godot/modules/multiplayer/multiplayer_debugger.cpp
2024-02-09 12:50:15 +01:00

334 lines
12 KiB
C++

/**************************************************************************/
/* multiplayer_debugger.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 "multiplayer_debugger.h"
#include "multiplayer_synchronizer.h"
#include "scene_replication_config.h"
#include "core/debugger/engine_debugger.h"
#include "scene/main/node.h"
List<Ref<EngineProfiler>> multiplayer_profilers;
void MultiplayerDebugger::initialize() {
Ref<BandwidthProfiler> bandwidth;
bandwidth.instantiate();
bandwidth->bind("multiplayer:bandwidth");
multiplayer_profilers.push_back(bandwidth);
Ref<RPCProfiler> rpc_profiler;
rpc_profiler.instantiate();
rpc_profiler->bind("multiplayer:rpc");
multiplayer_profilers.push_back(rpc_profiler);
Ref<ReplicationProfiler> replication_profiler;
replication_profiler.instantiate();
replication_profiler->bind("multiplayer:replication");
multiplayer_profilers.push_back(replication_profiler);
EngineDebugger::register_message_capture("multiplayer", EngineDebugger::Capture(nullptr, &_capture));
}
void MultiplayerDebugger::deinitialize() {
multiplayer_profilers.clear();
}
Error MultiplayerDebugger::_capture(void *p_user, const String &p_msg, const Array &p_args, bool &r_captured) {
if (p_msg == "cache") {
Array out;
for (int i = 0; i < p_args.size(); i++) {
ObjectID id = p_args[i].operator ObjectID();
Object *obj = ObjectDB::get_instance(id);
ERR_CONTINUE(!obj);
if (Object::cast_to<SceneReplicationConfig>(obj)) {
out.push_back(id);
out.push_back(obj->get_class());
out.push_back(((SceneReplicationConfig *)obj)->get_path());
} else if (Object::cast_to<Node>(obj)) {
out.push_back(id);
out.push_back(obj->get_class());
out.push_back(String(((Node *)obj)->get_path()));
} else {
ERR_FAIL_V(FAILED);
}
}
EngineDebugger::get_singleton()->send_message("multiplayer:cache", out);
return OK;
}
ERR_FAIL_V(FAILED);
}
// BandwidthProfiler
int MultiplayerDebugger::BandwidthProfiler::bandwidth_usage(const Vector<BandwidthFrame> &p_buffer, int p_pointer) {
ERR_FAIL_COND_V(p_buffer.is_empty(), 0);
int total_bandwidth = 0;
uint64_t timestamp = OS::get_singleton()->get_ticks_msec();
uint64_t final_timestamp = timestamp - 1000;
int i = (p_pointer + p_buffer.size() - 1) % p_buffer.size();
while (i != p_pointer && p_buffer[i].packet_size > 0) {
if (p_buffer[i].timestamp < final_timestamp) {
return total_bandwidth;
}
total_bandwidth += p_buffer[i].packet_size;
i = (i + p_buffer.size() - 1) % p_buffer.size();
}
ERR_FAIL_COND_V_MSG(i == p_pointer, total_bandwidth, "Reached the end of the bandwidth profiler buffer, values might be inaccurate.");
return total_bandwidth;
}
void MultiplayerDebugger::BandwidthProfiler::toggle(bool p_enable, const Array &p_opts) {
if (!p_enable) {
bandwidth_in.clear();
bandwidth_out.clear();
} else {
bandwidth_in_ptr = 0;
bandwidth_in.resize(16384); // ~128kB
for (int i = 0; i < bandwidth_in.size(); ++i) {
bandwidth_in.write[i].packet_size = -1;
}
bandwidth_out_ptr = 0;
bandwidth_out.resize(16384); // ~128kB
for (int i = 0; i < bandwidth_out.size(); ++i) {
bandwidth_out.write[i].packet_size = -1;
}
}
}
