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Merge pull request pioneerspacesim#5934 from mwerle/refactor/savegame…
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…_stats_job

Improve performance when enumerating saves by running SaveGameStats in a job
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Webster Sheets authored Oct 17, 2024
2 parents 2884328 + f20eb57 commit 61f1c16
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Showing 13 changed files with 221 additions and 91 deletions.
16 changes: 16 additions & 0 deletions data/libs/utils.lua
Original file line number Diff line number Diff line change
Expand Up @@ -960,4 +960,20 @@ utils.getFromIntervals = function(array, value)
return array[utils.getIndexFromIntervals(array, value)][1]
end

--
-- Function: utils.profile
--
-- Simple manual scoped profiler to print the execution time of some invocation.
-- The returned function should be called to terminate the profile scope.
--
utils.profile = function(name)
local start = Engine.nowTime

return function()
local duration = Engine.nowTime - start

print(string.format("PROFILE | %s took %.4fms", name, duration * 1000.0))
end
end

return utils
89 changes: 51 additions & 38 deletions data/pigui/modules/saveloadgame.lua
Original file line number Diff line number Diff line change
Expand Up @@ -2,6 +2,7 @@
-- Licensed under the terms of the GPL v3. See licenses/GPL-3.txt

local Game = require 'Game'
local Event = require 'Event'
local FileSystem = require 'FileSystem'
local Lang = require 'Lang'
local ShipDef = require 'ShipDef'
Expand Down Expand Up @@ -197,42 +198,56 @@ end

--=============================================================================

local function makeEntryForSave(file)
local compatible, saveInfo = pcall(Game.SaveGameStats, file.name)
if not compatible then
saveInfo = {}
end

-- Event callback once the savegame information has been loaded
-- Updates the entryCache with the full details of the savegame.
function SaveLoadWindow:onSaveGameStats(saveInfo)
-- local profileEndScope = utils.profile("SaveLoadWindow:onSaveGameStats()")
local location = saveInfo.system or lc.UNKNOWN

if saveInfo.docked_at then
location = location .. ", " .. saveInfo.docked_at
end

local saveEntry = SaveGameEntry:clone({
name = file.name,
compatible = compatible,
isAutosave = file.name:sub(1, 1) == "_",
character = saveInfo.character,
timestamp = file.mtime.timestamp,
gameTime = saveInfo.time,
duration = saveInfo.duration,
locationName = location,
credits = saveInfo.credits,
shipName = saveInfo.shipName,
shipHull = saveInfo.shipHull,
})

-- Old saves store only the name of the ship's *model* file for some dumb reason
-- Treat the model name as the ship id and otherwise ignore it if we have proper data
local shipHull
if not saveInfo.shipHull then
local shipDef = ShipDef[saveInfo.ship]

if shipDef then
saveEntry.shipHull = shipDef.name
shipHull = shipDef.name
end
else
shipHull = saveInfo.shipHull
end

local entry = self.entryCache[saveInfo.filename]
entry.character = saveInfo.character
entry.compatible = saveInfo.compatible
entry.credits = saveInfo.credits
entry.duration = saveInfo.duration
entry.gameTime = saveInfo.time
entry.locationName = location
entry.shipName = saveInfo.shipName
entry.shipHull = shipHull

-- profileEndScope()
end

local function onSaveGameStats(saveInfo)
ui.saveLoadWindow:onSaveGameStats(saveInfo)
end

-- Trigger load of savegame information and return bare-bones entry
local function makeEntryForSave(file)
-- local profileEndScope = utils.profile("makeEntryForSave()")
Game.SaveGameStats(file.name)

local saveEntry = SaveGameEntry:clone({
name = file.name,
isAutosave = file.name:sub(1, 1) == "_",
timestamp = file.mtime.timestamp,
})

-- profileEndScope()
return saveEntry
end

Expand All @@ -243,6 +258,7 @@ end
--=============================================================================

function SaveLoadWindow:makeFilteredList()
-- local profileEndScope = utils.profile("SaveLoadWindow::makeFilteredList()")
local shouldShow = function(f)
if not self.showAutosaves and f.name:sub(1, 1) == "_" then
return false
Expand All @@ -266,9 +282,11 @@ function SaveLoadWindow:makeFilteredList()
if not utils.contains_if(self.filteredFiles, isSelectedFile) then
self.selectedFile = nil
end
-- profileEndScope()
end

function SaveLoadWindow:makeFileList()
-- local profileEndScope = utils.profile("SaveLoadWindow::makeFileList()")
local ok, files = pcall(Game.ListSaves)

if not ok then
Expand All @@ -282,7 +300,15 @@ function SaveLoadWindow:makeFileList()
return a.mtime.timestamp > b.mtime.timestamp
end)

-- Cache details about each savefile
for _, file in ipairs(self.files) do
if not self.entryCache[file.name] or self.entryCache[file.name].timestamp ~= file.mtime.timestamp then
self.entryCache[file.name] = makeEntryForSave(file)
end
end

self:makeFilteredList()
-- profileEndScope()
end

function SaveLoadWindow:loadSelectedSave()
Expand Down Expand Up @@ -332,21 +358,6 @@ function SaveLoadWindow:deleteSelectedSave()
end)
end

function SaveLoadWindow:update()
ModalWindow.update(self)

-- Incrementally update cache until all files are up to date
-- We don't need to manually clear the cache, as changes to the list of
-- files will trigger the cache to be updated
local uncached = utils.find_if(self.files, function(_, file)
return not self.entryCache[file.name] or self.entryCache[file.name].timestamp ~= file.mtime.timestamp
end)

if uncached then
self.entryCache[uncached.name] = makeEntryForSave(uncached)
end
end

