2019-09-01 16:38:58 +00:00
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/*************************************************************************/
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2022-10-05 15:50:19 +00:00
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/* multiplayer_debugger.h */
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2019-09-01 16:38:58 +00:00
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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2022-01-03 20:27:34 +00:00
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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2019-09-01 16:38:58 +00:00
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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2022-10-05 15:50:19 +00:00
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#ifndef MULTIPLAYER_DEBUGGER_H
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#define MULTIPLAYER_DEBUGGER_H
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#include "core/debugger/engine_profiler.h"
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#include "core/os/os.h"
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class MultiplayerDebugger {
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public:
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struct RPCNodeInfo {
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ObjectID node;
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String node_path;
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int incoming_rpc = 0;
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int outgoing_rpc = 0;
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};
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struct RPCFrame {
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Vector<RPCNodeInfo> infos;
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Array serialize();
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bool deserialize(const Array &p_arr);
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};
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private:
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class BandwidthProfiler : public EngineProfiler {
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protected:
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struct BandwidthFrame {
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uint32_t timestamp;
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int packet_size;
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};
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int bandwidth_in_ptr = 0;
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Vector<BandwidthFrame> bandwidth_in;
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int bandwidth_out_ptr = 0;
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Vector<BandwidthFrame> bandwidth_out;
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uint64_t last_bandwidth_time = 0;
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int bandwidth_usage(const Vector<BandwidthFrame> &p_buffer, int p_pointer);
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public:
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void toggle(bool p_enable, const Array &p_opts);
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void add(const Array &p_data);
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void tick(double p_frame_time, double p_process_time, double p_physics_time, double p_physics_frame_time);
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};
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class RPCProfiler : public EngineProfiler {
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public:
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private:
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HashMap<ObjectID, RPCNodeInfo> rpc_node_data;
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uint64_t last_profile_time = 0;
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void init_node(const ObjectID p_node);
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public:
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void toggle(bool p_enable, const Array &p_opts);
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void add(const Array &p_data);
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void tick(double p_frame_time, double p_process_time, double p_physics_time, double p_physics_frame_time);
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};
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public:
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static void initialize();
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static void deinitialize();
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};
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#endif // MULTIPLAYER_DEBUGGER_H
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