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

@@ -6,6 +6,7 @@
#include <set>
#include "SurfaceMask.h"
#include "tracing.h"
BuildingSystem::BuildingSystem(const GameConfig& config,
BeltSystem& belts,
@@ -410,6 +411,7 @@ void BuildingSystem::setShipLayout(BuildingId id, const ShipLayoutConfig& layout
void BuildingSystem::tickConstruction(Tick currentTick)
{
TRACE();
if (m_constructionQueue.empty())
{
return;
@@ -516,6 +518,7 @@ void BuildingSystem::tickConstruction(Tick currentTick)
void BuildingSystem::tickBeltPull()
{
TRACE();
for (Building& building : m_buildings)
{
// HQ: pull building_block items and add to global stock.
@@ -591,6 +594,7 @@ void BuildingSystem::tickBeltPull()
void BuildingSystem::tickProduction(Tick currentTick)
{
TRACE();
for (Building& building : m_buildings)
{
// Skip types without a recipe-based production loop.
@@ -694,6 +698,7 @@ void BuildingSystem::tickProduction(Tick currentTick)
void BuildingSystem::tickShipyardProduction(Tick currentTick)
{
TRACE();
for (Building& building : m_buildings)
{
if (building.type != BuildingType::Shipyard)
@@ -795,6 +800,7 @@ void BuildingSystem::tickShipyardProduction(Tick currentTick)
void BuildingSystem::tickBeltPush()
{
TRACE();
for (Building& building : m_buildings)
{
if (building.outputBuffer.items.empty())