godot/modules/multiplayer/multiplayer_debugger.h
Fabio Alessandrelli 92ed27d8f6 [MP] Improve network profiler.
Fix RPC profiler and add average RPC size.

Improve bandwidth debugger to account for all multiplayer traffic
(excluding the lower level peer transformations).
2022-11-17 03:14:21 +01:00

98 lines
3.7 KiB
C++

/*************************************************************************/
/* multiplayer_debugger.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: */
/* */
/* 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.*/
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/*************************************************************************/
#ifndef MULTIPLAYER_DEBUGGER_H
#define MULTIPLAYER_DEBUGGER_H
#include "core/debugger/engine_profiler.h"
#include "core/os/os.h"
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);
};
private:
class BandwidthProfiler : public EngineProfiler {
protected:
struct BandwidthFrame {
uint32_t timestamp;
int packet_size;
};
int bandwidth_in_ptr = 0;
Vector<BandwidthFrame> bandwidth_in;
int bandwidth_out_ptr = 0;
Vector<BandwidthFrame> bandwidth_out;
uint64_t last_bandwidth_time = 0;
int bandwidth_usage(const Vector<BandwidthFrame> &p_buffer, int p_pointer);
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);
};
class RPCProfiler : public EngineProfiler {
public:
private:
HashMap<ObjectID, RPCNodeInfo> rpc_node_data;
uint64_t last_profile_time = 0;
void init_node(const ObjectID p_node);
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);
};
public:
static void initialize();
static void deinitialize();
};
#endif // MULTIPLAYER_DEBUGGER_H