/**************************************************************************/ /* editor_network_profiler.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 EDITOR_NETWORK_PROFILER_H #define EDITOR_NETWORK_PROFILER_H #include "scene/debugger/scene_debugger.h" #include "scene/gui/box_container.h" #include "scene/gui/button.h" #include "scene/gui/label.h" #include "scene/gui/split_container.h" #include "scene/gui/tree.h" #include "../multiplayer_debugger.h" class EditorNetworkProfiler : public VBoxContainer { GDCLASS(EditorNetworkProfiler, VBoxContainer) public: struct NodeInfo { ObjectID id; String type; String path; NodeInfo() {} NodeInfo(const ObjectID &p_id) { id = p_id; path = String::num_int64(p_id); } }; private: using RPCNodeInfo = MultiplayerDebugger::RPCNodeInfo; using SyncInfo = MultiplayerDebugger::SyncInfo; bool dirty = false; Timer *refresh_timer = nullptr; Button *activate = nullptr; Button *clear_button = nullptr; Tree *counters_display = nullptr; LineEdit *incoming_bandwidth_text = nullptr; LineEdit *outgoing_bandwidth_text = nullptr; Tree *replication_display = nullptr; HashMap rpc_data; HashMap sync_data; HashMap node_data; HashSet missing_node_data; struct ThemeCache { Ref node_icon; Ref stop_icon; Ref play_icon; Ref clear_icon; Ref multiplayer_synchronizer_icon; Ref instance_options_icon; Ref incoming_bandwidth_icon; Ref outgoing_bandwidth_icon; Color incoming_bandwidth_color; Color outgoing_bandwidth_color; } theme_cache; void _activate_pressed(); void _clear_pressed(); void _refresh(); void _replication_button_clicked(TreeItem *p_item, int p_column, int p_idx, MouseButton p_button); protected: virtual void _update_theme_item_cache() override; void _notification(int p_what); static void _bind_methods(); public: void refresh_rpc_data(); void refresh_replication_data(); Array pop_missing_node_data(); void add_node_data(const NodeInfo &p_info); void add_rpc_frame_data(const RPCNodeInfo &p_frame); void add_sync_frame_data(const SyncInfo &p_frame); void set_bandwidth(int p_incoming, int p_outgoing); bool is_profiling(); EditorNetworkProfiler(); }; #endif // EDITOR_NETWORK_PROFILER_H