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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.
434 lines
15 KiB
C++
434 lines
15 KiB
C++
/**************************************************************************/
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/* scene_debugger.h */
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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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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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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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#pragma once
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#include "core/input/shortcut.h"
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#include "core/object/ref_counted.h"
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#include "core/string/ustring.h"
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#include "core/templates/pair.h"
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#include "core/variant/array.h"
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#include "scene/gui/view_panner.h"
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#ifndef _3D_DISABLED
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#include "scene/resources/mesh.h"
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#endif // _3D_DISABLED
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class CanvasItem;
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class LiveEditor;
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class PopupMenu;
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class RuntimeNodeSelect;
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class Script;
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class SceneTree;
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#ifndef _3D_DISABLED
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class Node3D;
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#endif // _3D_DISABLED
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class SceneDebugger {
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private:
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inline static SceneDebugger *singleton = nullptr;
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SceneDebugger();
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public:
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static void initialize();
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static void deinitialize();
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~SceneDebugger();
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#ifdef DEBUG_ENABLED
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private:
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static void _handle_input(const Ref<InputEvent> &p_event, const Ref<Shortcut> &p_shortcut);
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static void _handle_embed_input(const Ref<InputEvent> &p_event, const Dictionary &p_settings);
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static void _save_node(ObjectID id, const String &p_path);
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static void _set_node_owner_recursive(Node *p_node, Node *p_owner);
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static void _set_object_property(ObjectID p_id, const String &p_property, const Variant &p_value, const String &p_field = "");
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static void _send_object_ids(const Vector<ObjectID> &p_ids, bool p_update_selection);
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static void _next_frame();
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/// Message handler function for parse_message.
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typedef Error (*ParseMessageFunc)(const Array &p_args);
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static HashMap<String, ParseMessageFunc> message_handlers;
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static void _init_message_handlers();
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static Error _msg_setup_scene(const Array &p_args);
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static Error _msg_setup_embedded_shortcuts(const Array &p_args);
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static Error _msg_request_scene_tree(const Array &p_args);
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static Error _msg_save_node(const Array &p_args);
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static Error _msg_inspect_objects(const Array &p_args);
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static Error _msg_clear_selection(const Array &p_args);
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static Error _msg_suspend_changed(const Array &p_args);
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static Error _msg_next_frame(const Array &p_args);
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static Error _msg_debug_mute_audio(const Array &p_args);
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static Error _msg_override_cameras(const Array &p_args);
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static Error _msg_transform_camera_2d(const Array &p_args);
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#ifndef _3D_DISABLED
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static Error _msg_transform_camera_3d(const Array &p_args);
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#endif
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static Error _msg_set_object_property(const Array &p_args);
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static Error _msg_set_object_property_field(const Array &p_args);
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static Error _msg_reload_cached_files(const Array &p_args);
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static Error _msg_live_set_root(const Array &p_args);
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static Error _msg_live_node_path(const Array &p_args);
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static Error _msg_live_res_path(const Array &p_args);
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static Error _msg_live_node_prop_res(const Array &p_args);
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static Error _msg_live_node_prop(const Array &p_args);
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static Error _msg_live_res_prop_res(const Array &p_args);
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static Error _msg_live_res_prop(const Array &p_args);
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static Error _msg_live_node_call(const Array &p_args);
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static Error _msg_live_res_call(const Array &p_args);
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static Error _msg_live_create_node(const Array &p_args);
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static Error _msg_live_instantiate_node(const Array &p_args);
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static Error _msg_live_remove_node(const Array &p_args);
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static Error _msg_live_remove_and_keep_node(const Array &p_args);
