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