moved route 1 battle location again, added transparency to bottom battle menu

This commit is contained in:
DramaticShape
2026-07-30 21:34:25 -04:00
parent d1a1c69c7d
commit f12b564dcd
13 changed files with 1606 additions and 24 deletions
+353
View File
@@ -0,0 +1,353 @@
-- Voxel world mode: the instrumentation core.
--
-- Ships DARK. Every entry point is one boolean test away from doing
-- nothing, and the boolean is false unless a run explicitly asks for
-- measurement (DS_PERF in the environment, or a ds_perf.flag file in the
-- save directory for a device that has no environment to set). A mod that
-- measures itself in every player's session is a mod that costs every
-- player the measurement, so the default has to be off and the off path
-- has to be free.
--
-- What it measures, and why those three things:
--
-- * LABELS -- named spans (a bake, a mesh build, a shader compile),
-- accumulated as {n, total, max}. `max` is the one that matters: a
-- bake that costs 40ms ONCE is a visible hitch, and an average hides
-- it completely.
-- * FRAMES -- a ring of the last N whole-frame times, stamped once per
-- rendered frame. Frame time is the only number the player actually
-- experiences; every label total is a hypothesis about which frames.
-- * COUNTERS -- plain integers a caller bumps (sun-pass redraws, atlas
-- rebakes). Cheaper than a span when the question is "how often",
-- not "how long".
--
-- Spans are wall time, and on a GPU that means submission time, not
-- completion time -- the driver is free to finish the work later. So a
-- GPU-side saving shows up in the FRAME numbers rather than in the label
-- for the pass that caused it, and both are reported.
local Perf = {}
local clock = (love and love.timer and love.timer.getTime) or os.clock
-- Read through pcall: the loader's sandbox does not hand a mod `os`, and
-- instrumentation must never be the reason the mod fails to load. Same
-- shape as OverworldBattle's DS_BATTLE_DEBUG probe.
local function envFlag(name)
local ok, value = pcall(function() return os.getenv(name) end)
if not ok then return nil end
if value == nil or value == "" or value == "0" then return nil end
return value
end
local function flagFile()
if not (love and love.filesystem and love.filesystem.getInfo) then
return false
end
local ok, info = pcall(love.filesystem.getInfo, "ds_perf.flag")
return ok and info ~= nil
end
Perf.enabled = (envFlag("DS_PERF") ~= nil) or flagFile()
Perf.labels = {} -- label -> { n, total, max }
Perf.order = {} -- insertion order, so a report reads chronologically
Perf.counters = {} -- name -> integer
Perf.frames = {} -- ring of frame times, seconds
Perf.frameCount = 0
Perf.RING = 4096
-- The segment a frame belongs to ("map:ROUTE_1:first"). A benchmark
-- names the phase it is driving; every frame and every label span
-- recorded while that name is set is attributed to it, which is what
-- turns "the walk was slow" into "the walk was slow ONLY on the frames
-- right after ROUTE_1 came into view".
Perf.segment = nil
Perf.segments = {} -- name -> { frames = {}, labels = {}, order = {} }
local function segmentEntry()
local name = Perf.segment
if not name then return nil end
local s = Perf.segments[name]
if not s then
s = { name = name, frames = {}, labels = {}, order = {} }
Perf.segments[name] = s
Perf.segments[#Perf.segments + 1] = s -- array half preserves order
end
return s
end
function Perf.setSegment(name)
Perf.segment = name
if name then segmentEntry() end
end
-- ---------------------------------------------------------------- spans
--
-- Call shape at the measured site:
--
-- local t0 = Perf.now()
-- ... the work ...
-- Perf.add("TerrainAtlas.staticAtlas", t0)
--
-- When disabled, now() returns nil and add() returns on the nil -- two
-- function calls and a branch, no table touched, no string built. Sites
-- that would run thousands of times a frame (per draw call, per vertex)
-- are still too hot for that and are deliberately NOT instrumented; the
-- frame ring covers them in aggregate.
function Perf.now()
if not Perf.enabled then return nil end
return clock()
end
local function bump(store, order, label, dt)
local s = store[label]
if not s then
s = { n = 0, total = 0, max = 0 }
store[label] = s
order[#order + 1] = label
end
s.n = s.n + 1
s.total = s.total + dt
if dt > s.max then s.max = dt end
end
function Perf.add(label, t0)
if t0 == nil then return end
local dt = clock() - t0
bump(Perf.labels, Perf.order, label, dt)
local seg = segmentEntry()
if seg then bump(seg.labels, seg.order, label, dt) end
end
-- Wrap a function in a table, in place. Used by drivers to instrument
-- module internals they do not own; the mod's own code calls now()/add()
-- directly so the label is visible at the site.
function Perf.wrap(tbl, name, label)
local orig = tbl and tbl[name]
if not orig then return false end
tbl[name] = function(...)
if not Perf.enabled then return orig(...) end
local t0 = clock()
local a, b, c, d = orig(...)
