SanAndreasUnity/Assets/Scripts/Stats/WorldStats.cs
in0finite 32c0be1af2
new world loading system (#110)
* wip

* much faster world creation

* add StaticGeometryInspector

* disable child/parent logic and fading

* rename

* (de)activate objects based on parent

* set draw distance based on layers

* ...

* wip

* wip

* wip

* remove unused param

* prevent concurrent modification

* ...

* catch exceptions when notifying

* ...

* notify about area, not objects

* limit public access to Area

* ...

* ...

* allow public access

* add public api

* adapt code

* pass callback to ctor

* adapt focus points

* fix

* fix intersection check

* support rectangles

* adjust parameters in prefab

* this should fix IsInsideOf()

* ...

* ...

* fix getting area by index

* create area if not exists

* ...

* ...

* ...

* wip for distance levels

* remove constraint on generic parameter

* add some validation

* fix

* fix draw distance per level

* change time of day in which lights are visible

* add todos

* don't use id for UnRegisterFocusPoint()

* use hash set for storing focus points

* add 1 more level

* mark area for update only if visibility changes

* profile WorldSystem calls

* add some profiling sections

* limit time per frame for LoadingThread

* switch custom concurrent queue

* copy jobs to buffer

* rename

* change max draw distance setting

* wait one more frame

* try to remove 801 distance level to remove holes

* attempt to hide interiors, but failed

* delete no longer needed script

* optimization

* some error checking

* add camera as focus point

* dont add camera as focus point in headless mode

* working on load priority

* fix bug - load priority finished

* ...

* small optimizations

* ...

* ...

* remove unneeded variable

* add fading

* dont do fading in headless mode

* fadeRate available in inspector

* change fade rate

* take into account if geometry is loaded when checking if object should be visible, and if fading should be done

* small optimization

* cache IsInHeadlessMode

* display Instance info in inspector

* move interiors up in the sky

* rename

* adapt code to different y pos of interiors

* refactor

* fix finding matched enex for enexes that lead to the same interior level

* display new world stats

* rename

* rename class

* ...

* ...

* extract function

* extract parameters into a struct

* add focus point to dead body

* add focus point to vehicle

* add focus point to vehicle detached parts

* remove OutOfRangeDestroyer from vehicle, and destroy vehicle if it falls below the map

* dont use focus points on vehicle and vehicle detached parts, when not on server

* add focus point for npc peds

* add possibility to set timeout during which focus point keeps revealing after it's destroyed

* adapt UnRegisterFocusPoint() to timeout

* rename

* adapt code

* cleanup MapObject class

* ...

* converting to `lock()`

* optimize method: use 1 lock instead of 3

* call OnObjectFinishedLoading() instead of AddToLoadedObjects()

* ...

* make sure it's main thread

* AsyncLoader is no longer thread safe

* convert static members to non-static in LoadingThread

* fix

* ...

* store indexes for each area

* impl GetAreaCenter()

* calculate load priority based on distance to area, not objects ; limit time per frame ; sort area in Cell, not in concurrent SortedSet ;

* add support for changing draw distance at runtime

* delay setting the new value by 0.2 s

* have a separate default max draw distance for mobile platforms

* adjust y axis world params so that number of visible areas is reduced

* remove "camera far clip plane" setting

* rename

* document flags

* rename

* disable shadow casting and receiving for some objects

* allow casting shadows for LODs with large draw distance

* remove "WorldSystem" layer

* revert layer
2021-07-18 06:03:43 +02:00

80 lines
3.6 KiB
C#

using System.Linq;
using SanAndreasUnity.Behaviours;
using SanAndreasUnity.Behaviours.World;
using UnityEngine;
namespace SanAndreasUnity.Stats
{
public class WorldStats : MonoBehaviour
{
private readonly System.Text.StringBuilder _stringBuilder = new System.Text.StringBuilder();
void Start()
{
Utilities.Stats.RegisterStat(new Utilities.Stats.Entry(){category = "WORLD", onGUI = OnStatGUI});
}
void OnStatGUI()
{
var sb = _stringBuilder;
sb.Clear();
var cell = Cell.Instance;
if (cell != null)
{
sb.Append($"max draw distance {cell.MaxDrawDistance}\n");
sb.Append($"num focus points {cell.FocusPoints.Count}\n");
sb.Append($"num static objects {cell.NumStaticGeometries}\n");
sb.Append($"num TOBJ objects {StaticGeometry.TimedObjects.Count}\n");
sb.Append($"num active ENEX objects {EntranceExitMapObject.AllActiveObjects.Count}\n");
sb.Append($"num active objects with lights {StaticGeometry.ActiveObjectsWithLights.Count}\n");
sb.Append($"num active lights {StaticGeometry.ActiveObjectsWithLights.Sum(_ => _.NumLightSources)}\n");
sb.Append($"geometry parts loaded {Importing.Conversion.Geometry.NumGeometryPartsLoaded}\n");
sb.Append($"world systems\n");
for (int i = 0; i < cell.WorldSystem.WorldSystems.Count; i++)
{
sb.Append($"\tdistance level {cell.WorldSystem.DistanceLevels[i]}\n");
var worldSystem = cell.WorldSystem.WorldSystems[i];
sb.Append($"\tnum focus points {worldSystem.FocusPoints.Count}\n");
sb.Append($"\tnum areas {worldSystem.GetNumAreas(0)} {worldSystem.GetNumAreas(1)} {worldSystem.GetNumAreas(2)}\n");
if (Ped.Instance != null)
{
int numAreasVisible = 0,
numObjectsInVisibleAreas = 0,
maxNumFocusPointsThatSeeMe = 0,
minNumFocusPointsThatSeeMe = int.MaxValue;
worldSystem.ForEachAreaInRadius(
Ped.Instance.transform.position,
Mathf.Min(cell.WorldSystem.DistanceLevels[i], cell.MaxDrawDistance),
area =>
{
numAreasVisible++;
numObjectsInVisibleAreas += area.ObjectsInside?.Count ?? 0;
maxNumFocusPointsThatSeeMe = Mathf.Max(maxNumFocusPointsThatSeeMe, area.FocusPointsThatSeeMe?.Count ?? 0);
minNumFocusPointsThatSeeMe = Mathf.Min(minNumFocusPointsThatSeeMe, area.FocusPointsThatSeeMe?.Count ?? 0);
}
);
sb.Append($"\tlocal ped visibility\n");
sb.Append($"\t\tnum areas visible {numAreasVisible}\n");
sb.Append($"\t\tnum objects in visible areas {numObjectsInVisibleAreas}\n");
sb.Append($"\t\tmax num focus points that see an area {maxNumFocusPointsThatSeeMe}\n");
sb.Append($"\t\tmin num focus points that see an area {minNumFocusPointsThatSeeMe}\n");
}
sb.Append($"\n");
}
}
else
{
sb.Append($"World not loaded\n");
}
GUILayout.Label(sb.ToString());
}
}
}