void MultiplayerDebugger::BandwidthProfiler::add(const Array &p_data) {
ERR_FAIL_COND(p_data.size() < 3);
const String inout = p_data[0];
int time = p_data[1];
int size = p_data[2];
if (inout == "in") {
bandwidth_in.write[bandwidth_in_ptr].timestamp = time;
bandwidth_in.write[bandwidth_in_ptr].packet_size = size;
bandwidth_in_ptr = (bandwidth_in_ptr + 1) % bandwidth_in.size();
} else if (inout == "out") {
bandwidth_out.write[bandwidth_out_ptr].timestamp = time;
bandwidth_out.write[bandwidth_out_ptr].packet_size = size;
bandwidth_out_ptr = (bandwidth_out_ptr + 1) % bandwidth_out.size();
}
}
void MultiplayerDebugger::BandwidthProfiler::tick(double p_frame_time, double p_process_time, double p_physics_time, double p_physics_frame_time) {
uint64_t pt = OS::get_singleton()->get_ticks_msec();
if (pt - last_bandwidth_time > 200) {
last_bandwidth_time = pt;
int incoming_bandwidth = bandwidth_usage(bandwidth_in, bandwidth_in_ptr);
int outgoing_bandwidth = bandwidth_usage(bandwidth_out, bandwidth_out_ptr);
Array arr;
arr.push_back(incoming_bandwidth);
arr.push_back(outgoing_bandwidth);
EngineDebugger::get_singleton()->send_message("multiplayer:bandwidth", arr);
}
}
// RPCProfiler
Array MultiplayerDebugger::RPCFrame::serialize() {
Array arr;
arr.push_back(infos.size() * 6);
for (int i = 0; i < infos.size(); ++i) {
arr.push_back(uint64_t(infos[i].node));
arr.push_back(infos[i].node_path);
arr.push_back(infos[i].incoming_rpc);
arr.push_back(infos[i].incoming_size);
arr.push_back(infos[i].outgoing_rpc);
arr.push_back(infos[i].outgoing_size);
}
return arr;
}
bool MultiplayerDebugger::RPCFrame::deserialize(const Array &p_arr) {
ERR_FAIL_COND_V(p_arr.is_empty(), false);
uint32_t size = p_arr[0];
ERR_FAIL_COND_V(size % 6, false);
ERR_FAIL_COND_V((uint32_t)p_arr.size() != size + 1, false);
infos.resize(size / 6);
int idx = 1;
for (uint32_t i = 0; i < size / 6; i++) {
infos.write[i].node = uint64_t(p_arr[idx]);
infos.write[i].node_path = p_arr[idx + 1];
infos.write[i].incoming_rpc = p_arr[idx + 2];
infos.write[i].incoming_size = p_arr[idx + 3];
infos.write[i].outgoing_rpc = p_arr[idx + 4];
infos.write[i].outgoing_size = p_arr[idx + 5];
idx += 6;
}
return true;
}
void MultiplayerDebugger::RPCProfiler::init_node(const ObjectID p_node) {
if (rpc_node_data.has(p_node)) {
return;
}
rpc_node_data.insert(p_node, RPCNodeInfo());
rpc_node_data[p_node].node = p_node;
rpc_node_data[p_node].node_path = Object::cast_to<Node>(ObjectDB::get_instance(p_node))->get_path();
}
void MultiplayerDebugger::RPCProfiler::toggle(bool p_enable, const Array &p_opts) {
rpc_node_data.clear();
}
void MultiplayerDebugger::RPCProfiler::add(const Array &p_data) {
ERR_FAIL_COND(p_data.size() != 3);
const String what = p_data[0];
const ObjectID id = p_data[1];
const int size = p_data[2];
init_node(id);
RPCNodeInfo &info = rpc_node_data[id];
if (what == "rpc_in") {
info.incoming_rpc++;
info.incoming_size += size;
} else if (what == "rpc_out") {
info.outgoing_rpc++;
info.outgoing_size += size;
}
}
void MultiplayerDebugger::RPCProfiler::tick(double p_frame_time, double p_process_time, double p_physics_time, double p_physics_frame_time) {
uint64_t pt = OS::get_singleton()->get_ticks_msec();
