feat(servers): time the main loops' phases and the known heavy spots

Frames and phase scopes in the world, auth, chat and UGC loops (packets per type, entities, physics, ghosting, replica, spawners, log flush, saves, web requests by route). Scopes at LoadPlayer, CreateEntity, each component's construction, InventoryComponent::LoadXml, script timers and a world's zone load; game database queries in the query helpers; CDClient statements timed through sqlite3_trace_v2 as CDClient <table> (CppSQLite3DB gets a handle accessor). Task 96.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Aaron Kimbrell
2026-09-29 22:06:31 -05:00
parent 63666c3c6b
commit d4e9423264
13 changed files with 164 additions and 14 deletions

View File

@@ -1,3 +1,4 @@
#include "Profiler.h"
#include "Web.h"
#include "Game.h"
#include "magic_enum.hpp"
@@ -499,6 +500,8 @@ void HandleHTTPMessage(mg_connection* connection, const mg_http_message* http_ms
// Call handler only if all middleware passed. A failing handler (e.g. a database error) answers 500
// instead of taking the whole server down.
if (chainPassed) {
// Frame timing: a handler runs on the main thread, between ticks or inside one
Profiler::Scope profile(Profiler::Intern(trafficRoute), Profiler::Phase::WEB);
try {
route.handle(reply, context);
} catch (const std::exception& ex) {