/*************************************************************************/ /* scene_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.*/ /* 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 SCENE_DEBUGGER_H #define SCENE_DEBUGGER_H #include "core/object/class_db.h" #include "core/object/ref_counted.h" #include "core/string/ustring.h" #include "core/templates/pair.h" #include "core/variant/array.h" class Script; class Node; class SceneDebugger { public: // RPC profiler struct RPCNodeInfo { ObjectID node; String node_path; int incoming_rpc = 0; int outgoing_rpc = 0; }; struct RPCProfilerFrame { Vector<RPCNodeInfo> infos; Array serialize(); bool deserialize(const Array &p_arr); }; private: class RPCProfiler; static SceneDebugger *singleton; Ref<RPCProfiler> rpc_profiler; SceneDebugger(); public: static void initialize(); static void deinitialize(); ~SceneDebugger(); #ifdef DEBUG_ENABLED private: static void _save_node(ObjectID id, const String &p_path); static void _set_object_property(ObjectID p_id, const String &p_property, const Variant &p_value); static void _send_object_id(ObjectID p_id, int p_max_size = 1 << 20); public: static Error parse_message(void *p_user, const String &p_msg, const Array &p_args, bool &r_captured); static void add_to_cache(const String &p_filename, Node *p_node); static void remove_from_cache(const String &p_filename, Node *p_node); #endif }; #ifdef DEBUG_ENABLED class SceneDebuggerObject { private: void _parse_script_properties(Script *p_script, ScriptInstance *p_instance); public: typedef Pair<PropertyInfo, Variant> SceneDebuggerProperty; ObjectID id; String class_name; List<SceneDebuggerProperty> properties; SceneDebuggerObject(ObjectID p_id); SceneDebuggerObject() {} void serialize(Array &r_arr, int p_max_size = 1 << 20); void deserialize(const Array &p_arr); }; class SceneDebuggerTree { public: struct RemoteNode { int child_count = 0; String name; String type_name; ObjectID id; RemoteNode(int p_child, const String &p_name, const String &p_type, ObjectID p_id) { child_count = p_child; name = p_name; type_name = p_type; id = p_id; } RemoteNode() {} }; List<RemoteNode> nodes; void serialize(Array &r_arr); void deserialize(const Array &p_arr); SceneDebuggerTree(Node *p_root); SceneDebuggerTree() {} }; class LiveEditor { private: friend class SceneDebugger; Map<int, NodePath> live_edit_node_path_cache; Map<int, String> live_edit_resource_cache; NodePath live_edit_root; String live_edit_scene; Map<String, Set<Node *>> live_scene_edit_cache; Map<Node *, Map<ObjectID, Node *>> live_edit_remove_list; void _send_tree(); void _node_path_func(const NodePath &p_path, int p_id); void _res_path_func(const String &p_path, int p_id); void _node_set_func(int p_id, const StringName &p_prop, const Variant &p_value); void _node_set_res_func(int p_id, const StringName &p_prop, const String &p_value); void _node_call_func(int p_id, const StringName &p_method, VARIANT_ARG_DECLARE); void _res_set_func(int p_id, const StringName &p_prop, const Variant &p_value); void _res_set_res_func(int p_id, const StringName &p_prop, const String &p_value); void _res_call_func(int p_id, const StringName &p_method, VARIANT_ARG_DECLARE); void _root_func(const NodePath &p_scene_path, const String &p_scene_from); void _create_node_func(const NodePath &p_parent, const String &p_type, const String &p_name); void _instance_node_func(const NodePath &p_parent, const String &p_path, const String &p_name); void _remove_node_func(const NodePath &p_at); void _remove_and_keep_node_func(const NodePath &p_at, ObjectID p_keep_id); void _restore_node_func(ObjectID p_id, const NodePath &p_at, int p_at_pos); void _duplicate_node_func(const NodePath &p_at, const String &p_new_name); void _reparent_node_func(const NodePath &p_at, const NodePath &p_new_place, const String &p_new_name, int p_at_pos); LiveEditor() { singleton = this; live_edit_root = NodePath("/root"); }; static LiveEditor *singleton; public: static LiveEditor *get_singleton(); }; #endif #endif