Perf.add(label or name, t0)
return a, b, c, d
end
return true
end
-- ------------------------------------------------------------- counters
function Perf.count(name, by)
if not Perf.enabled then return end
Perf.counters[name] = (Perf.counters[name] or 0) + (by or 1)
end
-- --------------------------------------------------------------- frames
--
-- Called once per RENDERED frame (the endFrame seam), not once per
-- logic update: a scripted run can step the game many times per render,
-- and a frame the player never saw cannot have hitched for them.
local lastFrame = nil
function Perf.frame()
if not Perf.enabled then return end
local t = clock()
if lastFrame then
local dt = t - lastFrame
local n = Perf.frameCount + 1
Perf.frameCount = n
Perf.frames[(n - 1) % Perf.RING + 1] = dt
local seg = segmentEntry()
if seg then seg.frames[#seg.frames + 1] = dt end
end
lastFrame = t
end
-- Discard the pending frame stamp: after a long blocking operation the
-- next frame delta would include it and libel the renderer.
function Perf.resync()
lastFrame = Perf.enabled and clock() or nil
end
-- ------------------------------------------------------------ reporting
local function percentile(sorted, p)
local n = #sorted
if n == 0 then return 0 end
local i = math.ceil(p * n)
if i < 1 then i = 1 end
if i > n then i = n end
return sorted[i]
end
-- Frame statistics in MILLISECONDS. p95/p99 rather than the average
-- because smoothness is a tail property: a run that averages 9ms and
-- spikes to 60ms four times reads as stuttering, and its average reads
-- as fine.
function Perf.frameStats(list)
local src = list or Perf.frames
local sorted = {}
for i = 1, #src do sorted[i] = src[i] * 1000 end
table.sort(sorted)
local n = #sorted
local total = 0
for i = 1, n do total = total + sorted[i] end
local over16, over33 = 0, 0
for i = 1, n do
if sorted[i] > 16.7 then over16 = over16 + 1 end
if sorted[i] > 33.3 then over33 = over33 + 1 end
end
return {
n = n,
avg = n > 0 and total / n or 0,
p50 = percentile(sorted, 0.50),
p95 = percentile(sorted, 0.95),
p99 = percentile(sorted, 0.99),
worst = n > 0 and sorted[n] or 0,
over16 = over16,
over33 = over33,
}
end
function Perf.reset()
Perf.labels, Perf.order = {}, {}
Perf.counters = {}
Perf.frames, Perf.frameCount = {}, 0
Perf.segments = {}
Perf.segment = nil
lastFrame = nil
end
local function sortedLabels(store, order)
local out = {}
for _, lbl in ipairs(order) do out[#out + 1] = lbl end
table.sort(out, function(a, b) return store[a].total > store[b].total end)
return out
end
function Perf.printReport(title)
print(("[perf] ==== %s ===="):format(tostring(title or "report")))
local f = Perf.frameStats()
print(("[perf] frames n=%d avg=%.2fms p50=%.2f p95=%.2f p99=%.2f worst=%.2f >16.7ms=%d >33.3ms=%d")
:format(f.n, f.avg, f.p50, f.p95, f.p99, f.worst, f.over16, f.over33))
for _, seg in ipairs(Perf.segments) do
local s = Perf.frameStats(seg.frames)
print(("[perf] seg %-28s n=%4d avg=%6.2f p95=%6.2f p99=%6.2f worst=%7.2f >16.7=%3d >33.3=%3d")
:format(seg.name, s.n, s.avg, s.p95, s.p99, s.worst, s.over16, s.over33))
end
print("[perf] ---- labels (ms, sorted by total) ----")
for _, lbl in ipairs(sortedLabels(Perf.labels, Perf.order)) do
local s = Perf.labels[lbl]
print(("[perf] %-46s n=%6d total=%9.1f max=%8.2f")
:format(lbl, s.n, s.total * 1000, s.max * 1000))
end
local names = {}
for k in pairs(Perf.counters) do names[#names + 1] = k end
table.sort(names)
if #names > 0 then print("[perf] ---- counters ----") end
for _, k in ipairs(names) do
print(("[perf] %-46s %d"):format(k, Perf.counters[k]))
end
end
-- ------------------------------------------------------------------ json
--
-- Hand-rolled rather than pulled from the engine: the report has to be
-- readable by a diff tool between two runs, and that means stable key
-- ORDER, which a generic serializer does not promise.