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static Error _msg_live_restore_node(const Array &p_args);
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static Error _msg_live_duplicate_node(const Array &p_args);
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static Error _msg_live_reparent_node(const Array &p_args);
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static Error _msg_runtime_node_select_setup(const Array &p_args);
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static Error _msg_runtime_node_select_set_type(const Array &p_args);
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static Error _msg_runtime_node_select_set_mode(const Array &p_args);
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static Error _msg_runtime_node_select_set_visible(const Array &p_args);
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static Error _msg_runtime_node_select_reset_camera_2d(const Array &p_args);
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#ifndef _3D_DISABLED
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static Error _msg_runtime_node_select_reset_camera_3d(const Array &p_args);
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#endif
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static Error _msg_rq_screenshot(const Array &p_args);
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public:
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static Error parse_message(void *p_user, const String &p_msg, const Array &p_args, bool &r_captured);
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static void add_to_cache(const String &p_filename, Node *p_node);
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static void remove_from_cache(const String &p_filename, Node *p_node);
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static void reload_cached_files(const PackedStringArray &p_files);
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#endif
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};
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#ifdef DEBUG_ENABLED
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class SceneDebuggerObject {
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private:
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void _parse_script_properties(Script *p_script, ScriptInstance *p_instance);
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public:
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typedef Pair<PropertyInfo, Variant> SceneDebuggerProperty;
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ObjectID id;
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String class_name;
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List<SceneDebuggerProperty> properties;
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SceneDebuggerObject(ObjectID p_id);
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SceneDebuggerObject(Object *p_obj);
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SceneDebuggerObject() {}
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void serialize(Array &r_arr, int p_max_size = 1 << 20);
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void deserialize(const Array &p_arr);
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void deserialize(uint64_t p_id, const String &p_class_name, const Array &p_props);
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};
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class SceneDebuggerTree {
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public:
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struct RemoteNode {
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int child_count = 0;
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String name;
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String type_name;
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ObjectID id;
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String scene_file_path;
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uint8_t view_flags = 0;
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enum ViewFlags {
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VIEW_HAS_VISIBLE_METHOD = 1 << 1,
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VIEW_VISIBLE = 1 << 2,
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VIEW_VISIBLE_IN_TREE = 1 << 3,
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};
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RemoteNode(int p_child, const String &p_name, const String &p_type, ObjectID p_id, const String p_scene_file_path, int p_view_flags) {
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child_count = p_child;
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name = p_name;
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type_name = p_type;
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id = p_id;
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scene_file_path = p_scene_file_path;
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view_flags = p_view_flags;
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}
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RemoteNode() {}
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};
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List<RemoteNode> nodes;
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void serialize(Array &r_arr);
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void deserialize(const Array &p_arr);
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SceneDebuggerTree(Node *p_root);
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SceneDebuggerTree() {}
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};
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class LiveEditor {
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private:
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friend class SceneDebugger;
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HashMap<int, NodePath> live_edit_node_path_cache;
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HashMap<int, String> live_edit_resource_cache;
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NodePath live_edit_root;
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String live_edit_scene;
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HashMap<String, HashSet<Node *>> live_scene_edit_cache;
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HashMap<Node *, HashMap<ObjectID, Node *>> live_edit_remove_list;
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void _send_tree();
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void _node_path_func(const NodePath &p_path, int p_id);
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void _res_path_func(const String &p_path, int p_id);
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void _node_set_func(int p_id, const StringName &p_prop, const Variant &p_value);
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void _node_set_res_func(int p_id, const StringName &p_prop, const String &p_value);
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void _node_call_func(int p_id, const StringName &p_method, const Variant **p_args, int p_argcount);
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void _res_set_func(int p_id, const StringName &p_prop, const Variant &p_value);
