godot/modules/multiplayer/editor/multiplayer_editor_plugin.cpp

176 lines
7.1 KiB
C++

/**************************************************************************/
/* 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_node.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<ObjectID, MultiplayerDebugger::SyncInfo> &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<EditorDebuggerSession> 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<EditorDebuggerSession> 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_singleton()->add_bottom_panel_item(TTR("Replication"), repl_editor);
button->hide();
repl_editor->get_pin()->connect("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) {
get_editor_interface()->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_singleton()->hide_bottom_panel();
}
button->hide();
repl_editor->get_pin()->set_pressed(false);
}
}
void MultiplayerEditorPlugin::_pinned() {
if (!repl_editor->get_pin()->is_pressed()) {
if (repl_editor->is_visible_in_tree()) {
EditorNode::get_singleton()->hide_bottom_panel();
}
button->hide();
}
}
void MultiplayerEditorPlugin::edit(Object *p_object) {
repl_editor->edit(Object::cast_to<MultiplayerSynchronizer>(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_singleton()->make_bottom_panel_item_visible(repl_editor);
} else if (!repl_editor->get_pin()->is_pressed()) {
if (repl_editor->is_visible_in_tree()) {
EditorNode::get_singleton()->hide_bottom_panel();
}
button->hide();
}
}