McRogueFace/src/BenchmarkLogger.cpp
John McCardle 8583db7225 feat: Add work_time_ms to benchmark logging for load analysis
Track actual work time separately from frame time to determine
system load percentage:
- work_time_ms: Time spent doing actual work before display()
- sleep_time = frame_time_ms - work_time_ms

This allows calculating load percentage:
  load% = (work_time / frame_time) * 100

Example at 60fps with light load:
- frame_time: 16.67ms, work_time: 2ms
- load: 12%, sleep: 14.67ms

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-28 16:13:40 -05:00

38 lines
1.3 KiB
C++

#include "BenchmarkLogger.h"
#include "GameEngine.h"
// Global benchmark logger instance
BenchmarkLogger g_benchmarkLogger;
void BenchmarkLogger::recordFrame(const ProfilingMetrics& metrics) {
if (!running) return;
auto now = std::chrono::high_resolution_clock::now();
double timestamp_ms = std::chrono::duration<double, std::milli>(now - start_time).count();
BenchmarkFrame frame;
frame.frame_number = ++frame_counter;
frame.timestamp_ms = timestamp_ms;
frame.frame_time_ms = metrics.frameTime;
frame.fps = metrics.fps;
frame.work_time_ms = metrics.workTime;
frame.grid_render_ms = metrics.gridRenderTime;
frame.entity_render_ms = metrics.entityRenderTime;
frame.python_time_ms = metrics.pythonScriptTime;
frame.animation_time_ms = metrics.animationTime;
frame.fov_overlay_ms = metrics.fovOverlayTime;
frame.draw_calls = metrics.drawCalls;
frame.ui_elements = metrics.uiElements;
frame.visible_elements = metrics.visibleElements;
frame.grid_cells_rendered = metrics.gridCellsRendered;
frame.entities_rendered = metrics.entitiesRendered;
frame.total_entities = metrics.totalEntities;
// Move pending logs to this frame
frame.logs = std::move(pending_logs);
pending_logs.clear();
frames.push_back(std::move(frame));
}