- 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.
4.5 KiB
4.5 KiB
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::ScopedTimerusage across all editors - Integrated with the existing
core::PerformanceMonitorsystem
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:
#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
- Run Performance Test: Load a ROM and collect the performance summary
- Identify Bottlenecks: Find the slowest editors (likely candidates: DungeonEditor, ScreenEditor)
- Apply Optimizations: Implement lazy loading for slow editors
- 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!