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- /**************************************************************************/
- /* multiplayer_editor_plugin.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_editor_plugin.h"
- #include "../multiplayer_synchronizer.h"
- #include "editor_network_profiler.h"
- #include "replication_editor.h"
- #include "editor/editor_command_palette.h"
- #include "editor/editor_interface.h"
- #include "editor/editor_node.h"
- #include "editor/gui/editor_bottom_panel.h"
- void MultiplayerEditorDebugger::_bind_methods() {
- ADD_SIGNAL(MethodInfo("open_request", PropertyInfo(Variant::STRING, "path")));
- }
- bool MultiplayerEditorDebugger::has_capture(const String &p_capture) const {
- return p_capture == "multiplayer";
- }
- void MultiplayerEditorDebugger::_open_request(const String &p_path) {
- emit_signal("open_request", p_path);
- }
- bool MultiplayerEditorDebugger::capture(const String &p_message, const Array &p_data, int p_session) {
- ERR_FAIL_COND_V(!profilers.has(p_session), false);
- EditorNetworkProfiler *profiler = profilers[p_session];
- if (p_message == "multiplayer:rpc") {
- MultiplayerDebugger::RPCFrame frame;
- frame.deserialize(p_data);
- for (int i = 0; i < frame.infos.size(); i++) {
- profiler->add_rpc_frame_data(frame.infos[i]);
- }
- return true;
- } else if (p_message == "multiplayer:syncs") {
- MultiplayerDebugger::ReplicationFrame frame;
- frame.deserialize(p_data);
- for (const KeyValue<ObjectID, MultiplayerDebugger::SyncInfo> &E : frame.infos) {
- profiler->add_sync_frame_data(E.value);
- }
- Array missing = profiler->pop_missing_node_data();
- if (missing.size()) {
- // Asks for the object information.
- get_session(p_session)->send_message("multiplayer:cache", missing);
- }
- return true;
- } else if (p_message == "multiplayer:cache") {
- ERR_FAIL_COND_V(p_data.size() % 3, false);
- for (int i = 0; i < p_data.size(); i += 3) {
- EditorNetworkProfiler::NodeInfo info;
- info.id = p_data[i].operator ObjectID();
- info.type = p_data[i + 1].operator String();
- info.path = p_data[i + 2].operator String();
- profiler->add_node_data(info);
- }
- return true;
- } else if (p_message == "multiplayer:bandwidth") {
- ERR_FAIL_COND_V(p_data.size() < 2, false);
- profiler->set_bandwidth(p_data[0], p_data[1]);
- return true;
- }
- return false;
- }
- void MultiplayerEditorDebugger::_profiler_activate(bool p_enable, int p_session_id) {
- Ref<EditorDebuggerSession> session = get_session(p_session_id);
- ERR_FAIL_COND(session.is_null());
- session->toggle_profiler("multiplayer:bandwidth", p_enable);
- session->toggle_profiler("multiplayer:rpc", p_enable);
- session->toggle_profiler("multiplayer:replication", p_enable);
- }
- void MultiplayerEditorDebugger::setup_session(int p_session_id) {
- Ref<EditorDebuggerSession> session = get_session(p_session_id);
- ERR_FAIL_COND(session.is_null());
- EditorNetworkProfiler *profiler = memnew(EditorNetworkProfiler);
- profiler->connect("enable_profiling", callable_mp(this, &MultiplayerEditorDebugger::_profiler_activate).bind(p_session_id));
- profiler->connect("open_request", callable_mp(this, &MultiplayerEditorDebugger::_open_request));
- profiler->set_name(TTR("Network Profiler"));
- session->connect("started", callable_mp(profiler, &EditorNetworkProfiler::started));
- session->connect("stopped", callable_mp(profiler, &EditorNetworkProfiler::stopped));
- session->add_session_tab(profiler);
- profilers[p_session_id] = profiler;
- }
- /// MultiplayerEditorPlugin
- MultiplayerEditorPlugin::MultiplayerEditorPlugin() {
- repl_editor = memnew(ReplicationEditor);
- button = EditorNode::get_bottom_panel()->add_item(TTR("Replication"), repl_editor, ED_SHORTCUT_AND_COMMAND("bottom_panels/toggle_replication_bottom_panel", TTR("Toggle Replication Bottom Panel")));
- button->hide();
- repl_editor->get_pin()->connect(SceneStringName(pressed), callable_mp(this, &MultiplayerEditorPlugin::_pinned));
- debugger.instantiate();
- debugger->connect("open_request", callable_mp(this, &MultiplayerEditorPlugin::_open_request));
- }
- void MultiplayerEditorPlugin::_open_request(const String &p_path) {
- EditorInterface::get_singleton()->open_scene_from_path(p_path);
- }
- void MultiplayerEditorPlugin::_notification(int p_what) {
- switch (p_what) {
- case NOTIFICATION_ENTER_TREE: {
- get_tree()->connect("node_removed", callable_mp(this, &MultiplayerEditorPlugin::_node_removed));
- add_debugger_plugin(debugger);
- } break;
- case NOTIFICATION_EXIT_TREE: {
- remove_debugger_plugin(debugger);
- }
- }
- }
- void MultiplayerEditorPlugin::_node_removed(Node *p_node) {
- if (p_node && p_node == repl_editor->get_current()) {
- repl_editor->edit(nullptr);
- if (repl_editor->is_visible_in_tree()) {
- EditorNode::get_bottom_panel()->hide_bottom_panel();
- }
- button->hide();
- repl_editor->get_pin()->set_pressed(false);
- }
- }
- void MultiplayerEditorPlugin::_pinned() {
- if (!repl_editor->get_pin()->is_pressed() && repl_editor->get_current() == nullptr) {
- if (repl_editor->is_visible_in_tree()) {
- EditorNode::get_bottom_panel()->hide_bottom_panel();
- }
- button->hide();
- }
- }
- void MultiplayerEditorPlugin::edit(Object *p_object) {
- repl_editor->edit(Object::cast_to<MultiplayerSynchronizer>(p_object));
- }
- bool MultiplayerEditorPlugin::handles(Object *p_object) const {
- return p_object->is_class("MultiplayerSynchronizer");
- }
- void MultiplayerEditorPlugin::make_visible(bool p_visible) {
- if (p_visible) {
- button->show();
- EditorNode::get_bottom_panel()->make_item_visible(repl_editor);
- } else if (!repl_editor->get_pin()->is_pressed()) {
- if (repl_editor->is_visible_in_tree()) {
- EditorNode::get_bottom_panel()->hide_bottom_panel();
- }
- button->hide();
- }
- }
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