = Vec2::from(focus_pos).map2(TerrainChunk::RECT_SIZE, |e: f32, sz| {
|
||||
(e as i32).div_euclid(sz as i32)
|
||||
});
|
||||
|
@ -17,7 +17,7 @@ pub struct BlocksOfInterest {
|
||||
|
||||
impl BlocksOfInterest {
|
||||
pub fn from_chunk(chunk: &TerrainChunk) -> Self {
|
||||
span!(_guard, "BlocksOfInterest::from_chunk");
|
||||
span!(_guard, "from_chunk", "BlocksOfInterest::from_chunk");
|
||||
let mut leaves = Vec::new();
|
||||
let mut grass = Vec::new();
|
||||
let mut embers = Vec::new();
|
||||
|
@ -112,7 +112,7 @@ impl SessionState {
|
||||
global_state: &mut GlobalState,
|
||||
outcomes: &mut Vec<Outcome>,
|
||||
) -> Result<TickAction, Error> {
|
||||
span!(_guard, "Session::tick");
|
||||
span!(_guard, "tick", "Session::tick");
|
||||
self.inputs.tick(dt);
|
||||
|
||||
let mut client = self.client.borrow_mut();
|
||||
@ -197,7 +197,7 @@ impl PlayState for SessionState {
|
||||
}
|
||||
|
||||
fn tick(&mut self, global_state: &mut GlobalState, events: Vec<Event>) -> PlayStateResult {
|
||||
span!(_guard, "<Session as PlayState>::tick");
|
||||
span!(_guard, "tick", "<Session as PlayState>::tick");
|
||||
// NOTE: Not strictly necessary, but useful for hotloading translation changes.
|
||||
self.voxygen_i18n = VoxygenLocalization::load_expect(&i18n_asset_key(
|
||||
&global_state.settings.language.selected_language,
|
||||
@ -1116,7 +1116,7 @@ impl PlayState for SessionState {
|
||||
///
|
||||
/// This method should be called once per frame.
|
||||
fn render(&mut self, renderer: &mut Renderer, settings: &Settings) {
|
||||
span!(_guard, "<Session as PlayState>::render");
|
||||
span!(_guard, "render", "<Session as PlayState>::render");
|
||||
// Render the screen using the global renderer
|
||||
{
|
||||
let client = self.client.borrow();
|
||||
|
@ -292,7 +292,7 @@ impl Ui {
|
||||
|
||||
#[allow(clippy::float_cmp)] // TODO: Pending review in #587
|
||||
pub fn maintain(&mut self, renderer: &mut Renderer, view_projection_mat: Option<Mat4<f32>>) {
|
||||
span!(_guard, "Ui::maintain");
|
||||
span!(_guard, "maintain", "Ui::maintain");
|
||||
// Maintain tooltip manager
|
||||
self.tooltip_manager
|
||||
.maintain(self.ui.global_input(), self.scale.scale_factor_logical());
|
||||
@ -334,7 +334,7 @@ impl Ui {
|
||||
view_projection_mat: Option<Mat4<f32>>,
|
||||
retry: &mut bool,
|
||||
) {
|
||||
span!(_guard, "Ui::maintain_internal");
|
||||
span!(_guard, "internal", "Ui::maintain_internal");
|
||||
let (graphic_cache, text_cache, glyph_cache, cache_tex) = self.cache.cache_mut_and_tex();
|
||||
|
||||
let mut primitives = if *retry {
|
||||
@ -979,7 +979,7 @@ impl Ui {
|
||||
}
|
||||
|
||||
pub fn render(&self, renderer: &mut Renderer, maybe_globals: Option<&Consts<Globals>>) {
|
||||
span!(_guard, "Ui::render");
|
||||
span!(_guard, "render", "Ui::render");
|
||||
let mut scissor = default_scissor(renderer);
|
||||
let globals = maybe_globals.unwrap_or(&self.default_globals);
|
||||
let mut locals = &self.interface_locals;
|
||||
|
@ -1049,7 +1049,7 @@ impl Window {
|
||||
}
|
||||
|
||||
pub fn swap_buffers(&self) -> Result<(), Error> {
|
||||
span!(_guard, "Window::swap_buffers");
|
||||
span!(_guard, "swap_buffers", "Window::swap_buffers");
|
||||
self.window
|
||||
.swap_buffers()
|
||||
.map_err(|err| Error::BackendError(Box::new(err)))
|
||||
|
Loading…
Reference in New Issue
Block a user