Struct game::debug::blocked_by::Viewer [−][src]
pub struct Viewer { panel: Panel, graph: BTreeMap<AgentID, (Duration, DelayCause)>, agent_positions: BTreeMap<AgentID, Pt2D>, arrows: Drawable, root_cause: Cached<AgentID, (Drawable, Text)>, }
Visualize the graph of what agents are blocked by others.
Fields
panel: Panel
graph: BTreeMap<AgentID, (Duration, DelayCause)>
agent_positions: BTreeMap<AgentID, Pt2D>
arrows: Drawable
root_cause: Cached<AgentID, (Drawable, Text)>
Implementations
impl Viewer
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impl Viewer
[src]pub fn new_state(ctx: &mut EventCtx<'_>, app: &App) -> Box<dyn State<App>>
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fn arrow_for(&self, app: &App, id: AgentID) -> Option<(Polygon, Color)>
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fn trace_root_cause(&self, app: &App, start: AgentID) -> (GeomBatch, String)
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Figure out why some agent is blocked. Draws an arrow for each hop in the dependency chain, and gives a description of the root cause.
fn find_worst_problems(
&self,
ctx: &EventCtx<'_>,
app: &App
) -> (GeomBatch, Widget)
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&self,
ctx: &EventCtx<'_>,
app: &App
) -> (GeomBatch, Widget)
Trace the root cause for everyone, find the most common sources, highlight them, and describe them.
fn simple_root_cause(&self, start: AgentID) -> DelayCause
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Trait Implementations
Auto Trait Implementations
impl !RefUnwindSafe for Viewer
impl !Send for Viewer
impl !Sync for Viewer
impl Unpin for Viewer
impl !UnwindSafe for Viewer
Blanket Implementations
impl<T> Downcast for T where
T: Any,
impl<T> Downcast for T where
T: Any,
impl<T> Instrument for T
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impl<T> Instrument for T
[src]pub fn instrument(self, span: Span) -> Instrumented<Self>
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pub fn in_current_span(self) -> Instrumented<Self>
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impl<T> Same<T> for T
impl<T> Same<T> for T
type Output = T
Should always be Self
impl<V, T> VZip<V> for T where
V: MultiLane<T>,
impl<V, T> VZip<V> for T where
V: MultiLane<T>,