godot/core/debugger/debugger_marshalls.h
Fabio Alessandrelli b8ddaf9c33 Refactor ScriptDebugger.
EngineDebugger is the new interface to access the debugger.
It tries to be as agnostic as possible on the data that various
subsystems can expose.

It allows 2 types of interactions:

- Profilers:
  A subsystem can register a profiler, assigning it a unique name.
  That name can be used to activate the profiler or add data to it.
  The registered profiler can be composed of up to 3 functions:
    - Toggle: called when the profiler is activated/deactivated.
    - Add: called whenever data is added to the debugger
      (via `EngineDebugger::profiler_add_frame_data`)
    - Tick: called every frame (during idle), receives frame times.

- Captures: (Only relevant in remote debugger for now)
  A subsystem can register a capture, assigning it a unique name.
  When receiving a message, the remote debugger will check if it starts
  with `[prefix]:` and call the associated capture with name `prefix`.

Port MultiplayerAPI, Servers, Scripts, Visual, Performance to the new
profiler system.

Port SceneDebugger and RemoteDebugger to the new capture system.
The LocalDebugger also uses the new profiler system for scripts
profiling.
2020-03-08 12:36:39 +01:00

176 lines
4.8 KiB
C++

/*************************************************************************/
/* debugger_marshalls.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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. */
/*************************************************************************/
#ifndef DEBUGGER_MARSHARLLS_H
#define DEBUGGER_MARSHARLLS_H
#include "core/script_language.h"
#include "servers/visual_server.h"
struct DebuggerMarshalls {
// Memory usage
struct ResourceInfo {
String path;
String format;
String type;
RID id;
int vram;
bool operator<(const ResourceInfo &p_img) const { return vram == p_img.vram ? id < p_img.id : vram > p_img.vram; }
ResourceInfo() {
vram = 0;
}
};
struct ResourceUsage {
List<ResourceInfo> infos;
Array serialize();
bool deserialize(const Array &p_arr);
};
// Network profiler
struct MultiplayerNodeInfo {
ObjectID node;
String node_path;
int incoming_rpc = 0;
int incoming_rset = 0;
int outgoing_rpc = 0;
int outgoing_rset = 0;
};
struct NetworkProfilerFrame {
Vector<MultiplayerNodeInfo> infos;
Array serialize();
bool deserialize(const Array &p_arr);
};
// Script Profiler
class ScriptFunctionSignature {
public:
StringName name;
int id = -1;
Array serialize();
bool deserialize(const Array &p_arr);
};
struct ScriptFunctionInfo {
StringName name;
int sig_id = -1;
int call_count = 0;
float self_time = 0;
float total_time = 0;
};
// Servers profiler
struct ServerFunctionInfo {
StringName name;
float time = 0;
};
struct ServerInfo {
StringName name;
List<ServerFunctionInfo> functions;
};
struct ServersProfilerFrame {
int frame_number = 0;
float frame_time = 0;
float idle_time = 0;
float physics_time = 0;
float physics_frame_time = 0;
float script_time = 0;
List<ServerInfo> servers;
Vector<ScriptFunctionInfo> script_functions;
Array serialize();
bool deserialize(const Array &p_arr);
};
struct ScriptStackVariable {
String name;
Variant value;
int type;
ScriptStackVariable() {
type = -1;
}
Array serialize(int max_size = 1 << 20); // 1 MiB default.
bool deserialize(const Array &p_arr);
};
struct ScriptStackDump {
List<ScriptLanguage::StackInfo> frames;
ScriptStackDump() {}
Array serialize();
bool deserialize(const Array &p_arr);
};
struct OutputError {
int hr;
int min;
int sec;
int msec;
String source_file;
String source_func;
int source_line;
String error;
String error_descr;
bool warning;
Vector<ScriptLanguage::StackInfo> callstack;
OutputError() {
hr = -1;
min = -1;
sec = -1;
msec = -1;
source_line = -1;
warning = false;
}
Array serialize();
bool deserialize(const Array &p_arr);
};
// Visual Profiler
struct VisualProfilerFrame {
uint64_t frame_number;
Vector<VS::FrameProfileArea> areas;
Array serialize();
bool deserialize(const Array &p_arr);
};
};
#endif // DEBUGGER_MARSHARLLS_H