/**************************************************************************/ /* multiplayer_editor_plugin.cpp */ /**************************************************************************/ /* 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. */ /**************************************************************************/ #include "multiplayer_editor_plugin.h" #include "../multiplayer_synchronizer.h" #include "editor_network_profiler.h" #include "replication_editor.h" #include "editor/editor_command_palette.h" #include "editor/editor_interface.h" #include "editor/editor_node.h" #include "editor/gui/editor_bottom_panel.h" void MultiplayerEditorDebugger::_bind_methods() { ADD_SIGNAL(MethodInfo("open_request", PropertyInfo(Variant::STRING, "path"))); } bool MultiplayerEditorDebugger::has_capture(const String &p_capture) const { return p_capture == "multiplayer"; } void MultiplayerEditorDebugger::_open_request(const String &p_path) { emit_signal("open_request", p_path); } bool MultiplayerEditorDebugger::capture(const String &p_message, const Array &p_data, int p_session) { ERR_FAIL_COND_V(!profilers.has(p_session), false); EditorNetworkProfiler *profiler = profilers[p_session]; if (p_message == "multiplayer:rpc") { MultiplayerDebugger::RPCFrame frame; frame.deserialize(p_data); for (int i = 0; i < frame.infos.size(); i++) { profiler->add_rpc_frame_data(frame.infos[i]); } return true; } else if (p_message == "multiplayer:syncs") { MultiplayerDebugger::ReplicationFrame frame; frame.deserialize(p_data); for (const KeyValue &E : frame.infos) { profiler->add_sync_frame_data(E.value); } Array missing = profiler->pop_missing_node_data(); if (missing.size()) { // Asks for the object information. get_session(p_session)->send_message("multiplayer:cache", missing); } return true; } else if (p_message == "multiplayer:cache") { ERR_FAIL_COND_V(p_data.size() % 3, false); for (int i = 0; i < p_data.size(); i += 3) { EditorNetworkProfiler::NodeInfo info; info.id = p_data[i].operator ObjectID(); info.type = p_data[i + 1].operator String(); info.path = p_data[i + 2].operator String(); profiler->add_node_data(info); } return true; } else if (p_message == "multiplayer:bandwidth") { ERR_FAIL_COND_V(p_data.size() < 2, false); profiler->set_bandwidth(p_data[0], p_data[1]); return true; } return false; } void MultiplayerEditorDebugger::_profiler_activate(bool p_enable, int p_session_id) { Ref session = get_session(p_session_id); ERR_FAIL_COND(session.is_null()); session->toggle_profiler("multiplayer:bandwidth", p_enable); session->toggle_profiler("multiplayer:rpc", p_enable); session->toggle_profiler("multiplayer:replication", p_enable); } void MultiplayerEditorDebugger::setup_session(int p_session_id) { Ref session = get_session(p_session_id); ERR_FAIL_COND(session.is_null()); EditorNetworkProfiler *profiler = memnew(EditorNetworkProfiler); profiler->connect("enable_profiling", callable_mp(this, &MultiplayerEditorDebugger::_profiler_activate).bind(p_session_id)); profiler->connect("open_request", callable_mp(this, &MultiplayerEditorDebugger::_open_request)); profiler->set_name(TTR("Network Profiler")); session->add_session_tab(profiler); profilers[p_session_id] = profiler; } /// MultiplayerEditorPlugin MultiplayerEditorPlugin::MultiplayerEditorPlugin() { repl_editor = memnew(ReplicationEditor); button = EditorNode::get_bottom_panel()->add_item(TTR("Replication"), repl_editor, ED_SHORTCUT_AND_COMMAND("bottom_panels/toggle_replication_bottom_panel", TTR("Toggle Replication Bottom Panel"))); button->hide(); repl_editor->get_pin()->connect(SceneStringName(pressed), callable_mp(this, &MultiplayerEditorPlugin::_pinned)); debugger.instantiate(); debugger->connect("open_request", callable_mp(this, &MultiplayerEditorPlugin::_open_request)); } void MultiplayerEditorPlugin::_open_request(const String &p_path) { EditorInterface::get_singleton()->open_scene_from_path(p_path); } void MultiplayerEditorPlugin::_notification(int p_what) { switch (p_what) { case NOTIFICATION_ENTER_TREE: { get_tree()->connect("node_removed", callable_mp(this, &MultiplayerEditorPlugin::_node_removed)); add_debugger_plugin(debugger); } break; case NOTIFICATION_EXIT_TREE: { remove_debugger_plugin(debugger); } } } void MultiplayerEditorPlugin::_node_removed(Node *p_node) { if (p_node && p_node == repl_editor->get_current()) { repl_editor->edit(nullptr); if (repl_editor->is_visible_in_tree()) { EditorNode::get_bottom_panel()->hide_bottom_panel(); } button->hide(); repl_editor->get_pin()->set_pressed(false); } } void MultiplayerEditorPlugin::_pinned() { if (!repl_editor->get_pin()->is_pressed() && repl_editor->get_current() == nullptr) { if (repl_editor->is_visible_in_tree()) { EditorNode::get_bottom_panel()->hide_bottom_panel(); } button->hide(); } } void MultiplayerEditorPlugin::edit(Object *p_object) { repl_editor->edit(Object::cast_to(p_object)); } bool MultiplayerEditorPlugin::handles(Object *p_object) const { return p_object->is_class("MultiplayerSynchronizer"); } void MultiplayerEditorPlugin::make_visible(bool p_visible) { if (p_visible) { button->show(); EditorNode::get_bottom_panel()->make_item_visible(repl_editor); } else if (!repl_editor->get_pin()->is_pressed()) { if (repl_editor->is_visible_in_tree()) { EditorNode::get_bottom_panel()->hide_bottom_panel(); } button->hide(); } }