editor_network_profiler.h 3.2 KB

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  1. /*************************************************************************/
  2. /* editor_network_profiler.h */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #ifndef EDITOR_NETWORK_PROFILER_H
  31. #define EDITOR_NETWORK_PROFILER_H
  32. #include "scene/debugger/scene_debugger.h"
  33. #include "scene/gui/box_container.h"
  34. #include "scene/gui/button.h"
  35. #include "scene/gui/label.h"
  36. #include "scene/gui/split_container.h"
  37. #include "scene/gui/tree.h"
  38. #include "../multiplayer_debugger.h"
  39. class EditorNetworkProfiler : public VBoxContainer {
  40. GDCLASS(EditorNetworkProfiler, VBoxContainer)
  41. private:
  42. using RPCNodeInfo = MultiplayerDebugger::RPCNodeInfo;
  43. Button *activate = nullptr;
  44. Button *clear_button = nullptr;
  45. Tree *counters_display = nullptr;
  46. LineEdit *incoming_bandwidth_text = nullptr;
  47. LineEdit *outgoing_bandwidth_text = nullptr;
  48. Timer *frame_delay = nullptr;
  49. HashMap<ObjectID, RPCNodeInfo> nodes_data;
  50. void _update_frame();
  51. void _activate_pressed();
  52. void _clear_pressed();
  53. protected:
  54. void _notification(int p_what);
  55. static void _bind_methods();
  56. public:
  57. void add_node_frame_data(const RPCNodeInfo p_frame);
  58. void set_bandwidth(int p_incoming, int p_outgoing);
  59. bool is_profiling();
  60. EditorNetworkProfiler();
  61. };
  62. #endif // EDITOR_NETWORK_PROFILER_H