Improved profile marker names

Signed-off-by: Olex Lozitskiy <5432499+AMZN-Olex@users.noreply.github.com>
development
Olex Lozitskiy 4 years ago
parent 4d8c8fdda3
commit f94ec80d9f

@ -350,7 +350,7 @@ namespace Multiplayer
void MultiplayerSystemComponent::OnTick(float deltaTime, [[maybe_unused]] AZ::ScriptTimePoint time)
{
AZ_PROFILE_SCOPE(MULTIPLAYER, "MultiplayerTick");
AZ_PROFILE_SCOPE(MULTIPLAYER, "MultiplayerSystemComponent: OnTick");
if (bg_multiplayerDebugDraw)
{
@ -394,7 +394,7 @@ namespace Multiplayer
// Send out the game state update to all connections
{
AZ_PROFILE_SCOPE(MULTIPLAYER, "SendOutGameStateUpdateToAllConnections");
AZ_PROFILE_SCOPE(MULTIPLAYER, "MultiplayerSystemComponent: OnTick - SendOutGameStateUpdate");
auto sendNetworkUpdates = [&stats](IConnection& connection)
{
@ -441,7 +441,7 @@ namespace Multiplayer
if (!packet.GetCommandSet().empty())
{
AZ_PROFILE_SCOPE(MULTIPLAYER, "SendReliablePackets");
AZ_PROFILE_SCOPE(MULTIPLAYER, "MultiplayerSystemComponent: OnTick - SendReliablePackets");
m_networkInterface->GetConnectionSet().VisitConnections(visitor);
}
}
@ -1020,7 +1020,7 @@ namespace Multiplayer
void MultiplayerSystemComponent::TickVisibleNetworkEntities(float deltaTime, float serverRateSeconds)
{
AZ_PROFILE_SCOPE(MULTIPLAYER, "TickVisibleNetworkEntities");
AZ_PROFILE_SCOPE(MULTIPLAYER, "MultiplayerSystemComponent: TickVisibleNetworkEntities");
m_tickFactor += deltaTime / serverRateSeconds;
// Linear close to the origin, but asymptote at y = 1

@ -81,7 +81,7 @@ namespace Multiplayer
void EntityReplicationManager::ActivatePendingEntities()
{
AZ_PROFILE_SCOPE(MULTIPLAYER, "ActivatePendingEntities");
AZ_PROFILE_SCOPE(MULTIPLAYER, "EntityReplicationManager: ActivatePendingEntities");
AZStd::vector<NetEntityId> notReadyEntities;
@ -132,7 +132,7 @@ namespace Multiplayer
);
{
AZ_PROFILE_SCOPE(MULTIPLAYER, "PrepareSerialization");
AZ_PROFILE_SCOPE(MULTIPLAYER, "EntityReplicationManager: SendUpdates - PrepareSerialization");
// Prep a replication record for send, at this point, everything needs to be sent
for (EntityReplicator* replicator : toSendList)
{
@ -141,7 +141,7 @@ namespace Multiplayer
}
{
AZ_PROFILE_SCOPE(MULTIPLAYER, "SendEntityUpdateMessages");
AZ_PROFILE_SCOPE(MULTIPLAYER, "EntityReplicationManager: SendUpdates - SendEntityUpdateMessages");
// While our to send list is not empty, build up another packet to send
do
{
@ -174,8 +174,8 @@ namespace Multiplayer
{
return EntityReplicatorList();
}
AZ_PROFILE_SCOPE(MULTIPLAYER, "GenerateEntityUpdateList");
AZ_PROFILE_SCOPE(MULTIPLAYER, "EntityReplicationManager: GenerateEntityUpdateList");
// Generate a list of all our entities that need updates
EntityReplicatorList toSendList;

@ -205,13 +205,13 @@ namespace Multiplayer
void NetworkEntityManager::NotifyEntitiesDirtied()
{
AZ_PROFILE_SCOPE(MULTIPLAYER, "NotifyEntitiesDirtied");
AZ_PROFILE_SCOPE(MULTIPLAYER, "NetworkEntityManager: NotifyEntitiesDirtied");
m_onEntityMarkedDirty.Signal();
}
void NetworkEntityManager::NotifyEntitiesChanged()
{
AZ_PROFILE_SCOPE(MULTIPLAYER, "NotifyEntitiesChanged");
AZ_PROFILE_SCOPE(MULTIPLAYER, "NetworkEntityManager: NotifyEntitiesChanged");
m_onEntityNotifyChanges.Signal();
}
@ -364,7 +364,7 @@ namespace Multiplayer
m_networkEntityTracker.erase(entityId);
}
}
INetworkEntityManager::EntityList NetworkEntityManager::CreateEntitiesImmediate(
const AzFramework::Spawnable& spawnable, NetEntityRole netEntityRole, AutoActivate autoActivate)
{
@ -461,12 +461,12 @@ namespace Multiplayer
{
return returnList;
}
auto spawnableAssetId = m_networkPrefabLibrary.GetAssetIdByName(prefabEntryId.m_prefabName);
// Required for sync-instantiation. Todo: keep the reference in NetworkSpawnableLibrary
auto netSpawnableAsset = AZ::Data::AssetManager::Instance().GetAsset<AzFramework::Spawnable>(spawnableAssetId, AZ::Data::AssetLoadBehavior::PreLoad);
AZ::Data::AssetManager::Instance().BlockUntilLoadComplete(netSpawnableAsset);
AzFramework::Spawnable* netSpawnable = netSpawnableAsset.GetAs<AzFramework::Spawnable>();
if (!netSpawnable)
{
@ -623,7 +623,7 @@ namespace Multiplayer
NetworkHierarchyRootComponentController* hierarchyRootController = entityHandle.FindController<NetworkHierarchyRootComponentController>();
NetworkHierarchyChildComponentController* hierarchyChildController = entityHandle.FindController<NetworkHierarchyChildComponentController>();
AZStd::vector<AZ::Entity*> hierarchicalEntities;
AZStd::vector<AZ::Entity*> hierarchicalEntities;
// Get the entities in this hierarchy
if (hierarchyRootController)

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