profilerPushEvent
Definition
-- @/lua/common/luaCore.lua:41
function nop()
end
Callers
@/lua/vehicle/main.lua
profilerPushEvent("lua init")
function initSystems()
profilerPushEvent("3.1 init - compat")
backwardsCompatibility.init()
profilerPushEvent("3.2.X init - materials (sum)")
material.init()
profilerPushEvent("3.2 init - first stage")
bdebug.init()
profilerPushEvent("3.3 init - second stage")
wheels.initSecondStage()
profilerPushEvent("3.4 init - groupA")
sensors.reset()
profilerPushEvent("3.5 init - audio")
sounds.init()
profilerPushEvent("3.6 init - groupB")
props.init()
profilerPushEvent("3.7 init - extensions")
extensions.hook("onInit")
profilerPushEvent("3.8 init - last stage")
mapmgr.init()
function init(path, initData)
profilerPushEvent("4.X.X.X total (sum)")
profilerPushEvent("0 startup")
profilerPushEvent("loadVehicleStage2 (sum)")
if type(initData) == "string" and string.len(initData) > 0 then
profilerPushEvent("deserialize")
local state, initData = pcall(lpack.decode, initData)
profilerPushEvent("3.X init systems (sum)")
initSystems()
profilerPushEvent("5 postspawn")
@/lua/common/jbeam/tableSchema.lua
local function process(vehicle, processSlotsTable, omitWarnings)
profilerPushEvent('jbeam/tableSchema.process')
@/lua/common/jbeam/interaction.lua
local function process(vehicle)
profilerPushEvent('jbeam/interaction.process')
@/lua/ge/extensions/freeroam/bigMapMode.lua
profilerPushEvent("BigMap onPreRender")
if airSoundId then
if not bigMapActive() then return end
profilerPushEvent("bigmap onCameraPreRender")
if not transitionActive then
@/lua/ge/extensions/core/audio.lua
profilerPushEvent('audioLoadBanksFirstFrame')
if M.hotloadTriggered then
-- log("I", "loadLevelBank", "Loading default level banks")
profilerPushEvent('loadAudioBanks')
@/lua/ge/extensions/gameplay/rally/recceApp.lua
if not enabled then return end
profilerPushEvent("RecceApp - onUpdate")
@/lua/ge/extensions/gameplay/rally.lua
local function onUpdate(dtReal, dtSim, dtRaw)
profilerPushEvent("gameplay_rally - onUpdate")
@/lua/common/jbeam/sections/licenseplatesSkins.lua
local function process(objID, vehicleObj, config, activePartsData)
profilerPushEvent('jbeam/licenseplatesSkins.process')
@/lua/vehicle/powertrain.lua
--profilerPushEvent(orderedDevices[i].name .. ":updateGFX")
if device.updateGFX then
--profilerPushEvent(orderedDevices[i].name .. ":updateSounds")
if device.updateSounds then
for i = deviceCount, 1, -1 do
--profilerPushEvent(orderedDevices[i].name .. ":velocityUpdate")
orderedDevices[i]:velocityUpdate(dt)
for i = 1, deviceCount, 1 do
--profilerPushEvent(orderedDevices[i].name .. ":torqueUpdate")
orderedDevices[i]:torqueUpdate(dt)
@/lua/ge/extensions/editor/api/gui.lua
local line1 = {}
profilerPushEvent("brush segments")
for i = 0, numberOfSegments, 1 do
profilerPopEvent("brush segments")
profilerPushEvent("brush terrainBlock")
if terrainBlock then
profilerPopEvent("brush terrainBlock")
profilerPushEvent("brush edgebox")
for i=1, #line1-1, 1 do
@/lua/ge/extensions/core/groundMarkers.lua
local function generateRouteDecals(startPos)
profilerPushEvent("Groundmarkers generateRouteDecals")
if not M.endWP then return end
profilerPushEvent("Groundmarkers onPreRender")
local function setPath(wp, options)
profilerPushEvent("Groundmarkers setFocus")
options = options or {}
profilerPushEvent("Groundmarkers route setupPath")
M.routePathTmp = multiPath
@/lua/ge/extensions/core/vehicle/manager.lua
profilerPushEvent('serialize')
