75 lines
2.4 KiB
C++
75 lines
2.4 KiB
C++
/*
|
|
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
|
|
* its licensors.
|
|
*
|
|
* For complete copyright and license terms please see the LICENSE at the root of this
|
|
* distribution (the "License"). All use of this software is governed by the License,
|
|
* or, if provided, by the license below or the license accompanying this file. Do not
|
|
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
|
|
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
|
*
|
|
*/
|
|
|
|
#pragma once
|
|
|
|
#include "GameLiftMetricsTypes.h"
|
|
|
|
namespace Aws {
|
|
namespace GameLift {
|
|
namespace Metrics {
|
|
/**
|
|
* Server time-step in milliseconds.
|
|
*
|
|
* This is the time between consecutive ticks.
|
|
*
|
|
* When the server is under performing, this will exceed the target tick rate,
|
|
* otherwise it should hover in its vicinity.
|
|
*
|
|
* To compute the tick rate, compute the reciprocal: (1000 / server_delta_time)
|
|
*/
|
|
GAMELIFT_METRICS_DECLARE_TIMER(
|
|
MetricGameDeltaTime, "server_delta_time",
|
|
Aws::GameLift::Metrics::Server,
|
|
Aws::GameLift::Metrics::SampleAll(),
|
|
Aws::GameLift::Metrics::Percentiles(0.5, 0.9, 0.95)
|
|
);
|
|
|
|
/**
|
|
* The time it takes to process a single tick.
|
|
*
|
|
* A subset of delta time.
|
|
* server_tick_time <= server_delta_time at all times. Typically (much) smaller.
|
|
*
|
|
* This is the time it takes to actually process the tick. The remaining
|
|
* time-step duration is spent waiting for the next tick.
|
|
*/
|
|
GAMELIFT_METRICS_DECLARE_TIMER(
|
|
MetricGameTickTime, "server_tick_time",
|
|
Aws::GameLift::Metrics::Server,
|
|
Aws::GameLift::Metrics::SampleAll(),
|
|
Aws::GameLift::Metrics::Percentiles(0.5, 0.9, 0.95)
|
|
);
|
|
|
|
/**
|
|
* The time it takes to process the world update.
|
|
*
|
|
* A subset of tick time.
|
|
*
|
|
* This is the time it takes to process the Actors and Blueprints in the
|
|
* currently loaded Map. The remainder of server_tick_time is spent in
|
|
* other engine subsystems like network replication or physics.
|
|
*
|
|
* Only available in Debug or Development builds, or Shipping builds with
|
|
* USE_FORCE_STATS=1.
|
|
*/
|
|
GAMELIFT_METRICS_DECLARE_TIMER(
|
|
MetricWorldTickTime,
|
|
"server_world_tick_time",
|
|
Aws::GameLift::Metrics::Server,
|
|
Aws::GameLift::Metrics::SampleAll(),
|
|
Aws::GameLift::Metrics::Percentiles(0.5, 0.9, 0.95)
|
|
);
|
|
}
|
|
}
|
|
}
|