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