102 lines
3.9 KiB
C++
102 lines
3.9 KiB
C++
/*************************************************************************/
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/* editor_network_profiler.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef EDITOR_NETWORK_PROFILER_H
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#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"
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#include "scene/gui/button.h"
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#include "scene/gui/label.h"
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#include "scene/gui/split_container.h"
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#include "scene/gui/tree.h"
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#include "../multiplayer_debugger.h"
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class EditorNetworkProfiler : public VBoxContainer {
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GDCLASS(EditorNetworkProfiler, VBoxContainer)
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public:
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struct NodeInfo {
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ObjectID id;
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String type;
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String path;
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NodeInfo() {}
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NodeInfo(const ObjectID &p_id) {
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id = p_id;
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path = String::num_int64(p_id);
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}
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};
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private:
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using RPCNodeInfo = MultiplayerDebugger::RPCNodeInfo;
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using SyncInfo = MultiplayerDebugger::SyncInfo;
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bool dirty = false;
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Timer *refresh_timer = nullptr;
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Button *activate = nullptr;
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Button *clear_button = nullptr;
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Tree *counters_display = nullptr;
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LineEdit *incoming_bandwidth_text = nullptr;
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LineEdit *outgoing_bandwidth_text = nullptr;
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Tree *replication_display = nullptr;
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HashMap<ObjectID, RPCNodeInfo> rpc_data;
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HashMap<ObjectID, SyncInfo> sync_data;
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HashMap<ObjectID, NodeInfo> node_data;
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HashSet<ObjectID> missing_node_data;
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Ref<Texture2D> node_icon;
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void _activate_pressed();
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void _clear_pressed();
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void _refresh();
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void _replication_button_clicked(TreeItem *p_item, int p_column, int p_idx, MouseButton p_button);
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protected:
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void _notification(int p_what);
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static void _bind_methods();
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public:
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void refresh_rpc_data();
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void refresh_replication_data();
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Array pop_missing_node_data();
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void add_node_data(const NodeInfo &p_info);
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void add_rpc_frame_data(const RPCNodeInfo &p_frame);
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void add_sync_frame_data(const SyncInfo &p_frame);
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void set_bandwidth(int p_incoming, int p_outgoing);
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bool is_profiling();
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EditorNetworkProfiler();
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};
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#endif // EDITOR_NETWORK_PROFILER_H
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