-- do not send everything, filter some UI things that are not required
profilerPushEvent('spawnPhysics')
vehicleObj:spawnPhysics(vehicleBundleDataString or '', luaVMType)
end
profilerPushEvent('spawn')
local vehicleObj = scenetree.findObject(objID)
profilerPushEvent('spawn/materials')
loadVehicleMaterialsDirectory(vehicleDir)
-- this will finish the 3d meshes and alike
profilerPushEvent('finishConstructionGESide')
vehicleObj:finishConstructionGESide()
@/lua/vehicle/controller.lua
for i = 1, gfxUpdateCount, 1 do
--profilerPushEvent(controllerNameLookup.updateGFXStep[i] .. ":updateGFXStep")
gfxUpdates[i](dt)
local function updateFixedStep(dt)
--profilerPushEvent("controller:updateFixedStep")
for i = 1, fixedStepUpdateCount, 1 do
for i = 1, fixedStepUpdateCount, 1 do
--profilerPushEvent(controllerNameLookup.updateFixedStep[i] .. ":updateFixedStep")
fixedStepUpdates[i](dt)
local function updateWithFixedStep(dt)
--profilerPushEvent("controller:updatePhysicsStep")
for i = 1, physicsUpdateCount, 1 do
for i = 1, physicsUpdateCount, 1 do
--profilerPushEvent(controllerNameLookup.updatePhysicsStep[i] .. ":updatePhysicsStep")
physicsUpdates[i](dt)
for i = 1, physicsUpdateCount, 1 do
--profilerPushEvent(controllerNameLookup.updatePhysicsStep[i] .. ":updatePhysicsStep")
physicsUpdates[i](dt)
for i = 1, wheelsIntermediateUpdateCount, 1 do
--profilerPushEvent(controllerNameLookup.updateWheelsIntermediate[i] .. ":updateWheelsIntermediate")
wheelsIntermediateUpdates[i](dt)
@/lua/vehicle/jbeam/stage2.lua
profilerPushEvent('jbeam/loadVehicleStage2')
@/lua/ge/extensions/gameplay/markers/bigmapMarker.lua
--if not self.visible then return end
profilerPushEvent("BigMap Marker")
--debugDrawer:drawTextAdvanced(self.pos, String(self.bigMapIconId), ColorF(1,1,1,1), true, false, ColorI(0,0,0,192))
self.hoveredListItem = self.cluster.containedIdsLookup[freeroam_bigMapMode.hoveredListItem]
profilerPushEvent("BigMap Marker Icons")
-- updating the icons
@/lua/common/jbeam/sectionMerger.lua
local function process(vehicle, sectionRenames)
profilerPushEvent('jbeam/sectionMerger.process')
@/lua/ge/extensions/editor/api/dynamicDecals.lua
if app then
profilerPushEvent('dynamicDecals/app:onUpdate_()')
app:onUpdate()
if M.projectDynamicDecals == true then
profilerPushEvent('dynamicDecals/decalProjection:projectDynamicDecals()')
decalProjection:projectDynamicDecals(app:getCameraM(), app:getProjM())
end
profilerPushEvent('dynamicDecals/decalProjection:combineTextures()')
decalProjection:combineTextures(app.textureSet)
@/lua/ge/extensions/career/modules/delivery/generator.lua
local function generateItemWithDuplicates(template, origin, destination, timeOffset, generatorLabel)
profilerPushEvent("Duplicate Item")
local offerExpiresAt = dGeneral.time() + template.offerDuration * (0.9+math.random()*0.2) + timeOffset
local origin, destination
profilerPushEvent("Origin and Destination")
if generator.type == "parcelProvider" then
local function triggerGenerator(fac, generator, timeOffset)
profilerPushEvent("Generator: " .. generator.name)
timeOffset = timeOffset or 0
@/lua/common/jbeam/sections/mirror.lua
local function process(objID, vehicleObj, vehicle)
profilerPushEvent('jbeam/mirror.process')
@/lua/ge/extensions/core/weather.lua
local function onClientPostStartMission(levelPath)
profilerPushEvent('loadWeather')
--log('I', 'weather', "map loaded: " .. tostring(mission))
@/lua/common/jbeam/variables.lua
local function _sanitizeVars(allVariables, userVars)
