multiplayer_debugger.h 3.6 KB

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  1. /*************************************************************************/
  2. /* multiplayer_debugger.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 MULTIPLAYER_DEBUGGER_H
  31. #define MULTIPLAYER_DEBUGGER_H
  32. #include "core/debugger/engine_profiler.h"
  33. #include "core/os/os.h"
  34. class MultiplayerDebugger {
  35. public:
  36. struct RPCNodeInfo {
  37. ObjectID node;
  38. String node_path;
  39. int incoming_rpc = 0;
  40. int outgoing_rpc = 0;
  41. };
  42. struct RPCFrame {
  43. Vector<RPCNodeInfo> infos;
  44. Array serialize();
  45. bool deserialize(const Array &p_arr);
  46. };
  47. private:
  48. class BandwidthProfiler : public EngineProfiler {
  49. protected:
  50. struct BandwidthFrame {
  51. uint32_t timestamp;
  52. int packet_size;
  53. };
  54. int bandwidth_in_ptr = 0;
  55. Vector<BandwidthFrame> bandwidth_in;
  56. int bandwidth_out_ptr = 0;
  57. Vector<BandwidthFrame> bandwidth_out;
  58. uint64_t last_bandwidth_time = 0;
  59. int bandwidth_usage(const Vector<BandwidthFrame> &p_buffer, int p_pointer);
  60. public:
  61. void toggle(bool p_enable, const Array &p_opts);
  62. void add(const Array &p_data);
  63. void tick(double p_frame_time, double p_process_time, double p_physics_time, double p_physics_frame_time);
  64. };
  65. class RPCProfiler : public EngineProfiler {
  66. public:
  67. private:
  68. HashMap<ObjectID, RPCNodeInfo> rpc_node_data;
  69. uint64_t last_profile_time = 0;
  70. void init_node(const ObjectID p_node);
  71. public:
  72. void toggle(bool p_enable, const Array &p_opts);
  73. void add(const Array &p_data);
  74. void tick(double p_frame_time, double p_process_time, double p_physics_time, double p_physics_frame_time);
  75. };
  76. public:
  77. static void initialize();
  78. static void deinitialize();
  79. };
  80. #endif // MULTIPLAYER_DEBUGGER_H