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271 lines
7.5 KiB
271 lines
7.5 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $Workfile: $
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// $Date: $
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//
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//-----------------------------------------------------------------------------
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// $Log: $
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//
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// $NoKeywords: $
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//=============================================================================//
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#include <string.h>
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#include <stdlib.h>
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#include "basetypes.h"
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#include "measure_section.h"
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#include "convar.h"
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// Static members
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CMeasureSection *CMeasureSection::s_pSections = 0;
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int CMeasureSection::s_nCount = 0;
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double CMeasureSection::m_dNextResort = 0.0;
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ConVar measure_resort( "measure_resort", "1.0", 0, "How often to re-sort profiling sections\n" );
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ConVar game_speeds( "game_speeds","0" );
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extern ConVar host_speeds;
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//-----------------------------------------------------------------------------
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// Purpose: Creates a profiling section
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// Input : *name - name of the section ( allocated on stack hopefully )
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//-----------------------------------------------------------------------------
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CMeasureSection::CMeasureSection( const char *name )
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{
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// Just point at name since it's static
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m_pszName = name;
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// Clear accumulators
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Reset();
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SortReset();
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m_dMaxTime.Init();
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// Link into master list
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m_pNext = s_pSections;
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s_pSections = this;
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// Update count
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s_nCount++;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Destroys the object
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//-----------------------------------------------------------------------------
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CMeasureSection::~CMeasureSection( void )
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{
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m_pNext = NULL;
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s_nCount--;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CMeasureSection::UpdateMax( void )
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{
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if (m_dMaxTime.IsLessThan(m_dAccumulatedTime))
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{
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m_dMaxTime.Init();
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CCycleCount::Add(m_dMaxTime,m_dAccumulatedTime,m_dMaxTime);
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CMeasureSection::Reset( void )
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{
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m_dAccumulatedTime.Init();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CMeasureSection::SortReset( void )
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{
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m_dTotalTime.Init();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Output : const char
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//-----------------------------------------------------------------------------
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const char *CMeasureSection::GetName( void )
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{
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return m_pszName;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Output :
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//-----------------------------------------------------------------------------
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CCycleCount const& CMeasureSection::GetTotalTime( void )
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{
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return m_dTotalTime;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Output :
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//-----------------------------------------------------------------------------
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CCycleCount const& CMeasureSection::GetTime( void )
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{
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return m_dAccumulatedTime;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Output :
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//-----------------------------------------------------------------------------
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CCycleCount const& CMeasureSection::GetMaxTime( void )
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{
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return m_dMaxTime;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Accumulates a timeslice
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// Input : time -
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//-----------------------------------------------------------------------------
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void CMeasureSection::AddTime( CCycleCount const &rCount )
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{
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CCycleCount::Add(m_dAccumulatedTime, rCount, m_dAccumulatedTime);
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CCycleCount::Add(m_dTotalTime, rCount, m_dTotalTime);
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Output : CMeasureSection
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//-----------------------------------------------------------------------------
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CMeasureSection *CMeasureSection::GetNext( void )
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{
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return m_pNext;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Output : CMeasureSection
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//-----------------------------------------------------------------------------
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CMeasureSection *CMeasureSection::GetList( void )
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{
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return s_pSections;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Compares accumulated time for two sections
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// Input : ppms1 -
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// ppms2 -
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// Output : static int
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//-----------------------------------------------------------------------------
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static int SectionCompare( const void* ppms1,const void* ppms2 )
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{
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CMeasureSection* pms1 = *(CMeasureSection**)ppms1;
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CMeasureSection* pms2 = *(CMeasureSection**)ppms2;
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if ( pms1->GetTotalTime().IsLessThan(pms2->GetTotalTime()) )
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return 1;
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else
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return -1;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Sorts sections by time usage
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//-----------------------------------------------------------------------------
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void CMeasureSection::SortSections( void )
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{
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// Not enough to be sortable
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if ( s_nCount <= 1 )
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return;
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CMeasureSection *sortarray[ 128 ];
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CMeasureSection *ms;
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memset(sortarray,sizeof(CMeasureSection*)*128,0);
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ms = GetList();
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int i;
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int c = 0;
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while ( ms )
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{
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sortarray[ c++ ] = ms;
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ms = ms->GetNext();
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}
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// Sort the array alphabetically
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qsort( sortarray, c , sizeof( CMeasureSection * ), SectionCompare );
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// Fix next pointers
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for ( i = 0; i < c-1; i++ )
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{
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sortarray[ i ]->m_pNext = sortarray[ i + 1 ];
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}
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sortarray[i]->m_pNext = NULL;
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// Point head of list at it
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s_pSections = sortarray[ 0 ];
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}
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//-----------------------------------------------------------------------------
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// Purpose: Creates an instance for timing a section
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// Input : *ms -
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//-----------------------------------------------------------------------------
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CMeasureSectionInstance::CMeasureSectionInstance( CMeasureSection *ms )
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{
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// Remember where to put accumulated time
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m_pMS = ms;
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if ( host_speeds.GetInt() < 3 && !game_speeds.GetInt())
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return;
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// Get initial timestamp
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m_Timer.Start();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CMeasureSectionInstance::~CMeasureSectionInstance( void )
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{
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if ( host_speeds.GetInt() < 3 && !game_speeds.GetInt())
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return;
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// Get final timestamp
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m_Timer.End();
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// Add time to section
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m_pMS->AddTime( m_Timer.GetDuration() );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Re-sort all data and determine whether sort keys should be reset too ( after
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// re-doing sort if needed ).
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//-----------------------------------------------------------------------------
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void ResetTimeMeasurements( void )
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{
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#if defined( _DEBUG ) || defined( FORCE_MEASURE )
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bool sort_reset = false;
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// Time to redo sort?
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if ( measure_resort.GetFloat() > 0.0 &&
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GetRealTime() >= CMeasureSection::m_dNextResort )
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{
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// Redo it
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CMeasureSection::SortSections();
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// Set next time
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CMeasureSection::m_dNextResort = GetRealTime() + measure_resort.GetFloat();
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// Flag to reset sort accumulator, too
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sort_reset = true;
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}
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// Iterate through the sections now
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CMeasureSection *p = CMeasureSection::GetList();
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while ( p )
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{
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// Reset regular accum.
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p->Reset();
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// Reset sort accum less often
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if ( sort_reset )
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{
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p->SortReset();
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}
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p = p->GetNext();
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}
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#endif
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}
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