 c8779fb311
			
		
	
	c8779fb311
	
	
	
		
			
			Adds a console command newgrf_profile to collect some profiling data about NewGRF action 2 callbacks and produce a CSV file.
		
			
				
	
	
		
			142 lines
		
	
	
		
			7.3 KiB
		
	
	
	
		
			Markdown
		
	
	
	
	
	
			
		
		
	
	
			142 lines
		
	
	
		
			7.3 KiB
		
	
	
	
		
			Markdown
		
	
	
	
	
	
| # Logging, frame rate and performance metrics
 | |
| 
 | |
| ## 1.0) Logging of potentially dangerous actions
 | |
| 
 | |
| OpenTTD is a complex program, and together with NewGRF, it may show a buggy
 | |
| behaviour. But not only bugs in code can cause problems. There are several
 | |
| ways to affect game state possibly resulting in program crash or multiplayer
 | |
| desyncs.
 | |
| 
 | |
| Easier way would be to forbid all these unsafe actions, but that would affect
 | |
| game usability for many players. We certainly do not want that.
 | |
| However, we receive bug reports because of this. To reduce time spent with
 | |
| solving these problems, these potentially unsafe actions are logged in
 | |
| the savegame (including crash.sav). Log is stored in crash logs, too.
 | |
| 
 | |
| Information logged:
 | |
| 
 | |
| - Adding / removing / changing order of NewGRFs
 | |
| - Changing NewGRF parameters, loading compatible NewGRF
 | |
| - Changing game mode (scenario editor <-> normal game)
 | |
| - Loading game saved in a different OpenTTD / TTDPatch / Transport Tycoon Deluxe /
 | |
|    original Transport Tycoon version
 | |
| - Running a modified OpenTTD build
 | |
| - Changing settings affecting NewGRF behaviour (non-network-safe settings)
 | |
| - Triggering NewGRF bugs
 | |
| 
 | |
| No personal information is stored.
 | |
| 
 | |
| You can show the game log by typing 'gamelog' in the console or by running
 | |
| OpenTTD in debug mode.
 | |
| 
 | |
| ## 2.0) Frame rate and performance metrics
 | |
| 
 | |
| The Help menu in-game has a function to open the Frame rate window. This
 | |
| window shows various real-time performance statistics, measuring what parts
 | |
| of the game require the most processing power currently.
 | |
| 
 | |
| A summary of the statistics can also be retrieved from the console with the
 | |
| `fps` command. This is especially useful on dedicated servers, where the
 | |
| administrator might want to determine what's limiting performance in a slow
 | |
| game.
 | |
| 
 | |
| The frame rate is given as two figures, the simulation rate and the graphics
 | |
| frame rate. Usually these are identical, as the screen is rendered exactly
 | |
| once per simulated tick, but in the future there might be support for graphics
 | |
| and simulation running at different rates. When the game is paused, the
 | |
| simulation rate drops to zero.
 | |
| 
 | |
| In addition to the simulation rate, a game speed factor is also calculated.
 | |
| This is based on the target simulation speed, which is 30 milliseconds per
 | |
| game tick. At that speed, the expected frame rate is 33.33 frames/second, and
 | |
| the game speed factor is how close to that target the actual rate is. When
 | |
| the game is in fast forward mode, the game speed factor shows how much
 | |
| speed up is achieved.
 | |
| 
 | |
| The lower part of the window shows timing statistics for individual parts of
 | |
| the game. The times shown are short-term and long-term averages of how long
 | |
| it takes to process one tick of game time, all figures are in milliseconds.
 | |
| 
 | |
| Clicking a line in the lower part of the window opens a graph window, giving
 | |
| detailed readings on each tick simulated by the game.
 | |
| 
 | |
| The following is an explanation of the different statistics:
 | |
| 
 | |
| - *Game loop* - Total processing time used per simulated "tick" in the game.
 | |
|   This includes all pathfinding, world updates, and economy handling.
 | |
| - *Cargo handling* - Time spent loading/unloading cargo at stations, and
 | |
|   industries and towns sending/retrieving cargo from stations.
 | |
| - *Train ticks*, *Road vehicle ticks*, *Ship ticks*, *Aircraft ticks* -
 | |
|   Time spent on pathfinding and other processing for each player vehicle type.
 | |
| - *World ticks* - Time spent on other world/landscape processing. This
 | |
|   includes towns growing, building animations, updates of farmland and trees,
 | |
|   and station rating updates.
 | |