profilerPushEvent('jbeam/variables._sanitizeVars')
local function processParts(rootPart, unifyJournal, vehicleConfig, vars)
profilerPushEvent('jbeam/variables.processParts')
vars['$components'] = {val = rootPart.components} -- with this you can use '$components.' in your expressions
local function processComponents(rootPart, unifyJournal, vehicleConfig, vars)
profilerPushEvent('jbeam/variables.processComponents')
local function cleanup(vehicle)
profilerPushEvent('jbeam/variables.componentsCleanup')
@/lua/common/jbeam/loader.lua
local function loadJbeam(objID, loadingProgress, vehicleDirectories, vehicleConfig)
profilerPushEvent('jbeam/loader')
if loadingProgress then loadingProgress:update(0.1, 'Reading files...') end
local function loadBundle(objID, vehicleBundle, loadingProgress)
profilerPushEvent('loadBundle')
if not vehicleBundle then return end
local function loadVehicleStage1(objID, vehicleDir, vehicleConfig)
profilerPushEvent('loadVehicleStage1')
local loadingProgress
@/lua/common/jbeam/sections/wheels.lua
local function processWheels(vehicle)
profilerPushEvent('jbeam/wheels.processWheels')
if vehicle.wheels ~= nil then
@/lua/common/jbeam/materials.lua
local function process(vehicleObj, vehicle)
profilerPushEvent('jbeam/materials.process')
-- clean material cache
@/lua/ge/extensions/gameplay/rallyLoop.lua
local function onUpdate(dtReal, dtSim, dtRaw)
profilerPushEvent("gameplay_rallyLoop - onUpdate")
local function onGuiUpdate(dtReal, dtSim, dtRaw)
profilerPushEvent("gameplay_rallyLoop - onGuiUpdate")
@/lua/ge/extensions/flowgraph/graph.lua
if optick_enabled then
table.insert(fun, '\n profilerPushEvent("' .. string.format("Graph: %s%d", self.name, self.id) .. '")')
end
if optick_enabled then
table.insert(fun, '\n profilerPushEvent("preTrigger Modules")')
end
if optick_enabled then
table.insert(fun, '\n profilerPushEvent("' .. profilerName .. '")')
end
if optick_enabled then
table.insert(fun, '\n profilerPushEvent("afterTrigger Events")')
end
@/lua/ge/extensions/career/modules/delivery/general.lua
M.onUpdate = function(dtReal, dtSim, dtRaw)
profilerPushEvent("Delivery DeliveryManager")
-- update game time
@/lua/ge/extensions/core/environment.lua
profilerPushEvent('reloadGroundModels')
@/lua/common/jbeam/links.lua
local function prepareLinksDestructive(vehicle, sectionRenames)
profilerPushEvent('jbeam/links.prepareLinksDestructive')
local links = {}
local function resolveLinks(vehicle, links)
profilerPushEvent('jbeam/links.resolveLinks')
for i = 1, #links, 3 do
local function resolveGroupLinks(vehicle)
profilerPushEvent('jbeam/links.resolveGroupLinks')
local journal = {}
@/lua/common/jbeam/sections/nodeBeam.lua
local function process(vehicle)
profilerPushEvent('jbeam/nodeBeam.process')
processNodes(vehicle)
@/lua/ge/extensions/gameplay/rally/audioManager.lua
function C:enqueuePacenoteAudio(pacenote, addToFront)
profilerPushEvent("AudioManager - enqueuePacenoteAudio")
function C:onUpdate(dtReal, dtSim, dtRaw)
profilerPushEvent("AudioManager - onUpdate")
self:playNextInQueue()
@/lua/ge/extensions/gameplay/rally/driveline/drivelineRoute.lua
function C:recalculate()
profilerPushEvent("DrivelineRoute - recalculate")
-- log('D', logTag, 'recalculate')
function C:evaluatePacenoteEvents(pacenote, speedMs)
profilerPushEvent("DrivelineRoute - evaluatePacenoteEvents")
-- print(string.format("evaluating pacenote %s", pacenote.name))
-- but the distance is along the route's line.
