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Robot activity counts in F2 menu #1484
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This looks cool! 🚀 Also, thanks @kostmo for the detailed documentation 👍
I have not yet read through all of it, but I will try to find time to do so this week and also test this out on the scenarios.
Co-authored-by: Brent Yorgey <[email protected]>
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This is looking good! I think this will give a lot of useful information when debugging robot programs. I think there are just a few more things to clean up / resolve before merging.
- Do you have any idea why
idler1
only ever gets to 98.4% Activity? Seems to me like it ought to be 100%.- Edited to add: I think it's because the
gameTick
function runs all robots, then increments the current tick. So at the time we are rendering a frame, the current tick will always be strictly greater than any ticks stored in theWindowedCounter
for any robot; hencegetOccupancy
will never be 1.
- Edited to add: I think it's because the
- We should probably add a wiki page somewhere that explains in detail what each of the columns means, and link to it from somewhere (e.g. the bottom of the Robots panel). In particular I imagine many players will be confused about the difference between actions, commands, and cycles. I don't care whether we do that in this PR or split it out into another issue and do it later.
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Looks great!
Extension of #1484 that partially mitigates #1558. Let's not bother to track the activity levels of system robots when we're not in creative mode, because they won't even show up in the `F2` dialog. This mitigation can be substantial, as we generally expect there to be many more system robots than player robots. It doesn't have quite the same "warm up" drawback as the potential mitigation described in #1558 (comment), because player robots will always be warmed up, and system robots will have been warmed up if we've been playing in creative mode. We wouldn't necessarily expect frequent toggling in-and-out of creative mode while trying to observe performance in the `F2` dialog.
Towards #1341.