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void _res_set_res_func(int p_id, const StringName &p_prop, const String &p_value);
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void _res_call_func(int p_id, const StringName &p_method, const Variant **p_args, int p_argcount);
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void _root_func(const NodePath &p_scene_path, const String &p_scene_from);
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void _create_node_func(const NodePath &p_parent, const String &p_type, const String &p_name);
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void _instance_node_func(const NodePath &p_parent, const String &p_path, const String &p_name);
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void _remove_node_func(const NodePath &p_at);
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void _remove_and_keep_node_func(const NodePath &p_at, ObjectID p_keep_id);
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void _restore_node_func(ObjectID p_id, const NodePath &p_at, int p_at_pos);
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void _duplicate_node_func(const NodePath &p_at, const String &p_new_name);
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void _reparent_node_func(const NodePath &p_at, const NodePath &p_new_place, const String &p_new_name, int p_at_pos);
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LiveEditor() {
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singleton = this;
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live_edit_root = NodePath("/root");
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}
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inline static LiveEditor *singleton = nullptr;
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public:
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static LiveEditor *get_singleton();
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};
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class RuntimeNodeSelect : public Object {
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GDCLASS(RuntimeNodeSelect, Object);
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public:
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enum NodeType {
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NODE_TYPE_NONE,
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NODE_TYPE_2D,
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NODE_TYPE_3D,
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NODE_TYPE_MAX,
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};
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enum SelectMode {
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SELECT_MODE_SINGLE,
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SELECT_MODE_LIST,
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SELECT_MODE_MAX,
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};
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private:
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friend class SceneDebugger;
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NodeType node_select_type = NODE_TYPE_2D;
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SelectMode node_select_mode = SELECT_MODE_SINGLE;
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struct SelectResult {
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Node *item = nullptr;
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real_t order = 0;
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_FORCE_INLINE_ bool operator<(const SelectResult &p_rr) const { return p_rr.order < order; }
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};
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const int SELECTION_MIN_AREA = 8 * 8;
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enum SelectionDragState {
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SELECTION_DRAG_NONE,
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SELECTION_DRAG_MOVE,
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SELECTION_DRAG_END,
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};
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SelectionDragState selection_drag_state = SELECTION_DRAG_NONE;
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bool has_selection = false;
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int max_selection = 1;
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Point2 selection_position = Point2(Math::INF, Math::INF);
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Rect2 selection_drag_area;
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PopupMenu *selection_list = nullptr;
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Color selection_area_fill;
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Color selection_area_outline;
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bool selection_visible = true;
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bool selection_update_queued = false;
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bool multi_shortcut_pressed = false;
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bool list_shortcut_pressed = false;
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RID draw_canvas;
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RID sel_drag_ci;
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bool camera_override = false;
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// Values taken from EditorZoomWidget.
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const float VIEW_2D_MIN_ZOOM = 1.0 / 128;
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const float VIEW_2D_MAX_ZOOM = 128;
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Ref<ViewPanner> panner;
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Vector2 view_2d_offset;
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real_t view_2d_zoom = 1.0;
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bool warped_panning = false;
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LocalVector<ObjectID> selected_ci_nodes;
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real_t sel_2d_grab_dist = 0;
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RID sbox_2d_ci;
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#ifndef _3D_DISABLED
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struct Cursor {
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Vector3 pos;
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real_t x_rot, y_rot, distance, fov_scale;
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Vector3 eye_pos; // Used in freelook mode.
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Cursor() {
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// These rotations place the camera in +X +Y +Z, aka south east, facing north west.
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x_rot = 0.5;
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y_rot = -0.5;
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distance = 4;
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fov_scale = 1.0;
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}
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};
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Cursor cursor;
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// Values taken from Node3DEditor.
