// BlockyFroggy
// Copyright © 2017 John Ryland.
// All rights reserved.
#include "SystemInformation.h"
#include <mach/mach.h>
#include <cassert>
SystemInformation::SystemInformation()
{
m_lastFrameTimePoint = GameTime::now();
}
SystemInformation::~SystemInformation()
{
}
//
// http://stackoverflow.com/questions/8223348/ios-get-cpu-usage-from-application
//
float SystemInformation::getCpuUsage()
{
kern_return_t kr;
task_info_data_t tinfo;
mach_msg_type_number_t task_info_count;
task_info_count = TASK_INFO_MAX;
kr = task_info(mach_task_self(), TASK_BASIC_INFO, (task_info_t)tinfo, &task_info_count);
if (kr != KERN_SUCCESS) {
return -1;
}
//task_basic_info_t basic_info;
thread_array_t thread_list;
mach_msg_type_number_t thread_count;
thread_info_data_t thinfo;
mach_msg_type_number_t thread_info_count;
thread_basic_info_t basic_info_th;
//uint32_t stat_thread = 0; // Mach threads
//basic_info = (task_basic_info_t)tinfo;
// get threads in the task
kr = task_threads(mach_task_self(), &thread_list, &thread_count);
if (kr != KERN_SUCCESS) {
return -1;
}
//if (thread_count > 0)
// stat_thread += thread_count;
long tot_sec = 0;
long tot_usec = 0;
float tot_cpu = 0;
int j;
for (j = 0; j < thread_count; j++)
{
thread_info_count = THREAD_INFO_MAX;
kr = thread_info(thread_list[j], THREAD_BASIC_INFO,
(thread_info_t)thinfo, &thread_info_count);
if (kr != KERN_SUCCESS) {
return -1;
}
basic_info_th = (thread_basic_info_t)thinfo;
if (!(basic_info_th->flags & TH_FLAGS_IDLE)) {
tot_sec = tot_sec + basic_info_th->user_time.seconds + basic_info_th->system_time.seconds;
tot_usec = tot_usec + basic_info_th->user_time.microseconds + basic_info_th->system_time.microseconds;
tot_cpu = tot_cpu + basic_info_th->cpu_usage / (float)TH_USAGE_SCALE * 100.0;
}
} // for each thread
kr = vm_deallocate(mach_task_self(), (vm_offset_t)thread_list, thread_count * sizeof(thread_t));
assert(kr == KERN_SUCCESS);
return tot_cpu;
}
//
// http://stackoverflow.com/questions/7989864/watching-memory-usage-in-ios
//
size_t SystemInformation::getMemoryUsage()
{
struct task_basic_info info;
mach_msg_type_number_t size = sizeof(info);
//kern_return_t kr =
task_info(mach_task_self(), TASK_BASIC_INFO, (task_info_t)&info, &size);
//assert(kr == KERN_SUCCESS);
return info.resident_size; // size in bytes
}
float SystemInformation::getFrameTime()
{
return m_lastFrameDuration.count() * 0.000000001f; // nanosecs to seconds as a float
}
float SystemInformation::getFps()
{
return m_fps;
}
float SystemInformation::getAverageFps()
{
return m_averageFps;
}
float SystemInformation::getDrawTime()
{
return m_postDrawFrameDuration.count() * 0.000000001f; // nanosecs to seconds as a float
}
void SystemInformation::preDraw()
{
m_preDrawTimePoint = GameTime::now();
}
//
// fps calculations
// http://stackoverflow.com/questions/1738315/calculate-fps-frames-per-second-for-iphone-app
//
void SystemInformation::frameDrawn()
{
GameTime::TimePoint thisFrameTimePoint = GameTime::now();
m_lastFrameDuration = thisFrameTimePoint - m_lastFrameTimePoint;
m_lastFrameTimePoint = thisFrameTimePoint;
m_postDrawFrameDuration = thisFrameTimePoint - m_preDrawTimePoint;
uint64_t nanoSecs = m_lastFrameDuration.count();
m_fps = (nanoSecs == 0) ? 0 : 1000000000 / float(nanoSecs);
m_averageFpsCounter++;
m_averageFpsSum += m_fps;
if (m_averageFpsCounter >= 5) // calculate average FPS over 5 frames
{
m_averageFps = m_averageFpsSum / m_averageFpsCounter;
m_averageFpsCounter = 0;
m_averageFpsSum = 0;
}
}