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DebugUtil

Utils / DebugUtil

DebugUtil Class

Game performance data, auxiliary debugging and performance optimization

Table of contents

Properties

tsEventRpcFuncs: string[]

Accessors

cachedRPCs(): string[]
The RPC message cached in the current frame.
frameTime(): number
Frame time is the total time it takes to generate one frame of game content. Since the game thread and the rendering thread keep sync before completing a frame, the frame time is often close to the time displayed in one of the thread. Unit ms
gameThreadTime(): number
The time consumed by objects in the game thread, including script, animation, game logic, etc. The unit is ms. If the frame time is close to the time displayed in the game thread, the performance of the game is likely to be hindered by the game thread. The unit is ms.
receivedBytes(): number
The total size of network packets received within one second. Unit Byte.
receivedRPCs(): string[]
The RPC message received in the current frame.
renderThreadTime(): number
The time spent processing these objects in the rendering thread is affected by particles, effects, meshes, and other factors. The unit is ms.
sentBytes(): number
The total size of network packets sent within one second. Unit Byte
sentRPCs(): string[]
The RPC message sent in the current frame.
usedMemory(): number
The total memory size currently in use, measured in MB.

Properties

tsEventRpcFuncs

Static tsEventRpcFuncs: string[]

Accessors

cachedRPCs

Static get cachedRPCs(): string[]

The RPC message cached in the current frame.

Returns

string[]

frameTime

Static get frameTime(): number

Frame time is the total time it takes to generate one frame of game content. Since the game thread and the rendering thread keep sync before completing a frame, the frame time is often close to the time displayed in one of the thread. Unit ms

Returns

number

gameThreadTime

Static get gameThreadTime(): number

The time consumed by objects in the game thread, including script, animation, game logic, etc. The unit is ms. If the frame time is close to the time displayed in the game thread, the performance of the game is likely to be hindered by the game thread. The unit is ms.

Returns

number

receivedBytes

Static get receivedBytes(): number

The total size of network packets received within one second. Unit Byte.

Returns

number

receivedRPCs

Static get receivedRPCs(): string[]

The RPC message received in the current frame.

Returns

string[]

renderThreadTime

Static get renderThreadTime(): number

The time spent processing these objects in the rendering thread is affected by particles, effects, meshes, and other factors. The unit is ms.

Precautions

If the frame time is close to the time displayed in the Draw thread, the performance of the game is likely to be hindered by the rendering thread. The unit is ms. The value for the server is 0.

Returns

number

sentBytes

Static get sentBytes(): number

The total size of network packets sent within one second. Unit Byte

Returns

number

sentRPCs

Static get sentRPCs(): string[]

The RPC message sent in the current frame.

Returns

string[]

usedMemory

Static get usedMemory(): number

The total memory size currently in use, measured in MB.

Returns