mirror of
https://github.com/Facepunch/sbox-public.git
synced 2026-04-20 06:19:05 -04:00
Fixes timing scopes to more accurately represent a per-frame main thread breakdown, and prevents spikes when GC is executed. - **GcPause** - New separate timing scope showing time spent in GC per frame - GC pause time is subtracted from all other scopes, so each scope now only tracks its own code execution and no longer includes GC overhead - e.g. when GC occurs during the audio scope, the audio scope no longer spikes to 20ms - **AudioMixingThread** removed from the main scopes - Runs on a separate thread, so its timings are effectively meaningless in the main thread view - All other scopes are main thread only - No longer relevant given the audio optimisation work done over the past months - **Scene** scope removed - Didn't make much sense as it was an aggregate wrapping many other timing scopes - Replaced with a finer `Update` scope that tracks `Component.FixedUpdate`/`Update` - **Editor** scope no longer shows in-game - Scopes reschuffled - e.g. verlet rope physics traces are now tracked under the physics scope - Audio occlusion queries are now tracked under the audio scope https://files.facepunch.com/lolleko/2026/March/02_12-59-QuixoticMarten.png
30 lines
806 B
C#
30 lines
806 B
C#
using System.Collections.Concurrent;
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namespace Sandbox;
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/// <summary>
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/// Simulates VerletRope components in parallel during PrePhysicsStep
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/// </summary>
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internal sealed class VerletRopeGameSystem : GameObjectSystem
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{
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private readonly List<VerletRope> _ropes = new();
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public VerletRopeGameSystem( Scene scene ) : base( scene )
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{
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// Listen to StartFixedUpdate to run before physics
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Listen( Stage.StartFixedUpdate, -100, UpdateRopes, "UpdateRopes" );
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}
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void UpdateRopes()
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{
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using var _ = PerformanceStats.Timings.Physics.Scope();
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_ropes.Clear();
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Scene.GetAll<VerletRope>( _ropes );
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if ( _ropes.Count == 0 ) return;
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var timeDelta = Time.Delta;
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System.Threading.Tasks.Parallel.ForEach( Partitioner.Create( _ropes, loadBalance: true ), rope => rope.Simulate( timeDelta ) );
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}
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}
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