RapidGameFramework
Reusable Godot managers for data-driven small games
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performance_monitor.gd File Reference

Lightweight opt-in instrumentation for framework and game optimization. More...

Go to the source code of this file.

Namespaces

namespace  performance_monitor
 

Variables

 performance_monitor.DataCacheManager
 
 performance_monitor.bool
 
 performance_monitor.int
 
 performance_monitor.Dictionary
 
 performance_monitor.Array
 
 performance_monitor.data_cache_manager
 
 performance_monitor.enabled = bool(options.get("enabled", enabled))
 
 performance_monitor.max_frame_samples = max(1, int(options.get("max_frame_samples", max_frame_samples)))
 
 performance_monitor.float
 
float performance_monitor.fps = 1.0 / normalized_delta
 
 performance_monitor.String
 
 performance_monitor.Variant
 
 performance_monitor.Node
 
 performance_monitor.max_usec = max(max_usec, instantiate_usec)
 
int performance_monitor.min_usec = 0 else min(min_usec, instantiate_usec)
 
 performance_monitor.max_nodes = max(max_nodes, int(node_counts.get("total", 0)))
 
 performance_monitor.loaded_scene
 
 performance_monitor.file
 Return cache diagnostics for baseline profile catalog loads.
 
 performance_monitor.timers = _dictionary_copy(state.get("timers", {}))
 
 performance_monitor.counters = _dictionary_copy(state.get("counters", {}))
 
 performance_monitor.gauges = _dictionary_copy(state.get("gauges", {}))
 
 performance_monitor.marks = _array_copy(state.get("marks", []))
 
 performance_monitor.frame_samples = _array_copy(state.get("frame_samples", []))
 
 performance_monitor.avg_usec = int(round(float(aggregate.get("total_usec", 0)) / float(count)))
 
 performance_monitor.min_fps = min(min_fps, fps)
 
 performance_monitor.max_delta = max(max_delta, delta)
 
 performance_monitor.stats = provider.call("get_cache_stats")
 
int performance_monitor.before_value = 0
 

Detailed Description

Lightweight opt-in instrumentation for framework and game optimization.

The monitor intentionally stores plain dictionaries so scenes, headless smoke tests, editor tools, and future games can capture comparable timing/cache snapshots without depending on a specific node tree or profiler UI.

Definition in file performance_monitor.gd.