EvEmu  0.8.4
11 September 2021
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Profile Namespace Reference

Enumerations

enum  {
  destiny = 1, map = 2, client = 3, npc = 4,
  bubbles = 5, items = 6, modules = 7, functions = 8,
  db = 9, ship = 10, targets = 11, server = 12,
  missile = 13, system = 14, entityS = 15, loot = 16,
  salvage = 17, spawn = 18, collision = 19, drone = 20,
  itemload = 21, concord = 22, colony = 23, damage = 24,
  parseFX = 25, applyFX = 26, onTarg = 27
}
 

Detailed Description

Allan's EvEmu Profiler simple singleton profiler using std::vector<double> being simple mem object storage. vector object denotes call type, (db, client, map, etc.) double precision float holds elapsed time for that particular call output functions use size() to count calls, and give readouts as CALL_TYPE: called N times, hi: Xus, lo: Yus, avg: Zus Times are measured in microseconds via GetTimeUSeconds() from core/utils/utils_time.cpp

Enumeration Type Documentation

anonymous enum
Enumerator
destiny 
map 
client 
npc 
bubbles 
items 
modules 
functions 
db 
ship 
targets 
server 
missile 
system 
entityS 
loot 
salvage 
spawn 
collision 
drone 
itemload 
concord 
colony 
damage 
parseFX 
applyFX 
onTarg 

Definition at line 27 of file Profiler.h.

27  { // implemented? (* = yes)
28  destiny = 1, //*
29  map = 2, //
30  client = 3, //*
31  npc = 4, //*
32  bubbles = 5, //*
33  items = 6, //*
34  modules = 7, //*
35  functions = 8, //
36  db = 9, //*
37  ship = 10, //*
38  targets = 11, //*
39  server = 12, //
40  missile = 13, //*
41  system = 14, //*
42  entityS = 15, //*
43  loot = 16, //*
44  salvage = 17, //*
45  spawn = 18, //*
46  collision = 19, //*
47  drone = 20, //*
48  itemload = 21, //*
49  concord = 22, //
50  colony = 23, //*
51  damage = 24, //*
52  parseFX = 25, //*
53  applyFX = 26, //*
54  onTarg = 27 //
55  };
itemID[count] Create count or of the specified() x() entityID Translocate to the specified entity Immediately stops ship
entityID heal the character with the entityID note giving you detailed ship status information gives a list of all dynamic entities and players and their destinyState in this bubble shows some current destiny variables save all items