| - *GS/AI total*, *Game script*, and *AI players* - Time spent running logic
 | |
|   for game scripts and AI players. The total may show as less than the current
 | |
|   sum of the individual scripts, this is because AI players at lower
 | |
|   difficulty settings do not run every game tick, and hence contribute less
 | |
|   to the average across all ticks. Keep in mind that the "Current" figure is
 | |
|   also an average, just only over short term.
 | |
| - *Link graph delay* - Time overruns of the cargo distribution link graph
 | |
|   update thread. Usually the link graph is updated in a background thread,
 | |
|   but these updates need to synchronise with the main game loop occasionally,
 | |
|   if the time spent on link graph updates is longer than the time taken to
 | |
|   otherwise simulate the game while it was updating, these delays are counted
 | |
|   in this figure.
 | |
| - *Graphics rendering* - Total time spent rendering all graphics, including
 | |
|   both GUI and world viewports. This typically spikes when panning the view
 | |
|   around, and when more things are happening on screen at once.
 | |
| - *World viewport rendering* - Isolated time spent rendering just world
 | |
|   viewports. If this figure is significantly lower than the total graphics
 | |
|   rendering time, most time is spent rendering GUI than rendering world.
 | |
| - *Video output* - Speed of copying the rendered graphics to the display
 | |
|   adapter. Usually this should be very fast (in the range of 0-3 ms), large
 | |
|   values for this can indicate a graphics driver problem.
 | |
| - *Sound mixing* - Speed of mixing active audio samples together. Usually
 | |
|   this should be very fast (in the range of 0-3 ms), if it is slow, consider
 | |
|   switching to the NoSound set.
 | |
| 
 | |
| If the frame rate window is shaded, the title bar will instead show just the
 | |
| current simulation rate and the game speed factor.
 | |
| 
 | |
| ## 3.0) NewGRF callback profiling
 | |
| 
 | |
| NewGRF developers can profile callback chains via the `newgrf_profile`
 | |
| console command. The command controls a profiling mode where every sprite
 | |
| request is measured and logged, and written to a CSV file in the end.
 | |
| 
 | |
| The NewGRF developer tools need to be enabled for the command to function.
 | |
| 
 | |
| View the syntax for the command in-game with the console command
 | |
| `help newgrf_profile`.
 | |
| 
 | |
| Profiling only works during game or in the editor, it's not possible to
 | |
| profile across the main menu, world generation, or loading savegames.
 | |
| 
 | |
| The CSV files contain one line per sprite request during the profiling.
 | |
| They can get very large, especially on large games with many objects from
 | |
| the GRF. Start profiling short periods such as 3 or 7 days, and watch the
 | |
| file sizes.
 | |
| 
 | |
| The produced CSV file contains the following fields:
 | |
| 
 | |
| - *Tick* - Game tick counter, this may wrap to zero during recording.
 | |
|   Mainly useful to distinguish events from separate ticks.
 | |
| - *Sprite* - Index of the root Action 2 sprite in the GRF file. This is
 | |
|   the sprite group being resolved.
 | |
| - *Feature* - NewGRF feature number the sprite group is being resolved for.
 | |
|   This will be 0xFF for AI purchase selection and ambient sound callbacks.
 | |
| - *Item* - The id of the item within the GRF. For cargotypes, railtypes,
 | |
|   roadtypes, and tramtypes, this is the integer representation of the label.
 | |
| - *CallbackID* - The type of callback being resolved. ID 0 is regular graphics
 | |
|   lookup. See the `newgrf_callbacks.h` file in the OpenTTD source code for the
 | |
|   full list of callback IDs.
 | |
| - *Microseconds* - Total time spent to resolve the Action 2, in microseconds.
 | |
| - *Depth* - Number of recursive Action 2 lookups were made during resolution.
 | |
|   Value zero means the sprite group resolved directly.
 | |
| - *Result* - Result of the callback resolution. For lookups that result in
 | |
|   a sprite, this is the index of the base action 2 in the GRF file. For
 | |
|   callbacks that give a numeric result, this is the callback result value.
 | |
|   For lookups that result in an industry production or tilelayout, this
 | |
|   is the sprite index of the action 2 defining the production/tilelayout.
 |