godot/modules/multiplayer/multiplayer_debugger.cpp
Fabio Alessandrelli 67265d14f7 [MP] Move engine and editor profilers to a plugin.
Also refactor the editor plugin out of the ReplicationEditor.
2022-11-14 15:09:00 +01:00

195 lines
7.3 KiB
C++

/*************************************************************************/
/* multiplayer_debugger.cpp */
/*************************************************************************/
/* 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.*/
/* 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_debugger.h"
#include "core/debugger/engine_debugger.h"
#include "scene/main/node.h"
List<Ref<EngineProfiler>> multiplayer_profilers;
void MultiplayerDebugger::initialize() {
Ref<BandwidthProfiler> bandwidth;
bandwidth.instantiate();
bandwidth->bind("multiplayer");
multiplayer_profilers.push_back(bandwidth);
Ref<RPCProfiler> rpc_profiler;
rpc_profiler.instantiate();
rpc_profiler->bind("rpc");
multiplayer_profilers.push_back(rpc_profiler);
}
void MultiplayerDebugger::deinitialize() {
multiplayer_profilers.clear();
}
// BandwidthProfiler
int MultiplayerDebugger::BandwidthProfiler::bandwidth_usage(const Vector<BandwidthFrame> &p_buffer, int p_pointer) {
ERR_FAIL_COND_V(p_buffer.size() == 0, 0);
int total_bandwidth = 0;
uint64_t timestamp = OS::get_singleton()->get_ticks_msec();
uint64_t final_timestamp = timestamp - 1000;
int i = (p_pointer + p_buffer.size() - 1) % p_buffer.size();
while (i != p_pointer && p_buffer[i].packet_size > 0) {
if (p_buffer[i].timestamp < final_timestamp) {
return total_bandwidth;
}
total_bandwidth += p_buffer[i].packet_size;
i = (i + p_buffer.size() - 1) % p_buffer.size();
}
ERR_FAIL_COND_V_MSG(i == p_pointer, total_bandwidth, "Reached the end of the bandwidth profiler buffer, values might be inaccurate.");
return total_bandwidth;
}
void MultiplayerDebugger::BandwidthProfiler::toggle(bool p_enable, const Array &p_opts) {
if (!p_enable) {
bandwidth_in.clear();
bandwidth_out.clear();
} else {
bandwidth_in_ptr = 0;
bandwidth_in.resize(16384); // ~128kB
for (int i = 0; i < bandwidth_in.size(); ++i) {
bandwidth_in.write[i].packet_size = -1;
}
bandwidth_out_ptr = 0;
bandwidth_out.resize(16384); // ~128kB
for (int i = 0; i < bandwidth_out.size(); ++i) {
bandwidth_out.write[i].packet_size = -1;
}
}
}
void MultiplayerDebugger::BandwidthProfiler::add(const Array &p_data) {
ERR_FAIL_COND(p_data.size() < 3);
const String inout = p_data[0];
int time = p_data[1];
int size = p_data[2];
if (inout == "in") {
bandwidth_in.write[bandwidth_in_ptr].timestamp = time;
bandwidth_in.write[bandwidth_in_ptr].packet_size = size;
bandwidth_in_ptr = (bandwidth_in_ptr + 1) % bandwidth_in.size();
} else if (inout == "out") {
bandwidth_out.write[bandwidth_out_ptr].timestamp = time;
bandwidth_out.write[bandwidth_out_ptr].packet_size = size;
bandwidth_out_ptr = (bandwidth_out_ptr + 1) % bandwidth_out.size();
}
}
void MultiplayerDebugger::BandwidthProfiler::tick(double p_frame_time, double p_process_time, double p_physics_time, double p_physics_frame_time) {
uint64_t pt = OS::get_singleton()->get_ticks_msec();
if (pt - last_bandwidth_time > 200) {
last_bandwidth_time = pt;
int incoming_bandwidth = bandwidth_usage(bandwidth_in, bandwidth_in_ptr);
int outgoing_bandwidth = bandwidth_usage(bandwidth_out, bandwidth_out_ptr);
Array arr;
arr.push_back(incoming_bandwidth);
arr.push_back(outgoing_bandwidth);
EngineDebugger::get_singleton()->send_message("multiplayer:bandwidth", arr);
}
}
// RPCProfiler
Array MultiplayerDebugger::RPCFrame::serialize() {
Array arr;
arr.push_back(infos.size() * 4);
for (int i = 0; i < infos.size(); ++i) {
arr.push_back(uint64_t(infos[i].node));
arr.push_back(infos[i].node_path);
arr.push_back(infos[i].incoming_rpc);
arr.push_back(infos[i].outgoing_rpc);
}
return arr;
}
bool MultiplayerDebugger::RPCFrame::deserialize(const Array &p_arr) {
ERR_FAIL_COND_V(p_arr.size() < 1, false);
uint32_t size = p_arr[0];
ERR_FAIL_COND_V(size % 4, false);
ERR_FAIL_COND_V((uint32_t)p_arr.size() != size + 1, false);
infos.resize(size / 4);
int idx = 1;
for (uint32_t i = 0; i < size / 4; ++i) {
infos.write[i].node = uint64_t(p_arr[idx]);
infos.write[i].node_path = p_arr[idx + 1];
infos.write[i].incoming_rpc = p_arr[idx + 2];
infos.write[i].outgoing_rpc = p_arr[idx + 3];
}
return true;
}
void MultiplayerDebugger::RPCProfiler::init_node(const ObjectID p_node) {
if (rpc_node_data.has(p_node)) {
return;
}
rpc_node_data.insert(p_node, RPCNodeInfo());
rpc_node_data[p_node].node = p_node;
rpc_node_data[p_node].node_path = Object::cast_to<Node>(ObjectDB::get_instance(p_node))->get_path();
rpc_node_data[p_node].incoming_rpc = 0;
rpc_node_data[p_node].outgoing_rpc = 0;
}
void MultiplayerDebugger::RPCProfiler::toggle(bool p_enable, const Array &p_opts) {
rpc_node_data.clear();
}
void MultiplayerDebugger::RPCProfiler::add(const Array &p_data) {
ERR_FAIL_COND(p_data.size() < 2);
const ObjectID id = p_data[0];
const String what = p_data[1];
init_node(id);
RPCNodeInfo &info = rpc_node_data[id];
if (what == "rpc_in") {
info.incoming_rpc++;
} else if (what == "rpc_out") {
info.outgoing_rpc++;
}
}
void MultiplayerDebugger::RPCProfiler::tick(double p_frame_time, double p_process_time, double p_physics_time, double p_physics_frame_time) {
uint64_t pt = OS::get_singleton()->get_ticks_msec();
if (pt - last_profile_time > 100) {
last_profile_time = pt;
RPCFrame frame;
for (const KeyValue<ObjectID, RPCNodeInfo> &E : rpc_node_data) {
frame.infos.push_back(E.value);
}
rpc_node_data.clear();
EngineDebugger::get_singleton()->send_message("multiplayer:rpc", frame.serialize());
}
}