profilerPushEvent("DrivelineRoute - evaluatePacenotesWindow")
evalPos = self:getPosition()
function C:onUpdate(dtReal, dtSim, dtRaw)
profilerPushEvent("DrivelineRoute - onUpdate")
if not self.route then return end
@/lua/ge/extensions/gameplay/markers/missionMarker.lua
if not self.visible then return end
profilerPushEvent("Mission Marker")
@/lua/common/jbeam/sections/vropes.lua
local function processRopes(objID, vehicleObj, vehicle)
profilerPushEvent('processRopes')
local function process(objID, vehicleObj, vehicle)
profilerPushEvent('jbeam/ropes.process')
@/lua/ge/extensions/gameplay/route/raceRoute.lua
resetMetadata = resetMetadata or false
profilerPushEvent("RaceRoute - fixStartEnd")
function C:setupPathMultiWaypoints(wpList)
profilerPushEvent("RaceRoute - setupPathMultiWaypoints")
for i = 1, #wpList-1 do
function C:setupPathMulti(positions)
profilerPushEvent("RaceRoute - setupPathMulti")
local positionsWithMetadata = {}
-- log('D', '', "setupPathMultiWithMetadata")
profilerPushEvent("RaceRoute - setupPathMultiWithMetadata")
table.clear(self.path)
-- Get the path from the current position to the next position
profilerPushEvent("RaceRoute - get point to point")
local path = map.getPointToPointPath(from.pos, to.pos, self.cutOffDrivability, self.dirMult, self.penaltyAboveCutoff, self.penaltyBelowCutoff, self.wD, self.wZ)
function C:recalculateRoute(startPos)
profilerPushEvent("RaceRoute - recalculateRoute")
-- create a copy of the position because otherwise the data will be updated in-place by the vehicle position tracking.
function C:recalculateRouteWithOriginalPositions(startPos)
profilerPushEvent("RaceRoute - recalculateRouteWithOriginalPositions")
local fixedWps = {}
function C:getPositionOffset(currentPos)
profilerPushEvent("RaceRoute - getPositionOffset")
-- go through all segments and check where we are on that line
function C:shortenPath(idx)
profilerPushEvent("RaceRoute - shortenPath")
for i = 2, idx do
function C:updatePathForPos(pos)
profilerPushEvent("RaceRoute - updatePathForPos")
-- are we there yet? no path or only one element remaining?
@/lua/vehicle/ai.lua
local function updatePlanLen(plan, j, k)
--profilerPushEvent("ai_update_planLen")
-- bulk recalculation of plan edge lengths and length of entire plan
--profilerPushEvent("ai_buildPlan")
if not pmode then -- run buildNextRoute only when we update main plan
--profilerPushEvent("ai_trajectory_splitting")
densifyPlan(plan, route.path)
------######### Compute Forces ########---------
--profilerPushEvent("ai_calculate_smoothing")
for i = 0, plan.planCount do
------######### Smoothing ##########----------
--profilerPushEvent("ai_smoothness_integration")
local tmpVec = vec3()
-----###### calculate node horizontal curvature ######------
--profilerPushEvent("ai_calculate_curvature")
local len, n3vec = 0, vec3()
-- Use Backward or Forward + Backward algorithm
--profilerPushEvent('ai_speedProfile')
local gT = vec3()
--profilerPushEvent("ai_buildPlan")
while not plan[MIN_PLAN_COUNT] or (plan.planLen - (plan.egoXnormOnSeg or 0) * plan[1].length) < minPlanLen do -- TODO: (plan.planLen < minPlanLen and plan.stopSeg + 1 == plan.planCount)
-- check path node at lastLaneChangeIdx for a possible lane change
--profilerPushEvent("ai_find_LaneChanges")
if route.lastLaneChangeIdx < #route.path then
--profilerPushEvent("ai_trajectory_splitting")
densifyPlan(plan, route.path)
--profilerPushEvent("ai_calculate_smoothing")
-- calculate spring forces
-- and computing filter radius
--profilerPushEvent("ai_awareness")
local indexes = {start = plan[1].pathidx , final = plan[plan.planCount].pathidx}
-- remove lane change if vehicle has gone past it
--profilerPushEvent("ai_remove_laneChange")
while route.laneChanges[1] and plan[2].pathidx > route.laneChanges[1].pathIdx do
