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- /**************************************************************************/
- /* editor_network_profiler.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 EDITOR_NETWORK_PROFILER_H
- #define EDITOR_NETWORK_PROFILER_H
- #include "../multiplayer_debugger.h"
- #include "scene/debugger/scene_debugger.h"
- #include "scene/gui/box_container.h"
- #include "scene/gui/button.h"
- #include "scene/gui/label.h"
- #include "scene/gui/split_container.h"
- #include "scene/gui/tree.h"
- class EditorNetworkProfiler : public VBoxContainer {
- GDCLASS(EditorNetworkProfiler, VBoxContainer)
- public:
- struct NodeInfo {
- ObjectID id;
- String type;
- String path;
- NodeInfo() {}
- NodeInfo(const ObjectID &p_id) {
- id = p_id;
- path = String::num_int64(p_id);
- }
- };
- private:
- using RPCNodeInfo = MultiplayerDebugger::RPCNodeInfo;
- using SyncInfo = MultiplayerDebugger::SyncInfo;
- bool dirty = false;
- Timer *refresh_timer = nullptr;
- Button *activate = nullptr;
- Button *clear_button = nullptr;
- Tree *counters_display = nullptr;
- LineEdit *incoming_bandwidth_text = nullptr;
- LineEdit *outgoing_bandwidth_text = nullptr;
- Tree *replication_display = nullptr;
- HashMap<ObjectID, RPCNodeInfo> rpc_data;
- HashMap<ObjectID, SyncInfo> sync_data;
- HashMap<ObjectID, NodeInfo> node_data;
- HashSet<ObjectID> missing_node_data;
- struct ThemeCache {
- Ref<Texture2D> node_icon;
- Ref<Texture2D> stop_icon;
- Ref<Texture2D> play_icon;
- Ref<Texture2D> clear_icon;
- Ref<Texture2D> multiplayer_synchronizer_icon;
- Ref<Texture2D> instance_options_icon;
- Ref<Texture2D> incoming_bandwidth_icon;
- Ref<Texture2D> outgoing_bandwidth_icon;
- Color incoming_bandwidth_color;
- Color outgoing_bandwidth_color;
- } theme_cache;
- void _activate_pressed();
- void _clear_pressed();
- void _autostart_toggled(bool p_toggled_on);
- void _refresh();
- void _update_button_text();
- void _replication_button_clicked(TreeItem *p_item, int p_column, int p_idx, MouseButton p_button);
- protected:
- virtual void _update_theme_item_cache() override;
- void _notification(int p_what);
- static void _bind_methods();
- public:
- void refresh_rpc_data();
- void refresh_replication_data();
- Array pop_missing_node_data();
- void add_node_data(const NodeInfo &p_info);
- void add_rpc_frame_data(const RPCNodeInfo &p_frame);
- void add_sync_frame_data(const SyncInfo &p_frame);
- void set_bandwidth(int p_incoming, int p_outgoing);
- bool is_profiling();
- void set_profiling(bool p_pressed);
- void started();
- void stopped();
- EditorNetworkProfiler();
- };
- #endif // EDITOR_NETWORK_PROFILER_H
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