-
-
Notifications
You must be signed in to change notification settings - Fork 2.6k
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Measure long frameEndActions #20903
Comments
I noticed there are two types of frame end actions. For non game world related tasks/actions there is an action queue being used - mostly for gui related stuff. Here the ActionQueue is used which is good as it sorts actions by tick time. For world related - in game logic - tasks no action queue is used. Actions are added to a list and each game tick executed. I.e. a delayed action will substract a counter each tick. Depending on the amount of frame end tasks it may be beneficial to use the ActionQueue here as well. ActionQueue uses a binary search - i.e. to find all expired - to be run - tasks. This seems unneeded assuming that in most cases those tasks that are in front of the queue need to be queried. But since the queue is likely never to big - the current solution may be acceptable. |
See last column source file + line number. Placebuilding seems expensive along with prod queue.
|
[
|
summary: number of occurences in perf log. after bot game.
|
Activities that take over 1ms (by default) are logged as long tasks.
With the growing number of frame end task I was curious to see how long they would take.
It appears often enough they exeed 1 to 4 ms.
Shell map, logging of frame end tasks actions that took over 1ms to execute, sorted by slowest, trimmed at 20 values.
The text was updated successfully, but these errors were encountered: