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- /**************************************************************************/
- /* snapshot_data.cpp */
- /**************************************************************************/
- /* 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. */
- /**************************************************************************/
- #include "snapshot_data.h"
- #include "core/core_bind.h"
- #include "core/io/compression.h"
- #include "core/object/script_language.h"
- #include "scene/debugger/scene_debugger.h"
- #if defined(MODULE_GDSCRIPT_ENABLED) && defined(DEBUG_ENABLED)
- #include "modules/gdscript/gdscript.h"
- #endif
- SnapshotDataObject::SnapshotDataObject(SceneDebuggerObject &p_obj, GameStateSnapshot *p_snapshot, ResourceCache &resource_cache) :
- snapshot(p_snapshot) {
- remote_object_id = p_obj.id;
- type_name = p_obj.class_name;
- for (const SceneDebuggerObject::SceneDebuggerProperty &prop : p_obj.properties) {
- PropertyInfo pinfo = prop.first;
- Variant pvalue = prop.second;
- if (pinfo.type == Variant::OBJECT && pvalue.is_string()) {
- String path = pvalue;
- // If a resource is followed by a ::, it is a nested resource (like a sub_resource in a .tscn file).
- // To get a reference to it, first we load the parent resource (the .tscn, for example), then,
- // we load the child resource. The parent resource (dependency) should not be destroyed before the child
- // resource (pvalue) is loaded.
- if (path.is_resource_file()) {
- // Built-in resource.
- String base_path = path.get_slice("::", 0);
- if (!resource_cache.cache.has(base_path)) {
- resource_cache.cache[base_path] = ResourceLoader::load(base_path);
- resource_cache.misses++;
- } else {
- resource_cache.hits++;
- }
- }
- if (!resource_cache.cache.has(path)) {
- resource_cache.cache[path] = ResourceLoader::load(path);
- resource_cache.misses++;
- } else {
- resource_cache.hits++;
- }
- pvalue = resource_cache.cache[path];
- if (pinfo.hint_string == "Script") {
- if (get_script() != pvalue) {
- set_script(Ref<RefCounted>());
- Ref<Script> scr(pvalue);
- if (scr.is_valid()) {
- ScriptInstance *scr_instance = scr->placeholder_instance_create(this);
- if (scr_instance) {
- set_script_instance(scr_instance);
- }
- }
- }
- }
- }
- prop_list.push_back(pinfo);
- prop_values[pinfo.name] = pvalue;
- }
- }
- bool SnapshotDataObject::_get(const StringName &p_name, Variant &r_ret) const {
- String name = p_name;
- if (name.begins_with("Metadata/")) {
- name = name.replace_first("Metadata/", "metadata/");
- }
- if (!prop_values.has(name)) {
- return false;
- }
- r_ret = prop_values[p_name];
- return true;
- }
- void SnapshotDataObject::_get_property_list(List<PropertyInfo> *p_list) const {
- p_list->clear(); // Sorry, don't want any categories.
- for (const PropertyInfo &prop : prop_list) {
- if (prop.name == "script") {
- // Skip the script property, it's always added by the non-virtual method.
- continue;
- }
- p_list->push_back(prop);
- }
- }
- void SnapshotDataObject::_bind_methods() {
- ClassDB::bind_method(D_METHOD("_is_read_only"), &SnapshotDataObject::_is_read_only);
- }
- String SnapshotDataObject::get_node_path() {
- if (!is_node()) {
- return "";
- }
- SnapshotDataObject *current = this;
- String path;
- while (true) {
- String current_node_name = current->extra_debug_data["node_name"];
- if (current_node_name != "") {
- if (path != "") {
- path = current_node_name + "/" + path;
- } else {
- path = current_node_name;
- }
- }
- if (!current->extra_debug_data.has("node_parent")) {
- break;
- }
- current = snapshot->objects[current->extra_debug_data["node_parent"]];
- }
- return path;
- }
- String SnapshotDataObject::_get_script_name(Ref<Script> p_script) {
- #if defined(MODULE_GDSCRIPT_ENABLED) && defined(DEBUG_ENABLED)
- // GDScripts have more specific names than base scripts, so use those names if possible.
- return GDScript::debug_get_script_name(p_script);
- #else
- // Otherwise fallback to the base script's name.
- return p_script->get_global_name();
- #endif
- }
- String SnapshotDataObject::get_name() {
- String found_type_name = type_name;
- // Ideally, we will name it after the script attached to it.