--profilerPushEvent("ai_process_laneChange")
if route.laneChanges[1] and math.floor(plan[2].rangeLaneCount + 0.5) > 1 and route.laneChanges[1].side ~= 0 then
--profilerPushEvent("ai_smoothness_integration")
local tmpVec = vec3()
-- smoothly distribute error from planline onto the front segments
--profilerPushEvent("ai_error_smoother")
if parameters.planErrorSmoothing and plan.targetPos and plan.targetSeg and plan.planCount > plan.targetSeg and twt.state == 0 then
--profilerPushEvent("ai_calculate_target")
calculateTarget(plan)
-- calculate node horizontal curvature
--profilerPushEvent("ai_calculate_curvature")
local len, n3vec = 0, vec3()
-- Use Backward or Forward + Backward algorithm
--profilerPushEvent('ai_speedProfile')
if speedProfileMode then
local function trafficPlan()
--profilerPushEvent('ai_trafficPlan_pathfinding')
if trafficStates.block.block then
--profilerPushEvent('ai_trafficActions')
trafficActions()
--profilerPushEvent('ai_planAhead')
planAhead(currentRoute)
elseif M.mode == 'traffic' then
--profilerPushEvent('ai_trafficPlan')
trafficPlan()
@/lua/common/jbeam/optimization.lua
local function assignCIDs(vehicle)
profilerPushEvent('jbeam/optimization.assignCIDs')
vehicle.maxIDs = {}
local function optimize(vehicle)
profilerPushEvent('jbeam/optimization.optimize')
--log('D', "jbeam.optimize","- Optimizing ...")
local function process(vehicle, debugEnabled)
profilerPushEvent('jbeam/optimization.process')
optimize(vehicle)
@/lua/common/jbeam/groups.lua
local function process(vehicle)
profilerPushEvent('jbeam/groups.process')
@/lua/ge/main.lua
--log('D', "update", "Lua memory usage: " .. tostring(used_memory_bytes/1024) .. "kB")
profilerPushEvent("GE Main Update")
function vehicleSpawned(vid)
profilerPushEvent('vehicleSpawned')
local v = getObjectByID(vid)
function vehicleSwitched(oldVehicle, newVehicle, player)
profilerPushEvent('vehicleSwitched')
local oid = oldVehicle and oldVehicle:getId() or -1
@/lua/ge/extensions/editor/terrainEditor.lua
local function terrainToolsEditModeUpdate()
profilerPushEvent("terrainEditor terrainToolsEditModeUpdate")
for tbName, tbData in pairs(terrainBlockProxies) do
@/lua/ge/extensions/gameplay/markerInteraction.lua
local function displayMissionMarkers(level, dtSim, dtReal)
profilerPushEvent("MissionMarker precalc")
local activeMission = gameplay_missions_missionManager.getForegroundMissionId()
profilerPushEvent("MissionEnter parkingSpeedFactor")
local parkingSpeedFactor, isAtParkingSpeed, parkingSpeedChanged = getParkingSpeedFactor(playerVelocity)
local maxRadius = 100
profilerPushEvent("MissionEnter QTStuff")
-- transitioning or normal play mode
end
profilerPushEvent("MissionEnter onPreRender")
profilerPushEvent("MissionEnter groundMarkers")
profilerPushEvent("MissionEnter onPreRender")
profilerPushEvent("MissionEnter groundMarkers")
-- Disable navigation when player is close to the goal
if level then
profilerPushEvent("DisplayMissionMarkers")
displayMissionMarkers(level, dtSim, dtReal)
@/lua/common/jbeam/sections/camera.lua
local function process(objID, vehicle)
profilerPushEvent('jbeam/camera.process')
@/lua/ge/extensions/core/vehicles.lua
single = function()
profilerPushEvent("single computeFileCache")
local jfiles = FS:findFiles("/vehicles/", "info*.json\t*.pc\t*.png\t*.jpg\t*.paintLibrary.json", -1, true, true)
batch = function()
profilerPushEvent("batch computeFileCache")
local jfiles = FS:findFiles("/vehicles/", "info*.json\t*.pc\t*.png\t*.jpg\t*.paintLibrary.json", -1, true, true)
@/lua/common/jbeam/scaling.lua
local function process(vehicle)
profilerPushEvent('jbeam/scaling.process')
local str_byte, str_sub = string.byte, string.sub
@/lua/common/jbeam/sections/assorted.lua
local function process(vehicle)
profilerPushEvent('jbeam/assorted.process')
