add tracing for performance profiling

This commit is contained in:
2026-06-05 16:38:36 +02:00
parent 17e9913c98
commit abc261c03a
13 changed files with 474 additions and 0 deletions

View File

@@ -8,6 +8,7 @@
#include "SensorRangeComponent.h"
#include "ShipIdentityComponent.h"
#include "ThreatResponseBehaviorComponent.h"
#include "tracing.h"
#include "WeaponComponent.h"
static constexpr Tick kWeaponImpactDelayTicks = 5;
@@ -22,6 +23,7 @@ void CombatSystem::tick(Tick currentTick,
BuildingSystem& /*buildings*/,
std::vector<FireEvent>& outFireEvents)
{
TRACE();
// All weapons (ships and stations) are child entities linked via ModuleOwnerComponent.
admin.forEach<WeaponComponent, ModuleOwnerComponent>(
[&](entt::entity /*e*/, WeaponComponent& weapon, const ModuleOwnerComponent& owner)
@@ -124,6 +126,7 @@ void CombatSystem::resolveWeapon(
void CombatSystem::applyPendingDamage(Tick currentTick, EntityAdmin& admin)
{
TRACE();
std::vector<PendingDamage>::iterator it = m_pendingDamage.begin();
while (it != m_pendingDamage.end())
{