- Ref<Script> maybe_script = get_script();
- if (maybe_script.is_valid()) {
- String full_name;
- while (maybe_script.is_valid()) {
- String global_name = _get_script_name(maybe_script);
- if (global_name != "") {
- if (full_name != "") {
- full_name = global_name + "/" + full_name;
- } else {
- full_name = global_name;
- }
- }
- maybe_script = maybe_script->get_base_script().ptr();
- }
- found_type_name = type_name + "/" + full_name;
- }
- return found_type_name + "_" + uitos(remote_object_id);
- }
- bool SnapshotDataObject::is_refcounted() {
- return is_class(RefCounted::get_class_static());
- }
- bool SnapshotDataObject::is_node() {
- return is_class(Node::get_class_static());
- }
- bool SnapshotDataObject::is_class(const String &p_base_class) {
- return ClassDB::is_parent_class(type_name, p_base_class);
- }
- HashSet<ObjectID> SnapshotDataObject::_unique_references(const HashMap<String, ObjectID> &p_refs) {
- HashSet<ObjectID> obj_set;
- for (const KeyValue<String, ObjectID> &pair : p_refs) {
- obj_set.insert(pair.value);
- }
- return obj_set;
- }
- HashSet<ObjectID> SnapshotDataObject::get_unique_outbound_refernces() {
- return _unique_references(outbound_references);
- }
- HashSet<ObjectID> SnapshotDataObject::get_unique_inbound_references() {
- return _unique_references(inbound_references);
- }
- void GameStateSnapshot::_get_outbound_references(Variant &p_var, HashMap<String, ObjectID> &r_ret_val, const String &p_current_path) {
- String path_divider = p_current_path.size() > 0 ? "/" : ""; // Make sure we don't start with a /.
- switch (p_var.get_type()) {
- case Variant::Type::INT:
- case Variant::Type::OBJECT: { // Means ObjectID.
- ObjectID as_id = ObjectID((uint64_t)p_var);
- if (!objects.has(as_id)) {
- return;
- }
- r_ret_val[p_current_path] = as_id;
- break;
- }
- case Variant::Type::DICTIONARY: {
- Dictionary dict = (Dictionary)p_var;
- LocalVector<Variant> keys = dict.get_key_list();
- for (Variant &k : keys) {
- // The dictionary key _could be_ an object. If it is, we name the key property with the same name as the value, but with _key appended to it.
- _get_outbound_references(k, r_ret_val, p_current_path + path_divider + (String)k + "_key");
- Variant v = dict.get(k, Variant());
- _get_outbound_references(v, r_ret_val, p_current_path + path_divider + (String)k);
- }
- break;
- }
- case Variant::Type::ARRAY: {
- Array arr = (Array)p_var;
- int i = 0;
- for (Variant &v : arr) {
- _get_outbound_references(v, r_ret_val, p_current_path + path_divider + itos(i));
- i++;
- }
- break;
- }
- default: {
- break;
- }
- }
- }
- void GameStateSnapshot::_get_rc_cycles(
- SnapshotDataObject *p_obj,
- SnapshotDataObject *p_source_obj,
- HashSet<SnapshotDataObject *> p_traversed_objs,
- LocalVector<String> &r_ret_val,
- const String &p_current_path) {
- // We're at the end of this branch and it was a cycle.
- if (p_obj == p_source_obj && p_current_path != "") {
- r_ret_val.push_back(p_current_path);
- return;
- }
- // Go through each of our children and try traversing them.
- for (const KeyValue<String, ObjectID> &next_child : p_obj->outbound_references) {
- SnapshotDataObject *next_obj = p_obj->snapshot->objects[next_child.value];
- String next_name = next_obj == p_source_obj ? "self" : next_obj->get_name();
- String current_name = p_obj == p_source_obj ? "self" : p_obj->get_name();
- String child_path = current_name + "[\"" + next_child.key + U"\"] → " + next_name;
- if (p_current_path != "") {
- child_path = p_current_path + "\n" + child_path;
- }
- SnapshotDataObject *next = objects[next_child.value];
- if (next != nullptr && next->is_class(RefCounted::get_class_static()) && !next->is_class(WeakRef::get_class_static()) && !p_traversed_objs.has(next)) {
- HashSet<SnapshotDataObject *> traversed_copy = p_traversed_objs;
- if (p_obj != p_source_obj) {
- traversed_copy.insert(p_obj);
- }
- _get_rc_cycles(next, p_source_obj, traversed_copy, r_ret_val, child_path);
- }
- }
- }
- void GameStateSnapshot::recompute_references() {
- for (const KeyValue<ObjectID, SnapshotDataObject *> &obj : objects) {
- Dictionary values;
- for (const KeyValue<StringName, Variant> &kv : obj.value->prop_values) {
- // Should only ever be one entry in this context.