@/lua/ge/extensions/gameplay/rally/rallyManager.lua
function C:triggerPacenote(pacenote)
profilerPushEvent("rallyManager:triggerPacenote")
if gameplay_rally and gameplay_rally.getDebugLogging() then log('D', logTag, 'triggerPacenote name='..tostring(pacenote.name)) end
if not pacenote then return end
profilerPushEvent("rallyManager:triggerShowVisualPacenote")
local compiledPacenote = pacenote:asCompiled()
if not pacenote then return end
profilerPushEvent("rallyManager:triggerClearVisualPacenote")
if gameplay_rally and gameplay_rally.getDebugLogging() then log('D', logTag, string.format('triggerClearVisualPacenote name=%s, serialNo=%s', pacenote.name, pacenote.visualSerialNo)) end
function C:triggerClearAllVisualPacenotes()
profilerPushEvent("rallyManager:triggerClearAllVisualPacenotes")
if gameplay_rally and gameplay_rally.getDebugLogging() then log('D', logTag, 'triggerClearAllVisualPacenotes') end
function C:onUpdate(dtReal, dtSim, dtRaw)
profilerPushEvent("rallyManager:onUpdate")
if self.vehicleTracker then
if not self.pacenoteProcessingEnabled then return end
profilerPushEvent("rallyManager:processPacenoteQueue")
peekValue = self.pacenoteQueue:peek_left()
@/lua/common/jbeam/sections/meshs.lua
local function processTris(objID, vehicleObj, vehicle)
profilerPushEvent('processTris')
if vehicleObj and vehicle.triangles then
local function processProps(objID, vehicleObj, vehicle)
profilerPushEvent('processProps')
local disableSteeringProp = settings.getValue("disableSteeringwheel")
local function processFlexbodies(objID, vehicleObj, vehicle)
profilerPushEvent('processFlexbodies')
local flexmesh_count = 0
local function process(objID, vehicleObj, vehicle)
profilerPushEvent('jbeam/meshs.process')
if vehicle.flexbodies ~= nil then
if vehicle.flexbodies ~= nil then
profilerPushEvent('flexmesh_rotate')
for _, v in pairs(vehicle.flexbodies) do
profilerPushEvent('meshFinalize')
local reuseMesh = false
profilerPushEvent('meshCommit')
if vehicleObj then
@/lua/ge/map.lua
--local timer = hptimer()
profilerPushEvent('aiMap')
M.objects = {}
@/lua/common/jbeam/slotSystem.lua
local originalPath = path
profilerPushEvent(originalPath)
if level > 50 then
-- 1) Gather available parts for the slot
profilerPushEvent('getCompatiblePartNamesForSlot')
slotTreeEntry.suitablePartNames, slotTreeEntry.unsuitablePartNames = jbeamIO.getCompatiblePartNamesForSlot(ioCtx, slotDef, slotMap)
local function findParts(ioCtx, vehicleConfig)
profilerPushEvent('jbeam/slotsystem.findParts')
local function unifyPartJournal(ioCtx, unifyJournal)
profilerPushEvent('jbeam/slotsystem.unifyParts')
for i, j in ipairs(unifyJournal) do
@/lua/ge/extensions/gameplay/route/route.lua
local function fixStartEnd(p, a, b)
profilerPushEvent("Route - fixStartEnd")
local xnorm = p.pos:xnormOnLine(a.pos, b.pos)
function C:setupPathMultiWaypoints(wpList)
profilerPushEvent("Route - setupPathMultiWaypoints")
for i = 1, #wpList-1 do
function C:setupPathMulti(positions)
profilerPushEvent("Route - setupPathMulti")
table.clear(self.path)
local from, to = positions[i], positions[i+1]
profilerPushEvent("Route - get point to point")
local path = map.getPointToPointPath(from, to, self.cutOffDrivability, self.dirMult, self.penaltyAboveCutoff, self.penaltyBelowCutoff, self.wD, self.wZ)
function C:recalculateRoute(startPos)
profilerPushEvent("Route - recalculateRoute")
local fixedWps = {}
function C:getPositionOffset(currentPos)
profilerPushEvent("Route - getPositionOffset")
-- go through all segments and check where we are on that line
function C:shortenPath(idx)
profilerPushEvent("Route - shortenPath")
for i = 2, idx do
function C:updatePathForPos(pos)
profilerPushEvent("Route - updatePathForPos")
-- are we there yet? no path or only one element remaining?
