Utils / DebugUtil
DebugUtil Class
Game performance data, auxiliary debugging and performance optimization
Table of contents
Properties
tsEventRpcFuncs: string [] |
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Accessors
cachedRPCs(): string [] |
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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
• | ||
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The RPC message cached in the current frame. Returns
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frameTime
• | ||
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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
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gameThreadTime
• | ||
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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
|
receivedBytes
• | ||
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The total size of network packets received within one second. Unit Byte. Returns
|
receivedRPCs
• | ||
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The RPC message received in the current frame. Returns
|
renderThreadTime
• | ||
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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
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sentBytes
• | ||
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The total size of network packets sent within one second. Unit Byte Returns
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sentRPCs
• | ||
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The RPC message sent in the current frame. Returns
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usedMemory
• |
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The total memory size currently in use, measured in MB. Returns |