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Difference between revisions of "Debug Profiler"
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− | Minecraft provides a Debug Profiler that | + | Minecraft provides a Debug Profiler that provides system data, current game settings, JVM data, level data, and sided tick information to find time consuming code. Considering things like TickEvents and ticking BlockEntities, this can be very useful for modders and server owners that want to find a lag source. |
== Using the Debug Profiler == | == Using the Debug Profiler == | ||
− | The Debug Profiler is very simple to use. | + | The Debug Profiler is very simple to use. The keybind <code>F3 + L</code> can be used to start the profiler. After 10 seconds, the profiler will automatically stop; however, it can be stopped earlier by pressing the keybind again. |
− | {{Tip| | + | {{Tip/Important| The <code>/debug</code> still runs; however, no data will be dumped to any location.}} |
− | After | + | {{Tip|You can only profile code paths that are actually being reached. Entities and Block Entities that you want to profile must exist in the level to show up in the results.}} |
+ | |||
+ | After the debugger has stopped, it will create a new zip within the <code>debug/profiling</code> subdirectory in your run directory. The file name will be formatted with the date and time as <code>yyyy-mm-dd_hh_mi_ss-WorldName-VersionNumber.zip</code>. | ||
== Reading a Profiling result == | == Reading a Profiling result == | ||
− | At the top it first tells you how long in milliseconds it was running and how many ticks ran in that time. | + | Within each sided folder (<code>client</code> and <code>server</code>), you will find a <code>profiling.txt</code> file containing the result data. At the top, it first tells you how long in milliseconds it was running and how many ticks ran in that time. |
Below that, you will find information similar to the snippet below: | Below that, you will find information similar to the snippet below: | ||
Line 19: | Line 21: | ||
<syntaxhighlight> | <syntaxhighlight> | ||
[00] levels - 96.70%/96.70% | [00] levels - 96.70%/96.70% | ||
− | [01] | | + | [01] | Level Name - 99.76%/96.47% |
[02] | | tick - 99.31%/95.81% | [02] | | tick - 99.31%/95.81% | ||
[03] | | | entities - 47.72%/45.72% | [03] | | | entities - 47.72%/45.72% | ||
Line 40: | Line 42: | ||
== Profiling your own code == | == Profiling your own code == | ||
− | The Debug Profiler has basic support for <code>Entity</code> and <code> | + | The Debug Profiler has basic support for <code>Entity</code> and <code>BlockEntity</code>. If you would like to profile something else, you may need to manually create your sections like so: |
<syntaxhighlight lang="java"> | <syntaxhighlight lang="java"> | ||
Line 48: | Line 50: | ||
</syntaxhighlight> | </syntaxhighlight> | ||
− | You can obtain the the <code> | + | You can obtain the the <code>ProfilerFiller</code> instance from a <code>Level</code>, <code>MinecraftServer</code>, or <code>Minecraft</code> instance. Now you just need to search the file for your section name. |
+ | |||
+ | |||
+ | [[Category:Beginner Topics]] |
Latest revision as of 22:26, 29 July 2021
This page is under construction.
This page is incomplete, and needs more work. Feel free to edit and improve this page!
Minecraft provides a Debug Profiler that provides system data, current game settings, JVM data, level data, and sided tick information to find time consuming code. Considering things like TickEvents and ticking BlockEntities, this can be very useful for modders and server owners that want to find a lag source.
Using the Debug Profiler
The Debug Profiler is very simple to use. The keybind F3 + L
can be used to start the profiler. After 10 seconds, the profiler will automatically stop; however, it can be stopped earlier by pressing the keybind again.
Important
/debug
still runs; however, no data will be dumped to any location.After the debugger has stopped, it will create a new zip within the debug/profiling
subdirectory in your run directory. The file name will be formatted with the date and time as yyyy-mm-dd_hh_mi_ss-WorldName-VersionNumber.zip
.
Reading a Profiling result
Within each sided folder (client
and server
), you will find a profiling.txt
file containing the result data. At the top, it first tells you how long in milliseconds it was running and how many ticks ran in that time.
Below that, you will find information similar to the snippet below:
[00] levels - 96.70%/96.70% [01] | Level Name - 99.76%/96.47% [02] | | tick - 99.31%/95.81% [03] | | | entities - 47.72%/45.72% [04] | | | | regular - 98.32%/44.95% [04] | | | | blockEntities - 0.90%/0.41% [05] | | | | | unspecified - 64.26%/0.26% [05] | | | | | minecraft:furnace - 33.35%/0.14% [05] | | | | | minecraft:chest - 2.39%/0.01%
Here is a small explanation of what each part means
[02] | tick | 99.31% | 95.81% |
---|---|---|---|
The Depth of the section | The Name of the Section | The percentage of time it took in relation to it’s parent. For Layer 0 it’s the percentage of the time a tick takes, while for Layer 1 it’s the percentage of the time its parent takes | The second Percentage tells you how much Time it took from the entire tick. |
Profiling your own code
The Debug Profiler has basic support for Entity
and BlockEntity
. If you would like to profile something else, you may need to manually create your sections like so:
profiler.startSection("<a custom section name>"); // The code you want to profile profiler.endSection(); // OR profier.endStartSection("<new section name>");
You can obtain the the ProfilerFiller
instance from a Level
, MinecraftServer
, or Minecraft
instance. Now you just need to search the file for your section name.