godot/modules/multiplayer/editor/editor_network_profiler.h

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/*************************************************************************/
/* editor_network_profiler.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
/* 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. */
/*************************************************************************/
#ifndef EDITOR_NETWORK_PROFILER_H
#define EDITOR_NETWORK_PROFILER_H
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#include "scene/debugger/scene_debugger.h"
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#include "scene/gui/box_container.h"
#include "scene/gui/button.h"
#include "scene/gui/label.h"
#include "scene/gui/split_container.h"
#include "scene/gui/tree.h"
#include "../multiplayer_debugger.h"
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class EditorNetworkProfiler : public VBoxContainer {
GDCLASS(EditorNetworkProfiler, VBoxContainer)
public:
struct NodeInfo {
ObjectID id;
String type;
String path;
NodeInfo() {}
NodeInfo(const ObjectID &p_id) {
id = p_id;
path = String::num_int64(p_id);
}
};
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private:
using RPCNodeInfo = MultiplayerDebugger::RPCNodeInfo;
using SyncInfo = MultiplayerDebugger::SyncInfo;
bool dirty = false;
Timer *refresh_timer = nullptr;
Button *activate = nullptr;
Button *clear_button = nullptr;
Tree *counters_display = nullptr;
LineEdit *incoming_bandwidth_text = nullptr;
LineEdit *outgoing_bandwidth_text = nullptr;
Tree *replication_display = nullptr;
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HashMap<ObjectID, RPCNodeInfo> rpc_data;
HashMap<ObjectID, SyncInfo> sync_data;
HashMap<ObjectID, NodeInfo> node_data;
HashSet<ObjectID> missing_node_data;
Ref<Texture2D> node_icon;
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void _activate_pressed();
void _clear_pressed();
void _refresh();
void _replication_button_clicked(TreeItem *p_item, int p_column, int p_idx, MouseButton p_button);
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protected:
void _notification(int p_what);
static void _bind_methods();
public:
void refresh_rpc_data();
void refresh_replication_data();
Array pop_missing_node_data();
void add_node_data(const NodeInfo &p_info);
void add_rpc_frame_data(const RPCNodeInfo &p_frame);
void add_sync_frame_data(const SyncInfo &p_frame);
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void set_bandwidth(int p_incoming, int p_outgoing);
bool is_profiling();
EditorNetworkProfiler();
};
#endif // EDITOR_NETWORK_PROFILER_H