- values[kv.key] = kv.value;
- }
- Variant values_variant(values);
- HashMap<String, ObjectID> refs;
- _get_outbound_references(values_variant, refs);
- obj.value->outbound_references = refs;
- for (const KeyValue<String, ObjectID> &kv : refs) {
- // Get the guy we are pointing to, and indicate the name of _our_ property that is pointing to them.
- if (objects.has(kv.value)) {
- objects[kv.value]->inbound_references[kv.key] = obj.key;
- }
- }
- }
- for (const KeyValue<ObjectID, SnapshotDataObject *> &obj : objects) {
- if (!obj.value->is_class(RefCounted::get_class_static()) || obj.value->is_class(WeakRef::get_class_static())) {
- continue;
- }
- HashSet<SnapshotDataObject *> traversed_objs;
- LocalVector<String> cycles;
- _get_rc_cycles(obj.value, obj.value, traversed_objs, cycles, "");
- Array cycles_array;
- for (const String &cycle : cycles) {
- cycles_array.push_back(cycle);
- }
- obj.value->extra_debug_data["ref_cycles"] = cycles_array;
- }
- }
- Ref<GameStateSnapshot> GameStateSnapshot::create_ref(const String &p_snapshot_name, const Vector<uint8_t> &p_snapshot_buffer) {
- Ref<GameStateSnapshot> snapshot;
- snapshot.instantiate();
- snapshot->name = p_snapshot_name;
- // Snapshots may have been created by an older version of the editor. Handle parsing old snapshot versions here based on the version number.
- Vector<uint8_t> snapshot_buffer_decompressed;
- int success = Compression::decompress_dynamic(&snapshot_buffer_decompressed, -1, p_snapshot_buffer.ptr(), p_snapshot_buffer.size(), Compression::MODE_DEFLATE);
- ERR_FAIL_COND_V_MSG(success != Z_OK, nullptr, "ObjectDB Snapshot could not be parsed. Failed to decompress snapshot.");
- CoreBind::Marshalls *m = CoreBind::Marshalls::get_singleton();
- Array snapshot_data = m->base64_to_variant(m->raw_to_base64(snapshot_buffer_decompressed));
- ERR_FAIL_COND_V_MSG(snapshot_data.is_empty(), nullptr, "ObjectDB Snapshot could not be parsed. Variant array is empty.");
- const Variant &first_item = snapshot_data[0];
- ERR_FAIL_COND_V_MSG(first_item.get_type() != Variant::DICTIONARY, nullptr, "ObjectDB Snapshot could not be parsed. First item is not a Dictionary.");
- snapshot->snapshot_context = first_item;
- SnapshotDataObject::ResourceCache resource_cache;
- for (int i = 1; i < snapshot_data.size(); i += 4) {
- SceneDebuggerObject obj;
- obj.deserialize(uint64_t(snapshot_data[i + 0]), snapshot_data[i + 1], snapshot_data[i + 2]);
- ERR_FAIL_COND_V_MSG(snapshot_data[i + 3].get_type() != Variant::DICTIONARY, nullptr, "ObjectDB Snapshot could not be parsed. Extra debug data is not a Dictionary.");
- if (obj.id.is_null()) {
- continue;
- }
- snapshot->objects[obj.id] = memnew(SnapshotDataObject(obj, snapshot.ptr(), resource_cache));
- snapshot->objects[obj.id]->extra_debug_data = (Dictionary)snapshot_data[i + 3];
- }
- snapshot->recompute_references();
- print_verbose("Resource cache hits: " + String::num(resource_cache.hits) + ". Resource cache misses: " + String::num(resource_cache.misses));
- return snapshot;
- }
- GameStateSnapshot::~GameStateSnapshot() {
- for (const KeyValue<ObjectID, SnapshotDataObject *> &item : objects) {
- memdelete(item.value);
- }
- }
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