Add comprehensive analysis of ZScream vs YAZE overworld implementations
- Introduced a detailed comparison document highlighting the functional equivalence between ZScream (C#) and YAZE (C++) overworld loading logic. - Verified key areas such as tile loading, expansion detection, map decompression, and coordinate calculations, confirming consistent behavior across both implementations. - Documented differences and improvements in YAZE, including enhanced error handling and memory management. - Provided validation results from integration tests ensuring data integrity and compatibility with existing ROMs.
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docs/analysis/editor_performance_monitoring_setup.md
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docs/analysis/editor_performance_monitoring_setup.md
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# Editor Performance Monitoring Setup
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## Overview
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Successfully implemented comprehensive performance monitoring across all YAZE editors to identify loading bottlenecks and optimize the entire application startup process.
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## ✅ **Completed Tasks**
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### 1. **Performance Timer Standardization**
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- Cleaned up and standardized all performance monitoring timers
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- Added consistent `core::ScopedTimer` usage across all editors
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- Integrated with the existing `core::PerformanceMonitor` system
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### 2. **Editor Timing Implementation**
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Added performance timing to all 8 editor `Load()` methods:
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| Editor | File | Status |
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|--------|------|--------|
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| **OverworldEditor** | `overworld/overworld_editor.cc` | ✅ Already had timing |
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| **DungeonEditor** | `dungeon/dungeon_editor.cc` | ✅ Added timing |
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| **ScreenEditor** | `graphics/screen_editor.cc` | ✅ Added timing |
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| **SpriteEditor** | `sprite/sprite_editor.cc` | ✅ Added timing |
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| **MessageEditor** | `message/message_editor.cc` | ✅ Added timing |
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| **MusicEditor** | `music/music_editor.cc` | ✅ Added timing |
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| **PaletteEditor** | `graphics/palette_editor.cc` | ✅ Added timing |
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| **SettingsEditor** | `system/settings_editor.cc` | ✅ Added timing |
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### 3. **Implementation Details**
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Each editor now includes:
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```cpp
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#include "app/core/performance_monitor.h"
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absl::Status [EditorName]::Load() {
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core::ScopedTimer timer("[EditorName]::Load");
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// ... existing loading logic ...
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return absl::OkStatus();
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}
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```
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## 🎯 **Expected Results**
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When you run the application and load a ROM, you'll now see detailed timing for each editor:
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```
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=== Performance Summary ===
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Operation Count Total (ms) Average (ms)
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------------------------------------------------------------------------
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OverworldEditor::Load 1 XXX XXX
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DungeonEditor::Load 1 XXX XXX
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ScreenEditor::Load 1 XXX XXX
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SpriteEditor::Load 1 XXX XXX
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MessageEditor::Load 1 XXX XXX
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MusicEditor::Load 1 XXX XXX
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PaletteEditor::Load 1 XXX XXX
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SettingsEditor::Load 1 XXX XXX
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LoadAllGraphicsData 1 XXX XXX
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------------------------------------------------------------------------
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```
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## 🔍 **Bottleneck Identification Strategy**
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### **Phase 1: Baseline Measurement**
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Run the application and collect performance data to identify:
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- Which editors are slowest to load
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- Total loading time breakdown
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- Memory usage patterns during loading
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### **Phase 2: Targeted Optimization**
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Based on the results, focus optimization efforts on:
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- **Slowest Editors**: Apply lazy loading or deferred initialization
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- **Memory-Intensive Operations**: Implement progressive loading
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- **I/O Bound Operations**: Add caching or parallel processing
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### **Phase 3: Advanced Optimizations**
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- **Parallel Editor Loading**: Load independent editors concurrently
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- **Predictive Loading**: Pre-load editors likely to be used
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- **Resource Pooling**: Share resources between editors
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## 🚀 **Next Steps**
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1. **Run Performance Test**: Load a ROM and collect the performance summary
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2. **Identify Bottlenecks**: Find the slowest editors (likely candidates: DungeonEditor, ScreenEditor)
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3. **Apply Optimizations**: Implement lazy loading for slow editors
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4. **Measure Improvements**: Compare before/after performance
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## 📊 **Expected Findings**
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Based on typical patterns, we expect to find:
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- **OverworldEditor**: Already optimized (should be fast)
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- **DungeonEditor**: Likely slow (complex dungeon data loading)
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- **ScreenEditor**: Potentially slow (graphics processing)
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- **SpriteEditor**: Likely fast (minimal loading)
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- **MessageEditor**: Likely fast (text data only)
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- **MusicEditor**: Likely fast (minimal loading)
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- **PaletteEditor**: Likely fast (small palette data)
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- **SettingsEditor**: Likely fast (configuration only)
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## 🎉 **Benefits**
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- **Complete Visibility**: See exactly where time is spent during ROM loading
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- **Targeted Optimization**: Focus efforts on the real bottlenecks
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- **Measurable Progress**: Track improvements with concrete metrics
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- **User Experience**: Faster application startup and responsiveness
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The performance monitoring system is now ready to identify and help optimize the remaining bottlenecks in YAZE's loading process!
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