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godot/modules/multiplayer/multiplayer_debugger.h
Rémi Verschelde 25b2f1780a
Style: Harmonize header includes in modules
This applies our existing style guide, and adds a new rule to that style
guide for modular components such as platform ports and modules:

Includes from the platform port or module ("local" includes) should be listed
first in their own block using relative paths, before Godot's "core" includes
which use "absolute" (project folder relative) paths, and finally thirdparty
includes.

Includes in `#ifdef`s come after their relevant section, i.e. the overall
structure is:

- Local includes
  * Conditional local includes
- Core includes
  * Conditional core includes
- Thirdparty includes
  * Conditional thirdparty includes
2023-06-15 14:35:45 +02:00

134 lines
4.6 KiB
C++

/**************************************************************************/
/* multiplayer_debugger.h */
/**************************************************************************/
/* 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. */
/**************************************************************************/
#ifndef MULTIPLAYER_DEBUGGER_H
#define MULTIPLAYER_DEBUGGER_H
#include "core/debugger/engine_profiler.h"
#include "core/os/os.h"
class MultiplayerSynchronizer;
class MultiplayerDebugger {
public:
struct RPCNodeInfo {
ObjectID node;
String node_path;
int incoming_rpc = 0;
int incoming_size = 0;
int outgoing_rpc = 0;
int outgoing_size = 0;
};
struct RPCFrame {
Vector<RPCNodeInfo> infos;
Array serialize();
bool deserialize(const Array &p_arr);
};
struct SyncInfo {
ObjectID synchronizer;
ObjectID config;
ObjectID root_node;
int incoming_syncs = 0;
int incoming_size = 0;
int outgoing_syncs = 0;
int outgoing_size = 0;
void write_to_array(Array &r_arr) const;
bool read_from_array(const Array &p_arr, int p_offset);
SyncInfo() {}
SyncInfo(MultiplayerSynchronizer *p_sync);
};
struct ReplicationFrame {
HashMap<ObjectID, SyncInfo> infos;
Array serialize();
bool deserialize(const Array &p_arr);
};
private:
class BandwidthProfiler : public EngineProfiler {
protected:
struct BandwidthFrame {
uint32_t timestamp;
int packet_size;
};
int bandwidth_in_ptr = 0;
Vector<BandwidthFrame> bandwidth_in;
int bandwidth_out_ptr = 0;
Vector<BandwidthFrame> bandwidth_out;
uint64_t last_bandwidth_time = 0;
int bandwidth_usage(const Vector<BandwidthFrame> &p_buffer, int p_pointer);
public:
void toggle(bool p_enable, const Array &p_opts);
void add(const Array &p_data);
void tick(double p_frame_time, double p_process_time, double p_physics_time, double p_physics_frame_time);
};
class RPCProfiler : public EngineProfiler {
private:
HashMap<ObjectID, RPCNodeInfo> rpc_node_data;
uint64_t last_profile_time = 0;
void init_node(const ObjectID p_node);
public:
void toggle(bool p_enable, const Array &p_opts);
void add(const Array &p_data);
void tick(double p_frame_time, double p_process_time, double p_physics_time, double p_physics_frame_time);
};
class ReplicationProfiler : public EngineProfiler {
private:
HashMap<ObjectID, SyncInfo> sync_data;
uint64_t last_profile_time = 0;
public:
void toggle(bool p_enable, const Array &p_opts);
void add(const Array &p_data);
void tick(double p_frame_time, double p_process_time, double p_physics_time, double p_physics_frame_time);
};
static Error _capture(void *p_user, const String &p_msg, const Array &p_args, bool &r_captured);
public:
static void initialize();
static void deinitialize();
};
#endif // MULTIPLAYER_DEBUGGER_H