@/lua/ge/server/server.lua
local timerFunc = hptimer()
profilerPushEvent('createGameActual')
levelPath = lvlPath
profilerPushEvent('init')
profilerPushEvent('clientPreStartMission')
profilerPushEvent('datablocks')
loadingProgress:update(-1, 'datablocks done')
profilerPushEvent('materials')
loadingProgress:update(-1, 'materials done')
profilerPushEvent('objects')
loadingProgress:update(-1, 'objects done')
profilerPushEvent('start physics')
loadingProgress:update(-1, 'physics done')
profilerPushEvent('spawn player')
if not skipStart then
profilerPushEvent('clientPostStartMission')
profilerPopEvent("clientPostStartMission")
profilerPushEvent('clientStartMission')
@/lua/common/utils.lua
function readFile(filename)
profilerPushEvent("readFile open")
local f = io.open(filename, "r")
end
profilerPushEvent("readFile readClose")
local content = f:read("*all")
for _, batch in ipairs(batches) do
profilerPushEvent("readFiles batch")
local batchFiles = {}
-- open all files in batch
profilerPushEvent("readFiles open batch")
for i = batch.from, batch.to do
local filename = filenames[i]
profilerPushEvent("readFiles open file "..filename)
local f = io.open(filename, "r")
-- read and close all files in batch
profilerPushEvent("readFiles readClose batch")
for filename, f in pairs(batchFiles) do
if f ~= nil then
profilerPushEvent("readFiles readClose file "..filename)
contents[filename] = f:read("*all")
@/lua/common/jbeam/sections/events.lua
local function processEvents(objID, vehicleObj, vehicle)
profilerPushEvent('processEvents')
if vehicle.events ~= nil then
local function processTriggers(objID, vehicleObj, vehicle)
profilerPushEvent('processTriggers')
local function processTriggerEventLinks(objID, vehicleObj, vehicle)
profilerPushEvent('processTriggerEventLinks')
local function process(objID, vehicleObj, vehicle)
profilerPushEvent('jbeam/events.process')
@/lua/ge/extensions/career/modules/delivery/parcelManager.lua
if not dGeneral then return end
profilerPushEvent("Delivery CargoManager")
@/lua/ge/extensions/gameplay/rally/loop/rallyLoopManager.lua
function C:onUpdate(dtReal, dtSim, dtRaw)
profilerPushEvent("rallyLoopManager:onUpdate")
if not self.clockPaused then
function C:onGuiUpdate(dtReal, dtSim, dtRaw)
profilerPushEvent("rallyLoopManager:onGuiUpdate")
-- self.clock = self.clock + dtSim
@/lua/common/extensions.lua
return function(...)
profilerPushEvent(name)
local results = {func(...)}
table.insert(hookFuncs, funcInfo)
if not profileAllExtensionFunctions then profilerPushEvent(funcInfo.extCallName) end
func(...)
for _, funcInfo in ipairs(funcList) do
if not profileAllExtensionFunctions then profilerPushEvent(funcInfo.extCallName) end
funcInfo.func(...)
@/lua/common/jbeam/io.lua
local function startLoading(directories)
profilerPushEvent('jbeam/io.startLoading')
@/lua/ge/extensions/gameplay/rally/vehicleTracker.lua
function C:onUpdate(dtReal, dtSim, dtRaw)
profilerPushEvent("VehicleTracker - onUpdate")
local vehId = self:getVehicleId()
function C:updateVehicleDamage()
profilerPushEvent("VehicleTracker - updateVehicleDamage")
local currDamage = self:damage()