ProfileRecorder
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Defined in: app/profileRecorder.ts:54
Records frames into a capture the game can hand anywhere. Measures nothing of
its own, so a capture cannot disagree with the profiler panel; and chooses no
destination — take() returns an object, the engine opens no socket.
Constructors
Section titled “Constructors”Constructor
Section titled “Constructor”new ProfileRecorder(
app,options?):ProfileRecorder
Defined in: app/profileRecorder.ts:62
Parameters
Section titled “Parameters”options?
Section titled “options?”Returns
Section titled “Returns”ProfileRecorder
Accessors
Section titled “Accessors”frameCount
Section titled “frameCount”Get Signature
Section titled “Get Signature”get frameCount():
number
Defined in: app/profileRecorder.ts:71
Returns
Section titled “Returns”number
recording
Section titled “recording”Get Signature
Section titled “Get Signature”get recording():
boolean
Defined in: app/profileRecorder.ts:67
Returns
Section titled “Returns”boolean
Methods
Section titled “Methods”clear()
Section titled “clear()”clear():
void
Defined in: app/profileRecorder.ts:100
Throw away what has been recorded, keeping the recorder running.
Returns
Section titled “Returns”void
start()
Section titled “start()”start():
void
Defined in: app/profileRecorder.ts:80
Begin recording, turning on the instrumentation it reads — both sides of it, since the C++ scopes are behind their own switch and a capture missing them looks like an engine that costs nothing rather than one not measured.
Returns
Section titled “Returns”void
stop()
Section titled “stop()”stop():
void
Defined in: app/profileRecorder.ts:91
Stop recording and put the engine’s own profiling back down.
Returns
Section titled “Returns”void
take()
Section titled “take()”take():
ProfileCapture
Defined in: app/profileRecorder.ts:108
The capture so far. Recording may continue; the frames are copied out, so the returned document does not change under a reader.