godot/modules/objectdb_profiler/editor/snapshot_data.cpp

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/**************************************************************************/
/* snapshot_data.cpp */
/**************************************************************************/
/* 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. */
/**************************************************************************/
#include "snapshot_data.h"
#include "core/core_bind.h"
#include "core/version.h"
#if defined(MODULE_GDSCRIPT_ENABLED) && defined(DEBUG_ENABLED)
#include "modules/gdscript/gdscript.h"
#else
#include "core/object/script_language.h"
#endif
#include "scene/debugger/scene_debugger.h"
#include "zlib.h"
SnapshotDataObject::SnapshotDataObject(SceneDebuggerObject &p_obj, GameStateSnapshot *p_snapshot, ResourceCache &resource_cache) :
snapshot(p_snapshot) {
remote_object_id = p_obj.id;
type_name = p_obj.class_name;
for (const SceneDebuggerObject::SceneDebuggerProperty &prop : p_obj.properties) {
PropertyInfo pinfo = prop.first;
Variant pvalue = prop.second;
// pinfo.name = pinfo.name.trim_prefix("Node/").trim_prefix("Members/");
if (pinfo.type == Variant::OBJECT && pvalue.is_string()) {
String path = pvalue;
// If a resource is followed by a ::, it is a nested resource (like a sub_resource in a .tscn file).
// To get a reference to it, first we load the parent resource (the .tscn, for example), then,
// we load the child resource. The parent resource (dependency) should not be destroyed before the child
// resource (pvalue) is loaded.
if (path.contains("::")) {
// Built-in resource.
String base_path = path.get_slice("::", 0);
if (!resource_cache.cache.has(base_path)) {
resource_cache.cache[base_path] = ResourceLoader::load(base_path);
resource_cache.misses++;
} else {
resource_cache.hits++;
}
}
if (!resource_cache.cache.has(path)) {
resource_cache.cache[path] = ResourceLoader::load(path);
resource_cache.misses++;
} else {
resource_cache.hits++;
}
pvalue = resource_cache.cache[path];
if (pinfo.hint_string == "Script") {
if (get_script() != pvalue) {
set_script(Ref<RefCounted>());
Ref<Script> scr(pvalue);
if (scr.is_valid()) {
ScriptInstance *scr_instance = scr->placeholder_instance_create(this);
if (scr_instance) {
set_script_and_instance(pvalue, scr_instance);
}
}
}
}
}
prop_list.push_back(pinfo);
prop_values[pinfo.name] = pvalue;
}
}
bool SnapshotDataObject::_get(const StringName &p_name, Variant &r_ret) const {
String name = p_name;
if (name.begins_with("Metadata/")) {
name = name.replace_first("Metadata/", "metadata/");
}
if (!prop_values.has(name)) {
return false;
}
r_ret = prop_values[p_name];
return true;
}
void SnapshotDataObject::_get_property_list(List<PropertyInfo> *p_list) const {
p_list->clear(); // Sorry, don't want any categories.
for (const PropertyInfo &prop : prop_list) {
if (prop.name == "script") {
// Skip the script property, it's always added by the non-virtual method.
continue;
}
p_list->push_back(prop);
}
}
void SnapshotDataObject::_bind_methods() {
ClassDB::bind_method(D_METHOD("_is_read_only"), &SnapshotDataObject::_is_read_only);
}
String SnapshotDataObject::get_node_path() {
if (!is_node()) {
return "";
}
SnapshotDataObject *current = this;
String path;
while (true) {
String current_node_name = current->extra_debug_data["node_name"];
if (current_node_name != "") {
if (path != "") {
path = current_node_name + "/" + path;
} else {
path = current_node_name;
}
}
if (!current->extra_debug_data.has("node_parent")) {
break;
}
current = snapshot->objects[current->extra_debug_data["node_parent"]];
}
return path;
}
String SnapshotDataObject::_get_script_name(Ref<Script> p_script) {
#if defined(MODULE_GDSCRIPT_ENABLED) && defined(DEBUG_ENABLED)
// GDScripts have more specific names than base scripts, so use those names if possible.
return GDScript::debug_get_script_name(p_script);
#else
// Otherwise fallback to the base script's name.
return p_script->get_global_name();
#endif
}
String SnapshotDataObject::get_name() {
String found_type_name = type_name;
// Ideally, we will name it after the script attached to it.
