/**************************************************************************/ /* multiplayer_debugger.h */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* 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. */ /**************************************************************************/ #ifndef MULTIPLAYER_DEBUGGER_H #define MULTIPLAYER_DEBUGGER_H #include "core/debugger/engine_profiler.h" #include "core/os/os.h" class MultiplayerSynchronizer; 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); }; struct SyncInfo { ObjectID synchronizer; ObjectID config; ObjectID root_node; int incoming_syncs = 0; int incoming_size = 0; int outgoing_syncs = 0; int outgoing_size = 0; void write_to_array(Array &r_arr) const; bool read_from_array(const Array &p_arr, int p_offset); SyncInfo() {} SyncInfo(MultiplayerSynchronizer *p_sync); }; struct ReplicationFrame { HashMap<ObjectID, SyncInfo> 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 { 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); }; class ReplicationProfiler : public EngineProfiler { private: HashMap<ObjectID, SyncInfo> sync_data; uint64_t last_profile_time = 0; 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); }; static Error _capture(void *p_user, const String &p_msg, const Array &p_args, bool &r_captured); public: static void initialize(); static void deinitialize(); }; #endif // MULTIPLAYER_DEBUGGER_H