local function q(s)
return '"' .. tostring(s):gsub('[%c"\\]', function(c)
if c == '"' then return '\\"' end
if c == "\\" then return "\\\\" end
return ("\\u%04x"):format(c:byte())
end) .. '"'
end
local function num(x)
return ("%.4f"):format(x)
end
local function statsJson(f)
return ("{\"n\":%d,\"avg\":%s,\"p50\":%s,\"p95\":%s,\"p99\":%s,\"worst\":%s,\"over16\":%d,\"over33\":%d}")
:format(f.n, num(f.avg), num(f.p50), num(f.p95), num(f.p99),
num(f.worst), f.over16, f.over33)
end
local function labelsJson(store, order)
local parts = {}
for _, lbl in ipairs(sortedLabels(store, order)) do
local s = store[lbl]
parts[#parts + 1] = ("%s:{\"n\":%d,\"total\":%s,\"max\":%s}")
:format(q(lbl), s.n, num(s.total * 1000), num(s.max * 1000))
end
return "{" .. table.concat(parts, ",") .. "}"
end
function Perf.toJson(meta)
local parts = {}
parts[#parts + 1] = "{"
parts[#parts + 1] = "\"meta\":{"
local m = {}
for k, v in pairs(meta or {}) do
m[#m + 1] = q(k) .. ":" .. (type(v) == "number" and num(v) or q(v))
end
table.sort(m)
parts[#parts + 1] = table.concat(m, ",") .. "},"
parts[#parts + 1] = "\"frames\":" .. statsJson(Perf.frameStats()) .. ","
parts[#parts + 1] = "\"segments\":{"
local segs = {}
for _, seg in ipairs(Perf.segments) do
segs[#segs + 1] = q(seg.name) .. ":{\"frames\":"
.. statsJson(Perf.frameStats(seg.frames))
.. ",\"labels\":" .. labelsJson(seg.labels, seg.order) .. "}"
end
parts[#parts + 1] = table.concat(segs, ",") .. "},"
parts[#parts + 1] = "\"labels\":" .. labelsJson(Perf.labels, Perf.order) .. ","
local cs = {}
for k, v in pairs(Perf.counters) do cs[#cs + 1] = q(k) .. ":" .. v end
table.sort(cs)
parts[#parts + 1] = "\"counters\":{" .. table.concat(cs, ",") .. "}"
parts[#parts + 1] = "}"
return table.concat(parts, "")
end
-- Written through love.filesystem (the save directory) rather than io:
-- a driver run and an Android session both have one, and neither is
-- guaranteed a writable working directory.
function Perf.write(name, meta)
local body = Perf.toJson(meta)
if love and love.filesystem then
pcall(love.filesystem.createDirectory, "ds_bench")
local ok = pcall(love.filesystem.write, "ds_bench/" .. name .. ".json", body)
if ok then
print("[perf] wrote " .. tostring(love.filesystem.getSaveDirectory())
.. "/ds_bench/" .. name .. ".json")
return true
end
end
print("[perf] JSON " .. name .. ": " .. body)
return false
end
-- ----------------------------------------------------------- draw stats
--
-- love.graphics.getStats() resets per frame, so it is only meaningful
-- read at the END of a frame -- which is where Perf.frame() runs.
function Perf.drawStats()
if not (love and love.graphics and love.graphics.getStats) then return end
local s = love.graphics.getStats()
Perf.count("stat.drawcalls", s.drawcalls or 0)
Perf.count("stat.canvasswitches", s.canvasswitches or 0)
Perf.count("stat.shaderswitches", s.shaderswitches or 0)
Perf.count("stat.frames", 1)
Perf.texturememory = s.texturememory
Perf.canvases = s.canvases
Perf.images = s.images
end
return Perf