Files
UnrealEngineUWP/Engine/Source/Programs/CrashReporter/CrashReportCommon/Stats.cs
Robert Manuszewski 1ff335d148 Copying //UE4/Dev-Core to //UE4/Main
==========================
MAJOR FEATURES + CHANGES
==========================

Change 2877442 on 2016/02/23 by Graeme.Thornton@GThornton_DevCore

	Allow 'dumpnonframe' stat command to also take an optional group name which will filter the output

Change 2879289 on 2016/02/24 by Graeme.Thornton@GThornton_DevCore

	Removed "-" in switch string for load time tracker. Makes -NoLoadTrackClear cmd line param actually work

Change 2879323 on 2016/02/24 by Graeme.Thornton@GThornton_DevCore

	PC builds now log engine initialization time with the load time tracker

Change 2879418 on 2016/02/24 by Graeme.Thornton@GThornton_DevCore

	Optimization for FSignedArchiveReader
	 - Compute incoming data hash in parallel on another thread while we serialize and decrypt the signature on the chunk cache worker thread

Change 2879419 on 2016/02/24 by Graeme.Thornton@GThornton_DevCore

	Extra stats for PakFile group
	 - Time reading from pak handles
	 - Number of open pak handles

Change 2881199 on 2016/02/25 by Graeme.Thornton@GThornton_DevCore

	Use 32 bit CRCs to hash chunk contents rather than SHA1. Much faster to compute than SHA1, and the decrypting 4 bytes rather than 20 is also a lot faster

Change 2885687 on 2016/02/29 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1

	Close disregard for GC pool when disabling it to leave it in a good state.

Change 2887358 on 2016/03/01 by Steve.Robb@Dev-Core

	FlushCurrentThreadCache calls forwarded on from FMalloc wrappers.

Change 2887398 on 2016/03/01 by Steve.Robb@Dev-Core

	Stats for MallocBinned2.

Change 2887682 on 2016/03/01 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1

	Added code to catch game hangs. If game thread is stalled for more than 5 seconds we will catch that, report its callstack and crash.

Change 2889573 on 2016/03/02 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1

	Renamed the new StackWalkAndDump to ThreadStackWalkAndDump to avoid name collisions and build errors.

Change 2889687 on 2016/03/02 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1

	Send thread heartbeats during potentially slow tasks.

Change 2889963 on 2016/03/02 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1

	Added the ability to query the name of a thread given its TLS id.

Change 2890439 on 2016/03/02 by Steve.Robb@Dev-Core

	MallocBinned redirection header, to allow easy switching between MallocBinned and MallocBinned2.
	Switch back to MallocBinned by default.

Change 2891799 on 2016/03/03 by Steve.Robb@Dev-Core

	Shrunken GMallocBinned2MemSizeToIndex array.
	Improvement of some shared templated alignment-related functions.

Change 2891812 on 2016/03/03 by Graeme.Thornton@GThornton_DevCore

	Refactoring of pak signing to be more compatible with patching
	 - Store signatures in a block at the end of the pak file
	 - Optimize decryption of signatures by serializing them all when the pak is opened, and decrypting on the chunk cache worker thread between read requests.

Change 2891813 on 2016/03/03 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream2

	Don't compile UnrealPak with ICU

Change 2892386 on 2016/03/03 by Steve.Robb@Dev-Core

	GitHub #2070 - Fix incorrect FMallocDebug::Malloc alignment checking

Change 2894189 on 2016/03/04 by Steve.Robb@Dev-Core

	Memswap fixes for sizes of 3, 5, 6 and 7, and early out on 0.

Change 2894427 on 2016/03/04 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1

	Don't display message boxes in unattended mode when D3D device is removed.

Change 2896912 on 2016/03/07 by Graeme.Thornton@GThornton_DevCore

	Disable reading of anything outside the pak file when in shipping builds

Change 2897053 on 2016/03/07 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1

	A few improvements to thread heartbeat thread:
	- Don't check for heartbeat in debug builds
	- Don't spawn the thread heartbeat thread for programs
	- Ignore stalls when exiting

Change 2898752 on 2016/03/08 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1

	Fixing race conditions when using malloc verify

Change 2899075 on 2016/03/08 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1

	UnrealPak will now accept hex values for p and q. Added the command line param to trust p and q.

Change 2899091 on 2016/03/08 by Steve.Robb@Dev-Core

	Fix for TQueue::Peek const-correctness.

Change 2902775 on 2016/03/10 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1

	Adding code to test signature keys.

Change 2905040 on 2016/03/11 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1

	TBigInt Multiply is now 30x faster

Change 2905218 on 2016/03/11 by Steve.Robb@Dev-Core

	New FCString::Strspn and FCString::Strcspn functions.

[CL 2921423 by Robert Manuszewski in Main branch]
2016-03-24 13:53:55 -04:00

100 lines
2.5 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Web.ModelBinding;
namespace Tools.CrashReporter.CrashReportCommon
{
/// <summary>
/// Thread-safe event counter for measuring approximate rate over a fixed period between now and a fixed time ago
/// </summary>
public class EventCounter
{
private class Bin
{
public int Count { get; set; }
}
/// <summary>
/// Create an event counter
/// </summary>
/// <param name="InAvePeriod">The period over which events are counter. The time we keep them and calculate the average rate.</param>
/// <param name="InResolution">The number of bins in which events are kept in the given period.</param>
public EventCounter(TimeSpan InAvePeriod, int InResolution)
{
Period = InAvePeriod;
Resolution = InResolution;
Bins = new Queue<Bin>(Resolution);
BinPeriod = TimeSpan.FromTicks(Period.Ticks/Resolution);
ActiveBin = new Bin();
Bins.Enqueue(ActiveBin);
Count = 0;
Timestamp = DateTime.UtcNow;
}
/// <summary>
/// Adds events to the counter. Keeps track of internal bins and updates them keeping only those in our Period.
/// </summary>
/// <param name="InCount">The number of events to add</param>
public void AddEvent(int InCount = 1)
{
lock (ThisLock)
{
TotalCount += InCount;
DateTime EventTime = DateTime.UtcNow;
while (EventTime - Timestamp > BinPeriod)
{
ActiveBin = new Bin();
Bins.Enqueue(ActiveBin);
Timestamp += BinPeriod;
}
Count += InCount;
ActiveBin.Count += InCount;
while (Bins.Count > Resolution)
{
Count -= Bins.Dequeue().Count;
}
}
}
/// <summary>
/// Count of all events since the counter was created.
/// </summary>
public int TotalEvents { get { return TotalCount; } }
/// <summary>
/// Count of all events currently in the time period we're interested in (Period) preceding now.
/// </summary>
public int EventsInPeriod { get { return Count; } }
/// <summary>
/// Current rate of events average over the period.
/// </summary>
public double EventsPerSecond
{
get
{
lock (ThisLock)
{
return Count/(BinPeriod.TotalSeconds*Bins.Count);
}
}
}
private DateTime Timestamp;
private readonly TimeSpan Period;
private readonly int Resolution;
private readonly TimeSpan BinPeriod;
private readonly Queue<Bin> Bins;
private Bin ActiveBin;
private int TotalCount;
private int Count;
private readonly Object ThisLock = new Object();
}
}