--=============================================================================

function SaveLoadWindow:onOpen()
Expand Down Expand Up @@ -552,6 +563,8 @@ end

--=============================================================================

Event.Register("onSaveGameStats", onSaveGameStats)

ui.saveLoadWindow = SaveLoadWindow

return {}
2 changes: 1 addition & 1 deletion src/Pi.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -508,7 +508,7 @@ void StartupScreen::Start()
// XXX UI requires Lua but Pi::ui must exist before we start loading
// templates. so now we have crap everywhere :/
Output("Lua::Init()\n");
Lua::Init();
Lua::Init(Pi::GetAsyncJobQueue());

// TODO: Get the lua state responsible for drawing the init progress up as fast as possible
// Investigate using a pigui-only Lua state that we can initialize without depending on
Expand Down
28 changes: 28 additions & 0 deletions src/SaveGameManager.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -17,6 +17,29 @@ static const char s_saveDirName[] = "savefiles";

static const int s_saveVersion = 90;

// A simple job to load a savegame into a Json object
class LoadGameToJsonJob : public Job
{
public:
LoadGameToJsonJob(std::string_view filename, void(*callback)(std::string_view, const Json &)) :
m_filename(filename), m_callback(callback)
{
}

virtual void OnRun() {
m_rootNode = SaveGameManager::LoadGameToJson(m_filename);
};
virtual void OnFinish() {
m_callback(m_filename, m_rootNode);
};
virtual void OnCancel() {};
private:
std::string m_filename;
Json m_rootNode;
void(*m_callback)(std::string_view, const Json &);
};


void SaveGameManager::Init()
{
if (!FileSystem::userFiles.MakeDirectory(s_saveDirName)) {
Expand Down Expand Up @@ -59,6 +82,11 @@ Json SaveGameManager::LoadGameToJson(const std::string &filename)
return JsonUtils::LoadJsonSaveFile(FileSystem::JoinPathBelow(s_saveDirName, filename), FileSystem::userFiles);
}

Job *SaveGameManager::LoadGameToJsonAsync(std::string_view filename, void(*callback)(std::string_view, const Json &))
{
return new LoadGameToJsonJob(filename, callback);
}

Game *SaveGameManager::LoadGame(const std::string &name)
{
Output("SaveGameManager::LoadGame('%s')\n", name.c_str());
Expand Down
14 changes: 14 additions & 0 deletions src/SaveGameManager.h
Original file line number Diff line number Diff line change
Expand Up @@ -11,6 +11,7 @@
#include <vector>

class Game;
class Job;

class SaveGameManager {
public:
Expand Down Expand Up @@ -48,6 +49,19 @@ class SaveGameManager {
*/
static Json LoadGameToJson(const std::string &name);

/** Create a job which can be scheduled on a job queue to load the game as
* a Json object.
* This is provided as LoadGameToJson can be expensive.
*
* The \p callback is called in the main thread with the Json data once the
* job has completed.
*
* \param[in] name The name of the savegame to load.
* \param[in] callback A callback to be called once the data has been loaded.
* \return On success, a newly-created Job which can be passed to a job queue.
*/
static Job *LoadGameToJsonAsync(std::string_view name, void(*callback)(std::string_view, const Json &));

/** Save the game.
* NOTE: This function will throw an exception if an error occurs while
* saving the game.
Expand Down
2 changes: 1 addition & 1 deletion src/editor/EditorApp.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -108,7 +108,7 @@ void EditorApp::OnStartup()
m_editorCfg->Save(); // write defaults if the file doesn't exist

EnumStrings::Init();
Lua::Init();
Lua::Init(GetAsyncJobQueue());
ModManager::Init();

ModManager::LoadMods(m_editorCfg.get());
Expand Down
4 changes: 2 additions & 2 deletions src/lua/Lua.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -44,9 +44,9 @@ namespace Lua {

void InitMath();

void Init()
void Init(JobQueue *asyncJobQueue)
{
manager = new LuaManager();
manager = new LuaManager(asyncJobQueue);
InitMath();
}

Expand Down
5 changes: 4 additions & 1 deletion src/lua/Lua.h
Original file line number Diff line number Diff line change
Expand Up @@ -6,14 +6,17 @@

#include "LuaManager.h"

class JobQueue;

// home for the global Lua context. here so its shareable between pioneer and
// modelviewer. probably sucks in the long term
namespace Lua {

extern LuaManager *manager;

// Initialize the lua instance
void Init();
void Init(JobQueue *asyncJobQueue);

// Uninitialize the lua instance
void Uninit();

Expand Down
23 changes: 23 additions & 0 deletions src/lua/LuaEngine.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -103,6 +103,28 @@ static int l_engine_attr_time(lua_State *l)
return 1;
}

/*
* Attribute: nowTime
*
* Returns an arbitrary value in seconds relative to some epoch corresponding
* to the precise time this value is accessed. This should be used only for
* profiling and debugging purposes to calculate a duration in sub-millisecond
* units.
*
* Availability:
*
* October 2024
*
* Status:
*
* experimental
*/
static int l_engine_attr_now_time(lua_State *l)
{
lua_pushnumber(l, Profiler::Clock::ms(Profiler::Clock::getticks()) / 1000.0);
return 1;
}

/*
* Attribute: frameTime
*
Expand Down Expand Up @@ -1171,6 +1193,7 @@ void LuaEngine::Register()
{ "rand", l_engine_attr_rand },
{ "ticks", l_engine_attr_ticks },
{ "time", l_engine_attr_time },
{ "nowTime", l_engine_attr_now_time },
{ "frameTime", l_engine_attr_frame_time },
{ "pigui", l_engine_attr_pigui },
{ "version", l_engine_attr_version },
Expand Down
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