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