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- /**************************************************************************/
- /* snapshot_collector.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_collector.h"
- #include "core/core_bind.h"
- #include "core/debugger/engine_debugger.h"
- #include "core/io/compression.h"
- #include "core/os/time.h"
- #include "core/version.h"
- #include "scene/main/node.h"
- #include "scene/main/window.h"
- void SnapshotCollector::initialize() {
- pending_snapshots.clear();
- EngineDebugger::register_message_capture("snapshot", EngineDebugger::Capture(nullptr, SnapshotCollector::parse_message));
- }
- void SnapshotCollector::deinitialize() {
- EngineDebugger::unregister_message_capture("snapshot");
- pending_snapshots.clear();
- }
- void SnapshotCollector::snapshot_objects(Array *p_arr, Dictionary &p_snapshot_context) {
- print_verbose("Starting to snapshot");
- p_arr->clear();
- // Gather all ObjectIDs first. The ObjectDB will be locked in debug_objects, so we can't serialize until it exits.
- // In rare cases, the object may be deleted as the snapshot is taken. So, we store the object's class name to give users a clue about what went wrong.
- LocalVector<Pair<ObjectID, StringName>> debugger_object_ids;
- debugger_object_ids.reserve(ObjectDB::get_object_count());
- ObjectDB::debug_objects(
- [](Object *p_obj, void *p_user_data) {
- LocalVector<Pair<ObjectID, StringName>> *debugger_object_ids_ptr = (LocalVector<Pair<ObjectID, StringName>> *)p_user_data;
- debugger_object_ids_ptr->push_back(Pair<ObjectID, StringName>(p_obj->get_instance_id(), p_obj->get_class_name()));
- },
- (void *)&debugger_object_ids);
- // Get SnapshotDataTransportObject from ObjectID list now that DB is unlocked.
- LocalVector<SnapshotDataTransportObject> debugger_objects;
- debugger_objects.reserve(debugger_object_ids.size());
- for (Pair<ObjectID, StringName> ids : debugger_object_ids) {
- ObjectID oid = ids.first;
- Object *obj = ObjectDB::get_instance(oid);
- if (unlikely(obj == nullptr)) {
- print_verbose(vformat("Object of class '%s' with ID %ud was found to be deleted after ObjectDB was snapshotted.", ids.second, (uint64_t)oid));
- continue;
- }
- if (ids.second == SNAME("EditorInterface")) {
- // The EditorInterface + EditorNode is _kind of_ constructed in a debug game, but many properties are null
- // We can prevent it from being constructed, but that would break other projects so better to just skip it.
- continue;
- }
- // This is the same way objects in the remote scene tree are serialized,
- // but here we add a few extra properties via the extra_debug_data dictionary.
- SnapshotDataTransportObject debug_data(obj);
- // If we're RefCounted, send over our RefCount too. Could add code here to add a few other interesting properties.
- RefCounted *ref = Object::cast_to<RefCounted>(obj);
- if (ref) {
- debug_data.extra_debug_data["ref_count"] = ref->get_reference_count();
- }
- Node *node = Object::cast_to<Node>(obj);
- if (node) {
- debug_data.extra_debug_data["node_name"] = node->get_name();
- if (node->get_parent() != nullptr) {
- debug_data.extra_debug_data["node_parent"] = node->get_parent()->get_instance_id();
- }
- debug_data.extra_debug_data["node_is_scene_root"] = SceneTree::get_singleton()->get_root() == node;
- Array children;
- for (int i = 0; i < node->get_child_count(); i++) {
- children.push_back(node->get_child(i)->get_instance_id());
- }
- debug_data.extra_debug_data["node_children"] = children;
- }
- debugger_objects.push_back(debug_data);
- }
- // Add a header to the snapshot with general data about the state of the game, not tied to any particular object.
- p_snapshot_context["mem_usage"] = Memory::get_mem_usage();
- p_snapshot_context["mem_max_usage"] = Memory::get_mem_max_usage();
- p_snapshot_context["timestamp"] = Time::get_singleton()->get_unix_time_from_system();
- p_snapshot_context["game_version"] = get_godot_version_string();
- p_arr->push_back(p_snapshot_context);
- for (SnapshotDataTransportObject &debug_data : debugger_objects) {
- debug_data.serialize(*p_arr);
- p_arr->push_back(debug_data.extra_debug_data);
- }
- print_verbose("Snapshot size: " + String::num_uint64(p_arr->size()));
- }
- Error SnapshotCollector::parse_message(void *p_user, const String &p_msg, const Array &p_args, bool &r_captured) {
- r_captured = true;
- if (p_msg == "request_prepare_snapshot") {
- int request_id = p_args[0];
- Dictionary snapshot_context;
- snapshot_context["editor_version"] = (String)p_args[1];
- Array objects;
- snapshot_objects(&objects, snapshot_context);
- // Debugger networking has a limit on both how many objects can be queued to send and how
- // many bytes can be queued to send. Serializing to a string means we never hit the object
- // limit, and only have to deal with the byte limit.
- // Compress the snapshot in the game client to make sending the snapshot from game to editor a little faster.
- CoreBind::Marshalls *m = CoreBind::Marshalls::get_singleton();
- Vector<uint8_t> objs_buffer = m->base64_to_raw(m->variant_to_base64(objects));
- Vector<uint8_t> objs_buffer_compressed;
- objs_buffer_compressed.resize(objs_buffer.size());
- int new_size = Compression::compress(objs_buffer_compressed.ptrw(), objs_buffer.ptrw(), objs_buffer.size(), Compression::MODE_DEFLATE);
- objs_buffer_compressed.resize(new_size);
- pending_snapshots[request_id] = objs_buffer_compressed;
- // Tell the editor how long the snapshot is.
- Array resp = { request_id, pending_snapshots[request_id].size() };
- EngineDebugger::get_singleton()->send_message("snapshot:snapshot_prepared", resp);
- } else if (p_msg == "request_snapshot_chunk") {
- int request_id = p_args[0];
- int begin = p_args[1];
- int end = p_args[2];
- Array resp = { request_id, pending_snapshots[request_id].slice(begin, end) };
- EngineDebugger::get_singleton()->send_message("snapshot:snapshot_chunk", resp);
- // If we sent the last part of the string, delete it locally.
- if (end >= pending_snapshots[request_id].size()) {
- pending_snapshots.erase(request_id);
- }
- } else {
- r_captured = false;
- }
- return OK;
- }
- String SnapshotCollector::get_godot_version_string() {
- String hash = String(GODOT_VERSION_HASH);
- if (hash.length() != 0) {
- hash = " " + vformat("[%s]", hash.left(9));
- }
- return "v" GODOT_VERSION_FULL_BUILD + hash;
- }
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