Originally Posted by Slakah
There is one method which I know of which is to stand facing a wall storing GetTime() before the code you want to be executed then after you minus that from the current GetTime().
Or if it's purely lua you can use a lua interpreter and use os.clock() comparing results before and after the code you which to track.
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Yeah... I was kind of afraid of that.
The issue I'm facing is that when I join a raid, something in my mod is hammering the frame rate, but I'm not sure where it is occurring in the code and with the size of the mod, narrowing down where the performance hit is taking place is non-trivial. I was kind of hoping to find a way of profiling CPU usage by method (function) call.
I suppose worst case would be to build a table of my own and accumulate time or call counts.