Files
UnrealEngineUWP/Engine/Source/Programs/UnrealBuildTool/System/ScopedTimer.cs
Ben Marsh 6f927647b1 Changing C# code over to using EpicGames.Core over DotNETCommon.
#rb none
#rnx

[CL 14962096 by Ben Marsh in ue5-main branch]
2020-12-21 23:07:37 -04:00

57 lines
1.4 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using EpicGames.Core;
namespace UnrealBuildTool
{
/// <summary>
/// Scoped timer, start is in the constructor, end in Dispose. Best used with using(ScopedTimer Timer = new ScopedTimer()). Suports nesting.
/// </summary>
public class ScopedTimer : IDisposable
{
DateTime StartTime;
string TimerName;
LogEventType Verbosity;
static int Indent = 0;
static object IndentLock = new object();
/// <summary>
/// Constructor
/// </summary>
/// <param name="Name">Name of the block being measured</param>
/// <param name="InVerbosity">Verbosity for output messages</param>
public ScopedTimer(string Name, LogEventType InVerbosity = LogEventType.Verbose)
{
TimerName = Name;
lock (IndentLock)
{
Indent++;
}
Verbosity = InVerbosity;
StartTime = DateTime.UtcNow;
}
/// <summary>
/// Prints out the timing message
/// </summary>
public void Dispose()
{
double TotalSeconds = (DateTime.UtcNow - StartTime).TotalSeconds;
int LogIndent = 0;
lock (IndentLock)
{
LogIndent = --Indent;
}
StringBuilder IndentText = new StringBuilder(LogIndent * 2);
IndentText.Append(' ', LogIndent * 2);
Log.WriteLine(Verbosity, "{0}{1} took {2}s", IndentText.ToString(), TimerName, TotalSeconds);
}
}
}