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