godot/modules/multiplayer/editor/multiplayer_editor_plugin.h
Fabio Alessandrelli f38e116026 [MP] Initial replication profiler.
Part of the current network profiler stack.
Tracks synchronizers, incoming/outgoing state sizes, and their
bandwidth usage.
2022-11-19 12:48:16 +01:00

86 lines
3.5 KiB
C++

/*************************************************************************/
/* multiplayer_editor_plugin.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). */
/* */
/* 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: */
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/* The above copyright notice and this permission notice shall be */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/*************************************************************************/
#ifndef MULTIPLAYER_EDITOR_PLUGIN_H
#define MULTIPLAYER_EDITOR_PLUGIN_H
#include "editor/editor_plugin.h"
#include "editor/plugins/editor_debugger_plugin.h"
class EditorNetworkProfiler;
class MultiplayerEditorDebugger : public EditorDebuggerPlugin {
GDCLASS(MultiplayerEditorDebugger, EditorDebuggerPlugin);
private:
HashMap<int, EditorNetworkProfiler *> profilers;
void _open_request(const String &p_path);
void _profiler_activate(bool p_enable, int p_session_id);
protected:
static void _bind_methods();
public:
virtual bool has_capture(const String &p_capture) const override;
virtual bool capture(const String &p_message, const Array &p_data, int p_index) override;
virtual void setup_session(int p_session_id) override;
MultiplayerEditorDebugger() {}
};
class ReplicationEditor;
class MultiplayerEditorPlugin : public EditorPlugin {
GDCLASS(MultiplayerEditorPlugin, EditorPlugin);
private:
Button *button = nullptr;
ReplicationEditor *repl_editor = nullptr;
Ref<MultiplayerEditorDebugger> debugger;
void _open_request(const String &p_path);
void _node_removed(Node *p_node);
void _pinned();
protected:
void _notification(int p_what);
public:
virtual void edit(Object *p_object) override;
virtual bool handles(Object *p_object) const override;
virtual void make_visible(bool p_visible) override;
MultiplayerEditorPlugin();
};
#endif // MULTIPLAYER_EDITOR_PLUGIN_H