godot/modules/multiplayer/multiplayer_debugger.h

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/**************************************************************************/
/* multiplayer_debugger.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
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#ifndef MULTIPLAYER_DEBUGGER_H
#define MULTIPLAYER_DEBUGGER_H
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#include "core/debugger/engine_profiler.h"
#include "core/os/os.h"
class MultiplayerSynchronizer;
class MultiplayerDebugger {
public:
struct RPCNodeInfo {
ObjectID node;
String node_path;
int incoming_rpc = 0;
int incoming_size = 0;
int outgoing_rpc = 0;
int outgoing_size = 0;
};
struct RPCFrame {
Vector<RPCNodeInfo> infos;
Array serialize();
bool deserialize(const Array &p_arr);
};
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struct SyncInfo {
ObjectID synchronizer;
ObjectID config;
ObjectID root_node;
int incoming_syncs = 0;
int incoming_size = 0;
int outgoing_syncs = 0;
int outgoing_size = 0;
void write_to_array(Array &r_arr) const;
bool read_from_array(const Array &p_arr, int p_offset);
SyncInfo() {}
SyncInfo(MultiplayerSynchronizer *p_sync);
};
struct ReplicationFrame {
HashMap<ObjectID, SyncInfo> infos;
Array serialize();
bool deserialize(const Array &p_arr);
};
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private:
class BandwidthProfiler : public EngineProfiler {
protected:
struct BandwidthFrame {
uint32_t timestamp;
int packet_size;
};
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int bandwidth_in_ptr = 0;
Vector<BandwidthFrame> bandwidth_in;
int bandwidth_out_ptr = 0;
Vector<BandwidthFrame> bandwidth_out;
uint64_t last_bandwidth_time = 0;
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int bandwidth_usage(const Vector<BandwidthFrame> &p_buffer, int p_pointer);
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public:
void toggle(bool p_enable, const Array &p_opts);
void add(const Array &p_data);
void tick(double p_frame_time, double p_process_time, double p_physics_time, double p_physics_frame_time);
};
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class RPCProfiler : public EngineProfiler {
private:
HashMap<ObjectID, RPCNodeInfo> rpc_node_data;
uint64_t last_profile_time = 0;
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void init_node(const ObjectID p_node);
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public:
void toggle(bool p_enable, const Array &p_opts);
void add(const Array &p_data);
void tick(double p_frame_time, double p_process_time, double p_physics_time, double p_physics_frame_time);
};
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class ReplicationProfiler : public EngineProfiler {
private:
HashMap<ObjectID, SyncInfo> sync_data;
uint64_t last_profile_time = 0;
public:
void toggle(bool p_enable, const Array &p_opts);
void add(const Array &p_data);
void tick(double p_frame_time, double p_process_time, double p_physics_time, double p_physics_frame_time);
};
static Error _capture(void *p_user, const String &p_msg, const Array &p_args, bool &r_captured);
public:
static void initialize();
static void deinitialize();
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};
#endif // MULTIPLAYER_DEBUGGER_H