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mirror of https://github.com/godotengine/godot.git synced 2025-11-04 12:00:25 +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:
Aleksander Litynski
2025-05-06 10:30:52 +02:00
committed by Mikael Hermansson
parent 4d1f26e1fd
commit 78f1543e35
40 changed files with 4262 additions and 109 deletions

View File

@@ -697,18 +697,20 @@ void SceneDebugger::reload_cached_files(const PackedStringArray &p_files) {
}
}
SceneDebuggerObject::SceneDebuggerObject(ObjectID p_id) :
SceneDebuggerObject(ObjectDB::get_instance(p_id)) {
}
/// SceneDebuggerObject
SceneDebuggerObject::SceneDebuggerObject(ObjectID p_id) {
id = ObjectID();
Object *obj = ObjectDB::get_instance(p_id);
if (!obj) {
SceneDebuggerObject::SceneDebuggerObject(Object *p_obj) {
if (!p_obj) {
return;
}
id = p_id;
class_name = obj->get_class();
id = p_obj->get_instance_id();
class_name = p_obj->get_class();
if (ScriptInstance *si = obj->get_script_instance()) {
if (ScriptInstance *si = p_obj->get_script_instance()) {
// Read script instance constants and variables
if (!si->get_script().is_null()) {
Script *s = si->get_script().ptr();
@@ -716,7 +718,7 @@ SceneDebuggerObject::SceneDebuggerObject(ObjectID p_id) {
}
}
if (Node *node = Object::cast_to<Node>(obj)) {
if (Node *node = Object::cast_to<Node>(p_obj)) {
// For debugging multiplayer.
{
PropertyInfo pi(Variant::INT, String("Node/multiplayer_authority"), PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_READ_ONLY);
@@ -731,17 +733,17 @@ SceneDebuggerObject::SceneDebuggerObject(ObjectID p_id) {
PropertyInfo pi(Variant::STRING, String("Node/path"));
properties.push_back(SceneDebuggerProperty(pi, "[Orphan]"));
}
} else if (Script *s = Object::cast_to<Script>(obj)) {
} else if (Script *s = Object::cast_to<Script>(p_obj)) {
// Add script constants (no instance).
_parse_script_properties(s, nullptr);
}
// Add base object properties.
List<PropertyInfo> pinfo;
obj->get_property_list(&pinfo, true);
p_obj->get_property_list(&pinfo, true);
for (const PropertyInfo &E : pinfo) {
if (E.usage & (PROPERTY_USAGE_EDITOR | PROPERTY_USAGE_CATEGORY)) {
properties.push_back(SceneDebuggerProperty(E, obj->get(E.name)));
properties.push_back(SceneDebuggerProperty(E, p_obj->get(E.name)));
}
}
}
@@ -840,13 +842,16 @@ void SceneDebuggerObject::deserialize(const Array &p_arr) {
CHECK_TYPE(p_arr[1], STRING);
CHECK_TYPE(p_arr[2], ARRAY);
id = uint64_t(p_arr[0]);
class_name = p_arr[1];
Array props = p_arr[2];
deserialize(uint64_t(p_arr[0]), p_arr[1], p_arr[2]);
}
for (int i = 0; i < props.size(); i++) {
CHECK_TYPE(props[i], ARRAY);
Array prop = props[i];
void SceneDebuggerObject::deserialize(uint64_t p_id, const String &p_class_name, const Array &p_props) {
id = p_id;
class_name = p_class_name;
for (int i = 0; i < p_props.size(); i++) {
CHECK_TYPE(p_props[i], ARRAY);
Array prop = p_props[i];
ERR_FAIL_COND(prop.size() != 6);
CHECK_TYPE(prop[0], STRING);