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godot/modules/objectdb_profiler/editor/snapshot_data.h
2025-07-09 14:27:48 +02:00

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4.7 KiB
C++

/**************************************************************************/
/* snapshot_data.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#pragma once
#include "editor/debugger/editor_debugger_inspector.h"
class GameStateSnapshot;
class GameStateSnapshotRef;
class SnapshotDataObject : public Object {
GDCLASS(SnapshotDataObject, Object);
HashSet<ObjectID> _unique_references(const HashMap<String, ObjectID> &p_refs);
String _get_script_name(Ref<Script> p_script);
public:
GameStateSnapshot *snapshot = nullptr;
Dictionary extra_debug_data;
HashMap<String, ObjectID> outbound_references;
HashMap<String, ObjectID> inbound_references;
HashSet<ObjectID> get_unique_outbound_refernces();
HashSet<ObjectID> get_unique_inbound_references();
uint64_t remote_object_id = 0;
String type_name;
LocalVector<PropertyInfo> prop_list;
HashMap<StringName, Variant> prop_values;
bool _get(const StringName &p_name, Variant &r_ret) const;
void _get_property_list(List<PropertyInfo> *p_list) const;
struct ResourceCache {
HashMap<String, Ref<Resource>> cache;
int misses = 0;
int hits = 0;
};
SnapshotDataObject(SceneDebuggerObject &p_obj, GameStateSnapshot *p_snapshot, ResourceCache &resource_cache);
String get_name();
String get_node_path();
bool is_refcounted();
bool is_node();
bool is_class(const String &p_base_class);
protected:
// Snapshots are inherently read-only. Can't edit the past.
bool _is_read_only() { return true; }
static void _bind_methods();
};
class GameStateSnapshot : public Object {
GDCLASS(GameStateSnapshot, Object);
void _get_outbound_references(Variant &p_var, HashMap<String, ObjectID> &r_ret_val, const String &p_current_path = "");
void _get_rc_cycles(SnapshotDataObject *p_obj, SnapshotDataObject *p_source_obj, HashSet<SnapshotDataObject *> p_traversed_objs, LocalVector<String> &r_ret_val, const String &p_current_path = "");
public:
String name;
HashMap<ObjectID, SnapshotDataObject *> objects;
Dictionary snapshot_context;
// Ideally, this would extend EditorDebuggerRemoteObject and be refcounted, but we can't have it both ways.
// So, instead we have this static 'constructor' that returns a RefCounted wrapper around a GameStateSnapshot.
static Ref<GameStateSnapshotRef> create_ref(const String &p_snapshot_name, const Vector<uint8_t> &p_snapshot_buffer);
~GameStateSnapshot();
void recompute_references();
};
// Thin RefCounted wrapper around a GameStateSnapshot.
class GameStateSnapshotRef : public RefCounted {
GDCLASS(GameStateSnapshotRef, RefCounted);
GameStateSnapshot *gamestate_snapshot = nullptr;
public:
GameStateSnapshotRef(GameStateSnapshot *p_gss) :
gamestate_snapshot(p_gss) {}
bool unreference();
GameStateSnapshot *get_snapshot();
};