Use functions for logging load & save game times (#328)

Less copy and paste. Allows these very simple timings to be logged from elsewhere as well.
This commit is contained in:
Asdow
2024-10-04 17:29:47 +03:00
committed by GitHub
parent 93e89798ec
commit 8040c5d826
4 changed files with 122 additions and 174 deletions
+72
View File
@@ -0,0 +1,72 @@
#include "TimeLogging.h"
#include "time.h"
#include <stdio.h>
clock_t starttime;
clock_t t0;
clock_t t1;
FILE* fp_timelog = nullptr;
static void indent(int n)
{
for (int i = 0; i < n; i++)
fputc('\t', fp_timelog);
}
void TimingLogInitialize(const CHAR8* filename)
{
starttime = clock();
t1 = starttime;
if (!fp_timelog)
{
fp_timelog = fopen(filename, "a");
}
}
void TimingLog(const CHAR8* logEvent, int n)
{
if (fp_timelog)
{
t0 = t1;
t1 = clock();
fprintf(fp_timelog, "%s", logEvent);
indent(n);
fprintf(fp_timelog, ": %f s\n", ((float)(t1 - t0) / CLOCKS_PER_SEC));
}
}
void TimingLogTotalTime(const CHAR8* logEvent, int n)
{
if (fp_timelog)
{
t1 = clock();
fprintf(fp_timelog, "%s", logEvent);
indent(n);
fprintf(fp_timelog, ": %f s\n", ((float)(t1 - starttime) / CLOCKS_PER_SEC));
}
}
void TimingLogWrite(const CHAR8* text)
{
if (fp_timelog)
{
fprintf(fp_timelog, text);
}
}
void TimingLogStop()
{
if (fp_timelog)
{
fprintf(fp_timelog, "\n");
fclose(fp_timelog);
fp_timelog = nullptr;
}
}