if (pt - last_profile_time > 100) {
last_profile_time = pt;
RPCFrame frame;
for (const KeyValue<ObjectID, RPCNodeInfo> &E : rpc_node_data) {
frame.infos.push_back(E.value);
}
rpc_node_data.clear();
EngineDebugger::get_singleton()->send_message("multiplayer:rpc", frame.serialize());
}
}
// ReplicationProfiler
MultiplayerDebugger::SyncInfo::SyncInfo(MultiplayerSynchronizer *p_sync) {
ERR_FAIL_NULL(p_sync);
synchronizer = p_sync->get_instance_id();
if (p_sync->get_replication_config_ptr()) {
config = p_sync->get_replication_config_ptr()->get_instance_id();
}
if (p_sync->get_root_node()) {
root_node = p_sync->get_root_node()->get_instance_id();
}
}
void MultiplayerDebugger::SyncInfo::write_to_array(Array &r_arr) const {
r_arr.push_back(synchronizer);
r_arr.push_back(config);
r_arr.push_back(root_node);
r_arr.push_back(incoming_syncs);
r_arr.push_back(incoming_size);
r_arr.push_back(outgoing_syncs);
r_arr.push_back(outgoing_size);
}
bool MultiplayerDebugger::SyncInfo::read_from_array(const Array &p_arr, int p_offset) {
ERR_FAIL_COND_V(p_arr.size() - p_offset < 7, false);
synchronizer = int64_t(p_arr[p_offset]);
config = int64_t(p_arr[p_offset + 1]);
root_node = int64_t(p_arr[p_offset + 2]);
incoming_syncs = p_arr[p_offset + 3];
incoming_size = p_arr[p_offset + 4];
outgoing_syncs = p_arr[p_offset + 5];
outgoing_size = p_arr[p_offset + 6];
return true;
}
Array MultiplayerDebugger::ReplicationFrame::serialize() {
Array arr;
arr.push_back(infos.size() * 7);
for (const KeyValue<ObjectID, SyncInfo> &E : infos) {
E.value.write_to_array(arr);
}
return arr;
}
bool MultiplayerDebugger::ReplicationFrame::deserialize(const Array &p_arr) {
ERR_FAIL_COND_V(p_arr.is_empty(), false);
uint32_t size = p_arr[0];
ERR_FAIL_COND_V(size % 7, false);
ERR_FAIL_COND_V((uint32_t)p_arr.size() != size + 1, false);
int idx = 1;
for (uint32_t i = 0; i < size / 7; i++) {
SyncInfo info;
if (!info.read_from_array(p_arr, idx)) {
return false;
}
infos[info.synchronizer] = info;
idx += 7;
}
return true;
}
void MultiplayerDebugger::ReplicationProfiler::toggle(bool p_enable, const Array &p_opts) {
sync_data.clear();
}
void MultiplayerDebugger::ReplicationProfiler::add(const Array &p_data) {
ERR_FAIL_COND(p_data.size() != 3);
const String what = p_data[0];
const ObjectID id = p_data[1];
const uint64_t size = p_data[2];
MultiplayerSynchronizer *sync = Object::cast_to<MultiplayerSynchronizer>(ObjectDB::get_instance(id));
ERR_FAIL_NULL(sync);
if (!sync_data.has(id)) {
sync_data[id] = SyncInfo(sync);
}
SyncInfo &info = sync_data[id];
if (what == "sync_in") {
info.incoming_syncs++;
info.incoming_size += size;
} else if (what == "sync_out") {
info.outgoing_syncs++;
info.outgoing_size += size;
}
}
void MultiplayerDebugger::ReplicationProfiler::tick(double p_frame_time, double p_process_time, double p_physics_time, double p_physics_frame_time) {
uint64_t pt = OS::get_singleton()->get_ticks_msec();
if (pt - last_profile_time > 100) {
last_profile_time = pt;
ReplicationFrame frame;
for (const KeyValue<ObjectID, SyncInfo> &E : sync_data) {
frame.infos[E.key] = E.value;
}
sync_data.clear();
EngineDebugger::get_singleton()->send_message("multiplayer:syncs", frame.serialize());
}
}