Timings: added new timers for entity move collision checks and projectile move ray tracing

projectiles get their own distinct sub-timer, since the logic is completely different from regular entities.
This commit is contained in:
Dylan K. Taylor
2023-03-19 15:49:35 +00:00
parent eec53f9ae0
commit 607bdfa42f
3 changed files with 18 additions and 2 deletions

View File

@@ -89,6 +89,12 @@ abstract class Timings{
/** @var TimingsHandler */
public static $entityMove;
public static TimingsHandler $entityMoveCollision;
public static TimingsHandler $projectileMove;
public static TimingsHandler $projectileMoveRayTrace;
/** @var TimingsHandler */
public static $playerCheckNearEntities;
/** @var TimingsHandler */
@@ -183,6 +189,11 @@ abstract class Timings{
self::$syncPlayerDataSave = new TimingsHandler("Player Data Save");
self::$entityMove = new TimingsHandler(self::INCLUDED_BY_OTHER_TIMINGS_PREFIX . "Entity Movement");
self::$entityMoveCollision = new TimingsHandler(self::INCLUDED_BY_OTHER_TIMINGS_PREFIX . "Entity Movement - Collision Checks", self::$entityMove);
self::$projectileMove = new TimingsHandler(self::INCLUDED_BY_OTHER_TIMINGS_PREFIX . "Projectile Movement", self::$entityMove);
self::$projectileMoveRayTrace = new TimingsHandler(self::INCLUDED_BY_OTHER_TIMINGS_PREFIX . "Projectile Movement - Ray Tracing", self::$projectileMove);
self::$playerCheckNearEntities = new TimingsHandler(self::INCLUDED_BY_OTHER_TIMINGS_PREFIX . "checkNearEntities");
self::$tickEntity = new TimingsHandler(self::INCLUDED_BY_OTHER_TIMINGS_PREFIX . "Entity Tick");
self::$tickTileEntity = new TimingsHandler(self::INCLUDED_BY_OTHER_TIMINGS_PREFIX . "Block Entity Tick");