perf(baseline): time full Draw() handler into LastDrawMs field
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+63
-37
@@ -166,6 +166,15 @@ public sealed class Plugin : IAsyncDalamudPlugin
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// because the tick reads it from a different thread than the writer.
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private volatile bool _isDisposing;
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// v1.9.0 B5: last full Draw() wall-time in ms, written once per frame at
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// the end of the UiBuilder.Draw handler. Covers the GlobalStyleScope push
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// and the font push (§7.5 First-Frame-HITCH must include atlas/style
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// prologue cost), not just WindowSystem.Draw — measuring the inner call
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// alone would drop the prologue and make the figure non-comparable to the
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// v1.5.6 baseline. Only accumulated here; the disk write happens in
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// PerformanceBaselineStep so the hot path stays allocation-free.
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internal double LastDrawMs;
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internal int DeferredSaveFrames = -1;
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// Cancels the v1.4.8 FTS5 bulk-insert worker on plugin teardown. The
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@@ -1012,48 +1021,65 @@ public sealed class Plugin : IAsyncDalamudPlugin
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private void Draw()
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{
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// v1.4.8 B2: pick up external edits of the active custom theme JSON
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// without forcing the user to re-click the picker. The disk-stat is
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// 1Hz-throttled inside RefreshActiveIfStale, so this is essentially
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// free on built-in themes and ~1 stat/second on custom themes.
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ThemeRegistry.RefreshActiveIfStale();
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using IDisposable _style = Ui.StyleEngine.GlobalStyleScope.Push(
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ThemeRegistry.Active,
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ThemeRegistry,
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Config.WindowOpacity
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);
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if (Config.HideInLoadingScreens && Condition[ConditionFlag.BetweenAreas])
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{
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TypingIpc.Update();
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// v1.9.0 B5: time the whole handler (style + font prologue included).
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// Bail before measuring once teardown has begun — a late Draw tick
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// must not touch ThemeRegistry / FontManager after DisposeAsync.
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if (_isDisposing)
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return;
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}
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// Hide all plugin windows while the New Game+ menu is open.
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if (
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Config.HideInNewGamePlusMenu
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&& GameFunctions.GameFunctions.IsAddonInteractable(
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GameFunctions.GameFunctions.NewGamePlusAddonName
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var drawWatch = Stopwatch.StartNew();
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try
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{
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// v1.4.8 B2: pick up external edits of the active custom theme JSON
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// without forcing the user to re-click the picker. The disk-stat is
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// 1Hz-throttled inside RefreshActiveIfStale, so this is essentially
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// free on built-in themes and ~1 stat/second on custom themes.
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ThemeRegistry.RefreshActiveIfStale();
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using IDisposable _style = Ui.StyleEngine.GlobalStyleScope.Push(
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ThemeRegistry.Active,
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ThemeRegistry,
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Config.WindowOpacity
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);
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if (Config.HideInLoadingScreens && Condition[ConditionFlag.BetweenAreas])
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{
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TypingIpc.Update();
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return;
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}
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// Hide all plugin windows while the New Game+ menu is open.
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if (
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Config.HideInNewGamePlusMenu
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&& GameFunctions.GameFunctions.IsAddonInteractable(
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GameFunctions.GameFunctions.NewGamePlusAddonName
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)
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)
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)
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{
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{
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TypingIpc.Update();
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return;
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}
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Interface.UiBuilder.DisableUserUiHide = !Config.HideWhenUiHidden;
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// RegularFont is nullable only because the live rebuild path
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// disposes it before reassigning; both ends of that swap happen on
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// this same draw thread, so it cannot be null here.
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var useRegularFont = Config.FontsEnabled || Config.UseHellionFont;
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using ((useRegularFont ? FontManager.RegularFont! : FontManager.Axis).Push())
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WindowSystem.Draw();
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TypingIpc.Update();
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return;
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FileDialogManager.Draw();
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}
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finally
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{
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// finally so the early-return frames (loading screen / NG+) record
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// their (cheap) time too instead of freezing on the last full frame.
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drawWatch.Stop();
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LastDrawMs = drawWatch.Elapsed.TotalMilliseconds;
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}
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Interface.UiBuilder.DisableUserUiHide = !Config.HideWhenUiHidden;
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// RegularFont is nullable only because the live rebuild path
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// disposes it before reassigning; both ends of that swap happen on
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// this same draw thread, so it cannot be null here.
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var useRegularFont = Config.FontsEnabled || Config.UseHellionFont;
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using ((useRegularFont ? FontManager.RegularFont! : FontManager.Axis).Push())
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WindowSystem.Draw();
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TypingIpc.Update();
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FileDialogManager.Draw();
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}
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internal void SaveConfig()
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