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authorjduncanator <jduncanator@users.noreply.github.com>2018-09-04 10:15:41 +1000
committerThomas Guillemard <thog@protonmail.com>2018-09-04 02:15:41 +0200
commit76a3172f1784bcba209ce070503cfaeff3475449 (patch)
tree75216bd5249983dc6c2be38b90cea0eed00831ac
parent675f3f6f816d4f315c2f319d6b323834dc252590 (diff)
Asynchronously log messages to the Console window (#395)
* Logging: Asynchronously log messages to the Console window Writing to the Console blocks until the write completes. This has the potential to block any code path that logs to the application logger. By queuing up log messages in an asynchronous queue and returning without blocking, we can speed up code paths that heavily log to the console (for example stubbed services like ServiceHid). From testing this results in a roughly 8% time decrease between Ryujinx startup and the splash screen in Super Mario Odyssey on my system - 00:03:19.591 down to 00:03:04.354. Depending on your system, YMMV. * Logging: Resolve code styling issues
-rw-r--r--Ryujinx/Ui/ConsoleLog.cs41
-rw-r--r--Ryujinx/Ui/Program.cs2
2 files changed, 40 insertions, 3 deletions
diff --git a/Ryujinx/Ui/ConsoleLog.cs b/Ryujinx/Ui/ConsoleLog.cs
index 1a289994..6fb92e33 100644
--- a/Ryujinx/Ui/ConsoleLog.cs
+++ b/Ryujinx/Ui/ConsoleLog.cs
@@ -1,5 +1,6 @@
using Ryujinx.HLE.Logging;
using System;
+using System.Collections.Concurrent;
using System.Collections.Generic;
using System.Threading;
@@ -7,6 +8,10 @@ namespace Ryujinx
{
static class ConsoleLog
{
+ private static Thread MessageThread;
+
+ private static BlockingCollection<LogEventArgs> MessageQueue;
+
private static Dictionary<LogLevel, ConsoleColor> LogColors;
private static object ConsoleLock;
@@ -21,15 +26,39 @@ namespace Ryujinx
{ LogLevel.Error, ConsoleColor.Red }
};
+ MessageQueue = new BlockingCollection<LogEventArgs>();
+
ConsoleLock = new object();
+
+ MessageThread = new Thread(() =>
+ {
+ while (!MessageQueue.IsCompleted)
+ {
+ try
+ {
+ PrintLog(MessageQueue.Take());
+ }
+ catch (InvalidOperationException)
+ {
+ // IOE means that Take() was called on a completed collection.
+ // Some other thread can call CompleteAdding after we pass the
+ // IsCompleted check but before we call Take.
+ // We can simply catch the exception since the loop will break
+ // on the next iteration.
+ }
+ }
+ });
+
+ MessageThread.IsBackground = true;
+ MessageThread.Start();
}
- public static void PrintLog(object sender, LogEventArgs e)
+ private static void PrintLog(LogEventArgs e)
{
string FormattedTime = e.Time.ToString(@"hh\:mm\:ss\.fff");
string CurrentThread = Thread.CurrentThread.ManagedThreadId.ToString("d4");
-
+
string Message = FormattedTime + " | " + CurrentThread + " " + e.Message;
if (LogColors.TryGetValue(e.Level, out ConsoleColor Color))
@@ -47,5 +76,13 @@ namespace Ryujinx
Console.WriteLine(Message);
}
}
+
+ public static void Log(object sender, LogEventArgs e)
+ {
+ if (!MessageQueue.IsAddingCompleted)
+ {
+ MessageQueue.Add(e);
+ }
+ }
}
} \ No newline at end of file
diff --git a/Ryujinx/Ui/Program.cs b/Ryujinx/Ui/Program.cs
index 7acf73a5..fdbc59a5 100644
--- a/Ryujinx/Ui/Program.cs
+++ b/Ryujinx/Ui/Program.cs
@@ -22,7 +22,7 @@ namespace Ryujinx
Config.Read(Device);
- Device.Log.Updated += ConsoleLog.PrintLog;
+ Device.Log.Updated += ConsoleLog.Log;
if (args.Length == 1)
{