You've already forked godot
mirror of
https://github.com/godotengine/godot.git
synced 2025-11-05 12:10:55 +00:00
Add an ObjectDB Profiling Tool
A new tab is added to the debugger that can help profile a game's memory usage. Specifically, this lets you save a snapshot of all the objects in a running game's ObjectDB to disk. It then lets you view the snapshot and diff two snapshots against each other. This is meant to work similarly to Chrome's heap snapshot tool or Unity's memory profiler.
This commit is contained in:
committed by
Mikael Hermansson
parent
4d1f26e1fd
commit
78f1543e35
@@ -2334,12 +2334,11 @@ void postinitialize_handler(Object *p_object) {
|
||||
p_object->_postinitialize();
|
||||
}
|
||||
|
||||
void ObjectDB::debug_objects(DebugFunc p_func) {
|
||||
void ObjectDB::debug_objects(DebugFunc p_func, void *p_user_data) {
|
||||
spin_lock.lock();
|
||||
|
||||
for (uint32_t i = 0, count = slot_count; i < slot_max && count != 0; i++) {
|
||||
if (object_slots[i].validator) {
|
||||
p_func(object_slots[i].object);
|
||||
p_func(object_slots[i].object, p_user_data);
|
||||
count--;
|
||||
}
|
||||
}
|
||||
@@ -2507,6 +2506,9 @@ void ObjectDB::cleanup() {
|
||||
if (obj->is_class("Resource")) {
|
||||
extra_info = " - Resource path: " + String(resource_get_path->call(obj, nullptr, 0, call_error));
|
||||
}
|
||||
if (obj->is_class("RefCounted")) {
|
||||
extra_info = " - RefCount: " + itos(((RefCounted *)obj)->get_reference_count());
|
||||
}
|
||||
|
||||
uint64_t id = uint64_t(i) | (uint64_t(object_slots[i].validator) << OBJECTDB_SLOT_MAX_COUNT_BITS) | (object_slots[i].is_ref_counted ? OBJECTDB_REFERENCE_BIT : 0);
|
||||
DEV_ASSERT(id == (uint64_t)obj->get_instance_id()); // We could just use the id from the object, but this check may help catching memory corruption catastrophes.
|
||||
|
||||
Reference in New Issue
Block a user