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First version of Profiler
It is now possible to profile GDScript as well as some parts of Godot internals.
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@@ -34,6 +34,7 @@
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#include "core/io/tcp_server.h"
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#include "core/io/packet_peer.h"
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class Tree;
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class PropertyEditor;
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class EditorNode;
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@@ -46,6 +47,7 @@ class AcceptDialog;
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class TreeItem;
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class HSplitContainer;
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class ItemList;
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class EditorProfiler;
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class ScriptEditorDebugger : public Control {
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@@ -93,6 +95,8 @@ class ScriptEditorDebugger : public Control {
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Vector<float> perf_max;
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Vector<TreeItem*> perf_items;
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Map<int,String> profiler_signature;
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Tree *perf_monitors;
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Control *perf_draw;
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@@ -115,6 +119,7 @@ class ScriptEditorDebugger : public Control {
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int last_path_id;
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Map<String,int> res_path_cache;
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EditorProfiler *profiler;
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EditorNode *editor;
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@@ -148,6 +153,13 @@ class ScriptEditorDebugger : public Control {
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void _error_selected(int p_idx);
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void _error_stack_selected(int p_idx);
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void _profiler_activate(bool p_enable);
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void _profiler_seeked();
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void _paused();
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protected:
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void _notification(int p_what);
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