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const float VIEW_3D_MIN_ZOOM = 0.01;
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#ifdef REAL_T_IS_DOUBLE
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const double VIEW_3D_MAX_ZOOM = 1'000'000'000'000;
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#else
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const float VIEW_3D_MAX_ZOOM = 10'000;
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#endif // REAL_T_IS_DOUBLE
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const float CAMERA_MIN_FOV_SCALE = 0.1;
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const float CAMERA_MAX_FOV_SCALE = 2.5;
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bool camera_first_override = true;
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bool camera_freelook = false;
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real_t camera_fov = 0;
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real_t camera_znear = 0;
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real_t camera_zfar = 0;
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bool invert_x_axis = false;
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bool invert_y_axis = false;
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bool warped_mouse_panning_3d = false;
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real_t freelook_base_speed = 0;
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real_t freelook_sensitivity = 0;
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real_t orbit_sensitivity = 0;
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real_t translation_sensitivity = 0;
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Vector2 previous_mouse_position;
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struct SelectionBox3D : public RefCounted {
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RID instance;
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RID instance_ofs;
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RID instance_xray;
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RID instance_xray_ofs;
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Transform3D transform;
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AABB bounds;
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~SelectionBox3D() {
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if (instance.is_valid()) {
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RS::get_singleton()->free(instance);
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RS::get_singleton()->free(instance_ofs);
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RS::get_singleton()->free(instance_xray);
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RS::get_singleton()->free(instance_xray_ofs);
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}
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}
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};
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HashMap<ObjectID, Ref<SelectionBox3D>> selected_3d_nodes;
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Color sbox_3d_color;
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Ref<ArrayMesh> sbox_3d_mesh;
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Ref<ArrayMesh> sbox_3d_mesh_xray;
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RID sbox_3d;
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RID sbox_3d_ofs;
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RID sbox_3d_xray;
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RID sbox_3d_xray_ofs;
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#endif // _3D_DISABLED
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void _setup(const Dictionary &p_settings);
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void _node_set_type(NodeType p_type);
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void _select_set_mode(SelectMode p_mode);
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void _set_camera_override_enabled(bool p_enabled);
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void _root_window_input(const Ref<InputEvent> &p_event);
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void _items_popup_index_pressed(int p_index, PopupMenu *p_popup);
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void _update_input_state();
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void _process_frame();
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void _physics_frame();
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void _send_ids(const Vector<Node *> &p_picked_nodes, bool p_invert_new_selections = true);
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void _set_selected_nodes(const Vector<Node *> &p_nodes);
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void _queue_selection_update();
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void _update_selection();
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void _clear_selection();
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void _update_selection_drag(const Point2 &p_end_pos = Point2());
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void _set_selection_visible(bool p_visible);
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void _open_selection_list(const Vector<SelectResult> &p_items, const Point2 &p_pos);
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void _close_selection_list();
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void _find_canvas_items_at_pos(const Point2 &p_pos, Node *p_node, Vector<SelectResult> &r_items, const Transform2D &p_parent_xform = Transform2D(), const Transform2D &p_canvas_xform = Transform2D());
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void _find_canvas_items_at_rect(const Rect2 &p_rect, Node *p_node, Vector<SelectResult> &r_items, const Transform2D &p_parent_xform = Transform2D(), const Transform2D &p_canvas_xform = Transform2D());
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void _pan_callback(Vector2 p_scroll_vec, Ref<InputEvent> p_event);
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void _zoom_callback(float p_zoom_factor, Vector2 p_origin, Ref<InputEvent> p_event);
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void _reset_camera_2d();
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void _update_view_2d();
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#ifndef _3D_DISABLED
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void _find_3d_items_at_pos(const Point2 &p_pos, Vector<SelectResult> &r_items);
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void _find_3d_items_at_rect(const Rect2 &p_rect, Vector<SelectResult> &r_items);
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Vector3 _get_screen_to_space(const Vector3 &p_vector3);
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bool _handle_3d_input(const Ref<InputEvent> &p_event);
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void _set_camera_freelook_enabled(bool p_enabled);
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void _cursor_scale_distance(real_t p_scale);
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void _scale_freelook_speed(real_t p_scale);
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void _cursor_look(Ref<InputEventWithModifiers> p_event);
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void _cursor_pan(Ref<InputEventWithModifiers> p_event);
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void _cursor_orbit(Ref<InputEventWithModifiers> p_event);
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Point2 _get_warped_mouse_motion(const Ref<InputEventMouseMotion> &p_event, Rect2 p_border) const;
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Transform3D _get_cursor_transform();
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void _reset_camera_3d();
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#endif // _3D_DISABLED
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RuntimeNodeSelect() { singleton = this; }
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inline static RuntimeNodeSelect *singleton = nullptr;
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public:
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static RuntimeNodeSelect *get_singleton();
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~RuntimeNodeSelect();
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};
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#endif // DEBUG_ENABLED
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