feat: Add benchmark logging system for performance analysis (closes #104)
Add Python API for capturing performance data to JSON files: - mcrfpy.start_benchmark() - start capturing frame data - mcrfpy.end_benchmark() - stop and return filename - mcrfpy.log_benchmark(msg) - add log message to current frame The benchmark system captures per-frame data including: - Frame timing (frame_time_ms, fps, timestamp) - Detailed timing breakdown (grid_render, entity_render, python, animation, fov) - Draw call and element counts - User log messages attached to frames Output JSON format supports analysis tools and includes: - Benchmark metadata (PID, timestamps, duration, total frames) - Full frame-by-frame metrics array Also refactors ProfilingMetrics from nested GameEngine struct to top-level struct for easier forward declaration. 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
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@ -6,6 +6,7 @@
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#include "Resources.h"
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#include "Animation.h"
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#include "Timer.h"
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#include "BenchmarkLogger.h"
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#include "imgui.h"
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#include "imgui-SFML.h"
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#include <cmath>
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@ -308,7 +309,10 @@ void GameEngine::run()
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// Update profiling metrics
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metrics.updateFrameTime(frameTime * 1000.0f); // Convert to milliseconds
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// Record frame data for benchmark logging (if running)
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g_benchmarkLogger.recordFrame(metrics);
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int whole_fps = metrics.fps;
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int tenth_fps = (metrics.fps * 10) % 10;
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