if (!get_script().is_null()) {
Object *maybe_script_obj = get_script().get_validated_object();
if (maybe_script_obj->is_class(Script::get_class_static())) {
Ref<Script> script_obj = Ref<Script>((Script *)maybe_script_obj);
String full_name;
while (script_obj.is_valid()) {
String global_name = _get_script_name(script_obj);
if (global_name != "") {
if (full_name != "") {
full_name = global_name + "/" + full_name;
} else {
full_name = global_name;
}
}
script_obj = script_obj->get_base_script().ptr();
}
found_type_name = type_name + "/" + full_name;
}
}
return found_type_name + "_" + uitos(remote_object_id);
}
bool SnapshotDataObject::is_refcounted() {
return is_class(RefCounted::get_class_static());
}
bool SnapshotDataObject::is_node() {
return is_class(Node::get_class_static());
}
bool SnapshotDataObject::is_class(const String &p_base_class) {
return ClassDB::is_parent_class(type_name, p_base_class);
}
HashSet<ObjectID> SnapshotDataObject::_unique_references(const HashMap<String, ObjectID> &p_refs) {
HashSet<ObjectID> obj_set;
for (const KeyValue<String, ObjectID> &pair : p_refs) {
obj_set.insert(pair.value);
}
return obj_set;
}
HashSet<ObjectID> SnapshotDataObject::get_unique_outbound_refernces() {
return _unique_references(outbound_references);
}
HashSet<ObjectID> SnapshotDataObject::get_unique_inbound_references() {
return _unique_references(inbound_references);
}
void GameStateSnapshot::_get_outbound_references(Variant &p_var, HashMap<String, ObjectID> &r_ret_val, const String &p_current_path) {
String path_divider = p_current_path.size() > 0 ? "/" : ""; // Make sure we don't start with a /.
switch (p_var.get_type()) {
case Variant::Type::INT:
case Variant::Type::OBJECT: { // Means ObjectID.
ObjectID as_id = ObjectID((uint64_t)p_var);
if (!objects.has(as_id)) {
return;
}
r_ret_val[p_current_path] = as_id;
break;
}
case Variant::Type::DICTIONARY: {
Dictionary dict = (Dictionary)p_var;
LocalVector<Variant> keys = dict.get_key_list();
for (Variant &k : keys) {
// The dictionary key _could be_ an object. If it is, we name the key property with the same name as the value, but with _key appended to it.
_get_outbound_references(k, r_ret_val, p_current_path + path_divider + (String)k + "_key");
Variant v = dict.get(k, Variant());
_get_outbound_references(v, r_ret_val, p_current_path + path_divider + (String)k);
}
break;
}
case Variant::Type::ARRAY: {
Array arr = (Array)p_var;
int i = 0;
for (Variant &v : arr) {
_get_outbound_references(v, r_ret_val, p_current_path + path_divider + itos(i));
i++;
}
break;
}
default: {
break;
}
}
}
void GameStateSnapshot::_get_rc_cycles(
SnapshotDataObject *p_obj,
SnapshotDataObject *p_source_obj,
HashSet<SnapshotDataObject *> p_traversed_objs,
List<String> &r_ret_val,
const String &p_current_path) {
// We're at the end of this branch and it was a cycle.
if (p_obj == p_source_obj && p_current_path != "") {
r_ret_val.push_back(p_current_path);
return;
}
// Go through each of our children and try traversing them.
for (const KeyValue<String, ObjectID> &next_child : p_obj->outbound_references) {
SnapshotDataObject *next_obj = p_obj->snapshot->objects[next_child.value];
String next_name = next_obj == p_source_obj ? "self" : next_obj->get_name();
String current_name = p_obj == p_source_obj ? "self" : p_obj->get_name();
String child_path = current_name + "[\"" + next_child.key + "\"] -> " + next_name;
if (p_current_path != "") {
child_path = p_current_path + "\n" + child_path;
}
SnapshotDataObject *next = objects[next_child.value];
if (next != nullptr && next->is_class(RefCounted::get_class_static()) && !next->is_class(WeakRef::get_class_static()) && !p_traversed_objs.has(next)) {
HashSet<SnapshotDataObject *> traversed_copy = p_traversed_objs;
if (p_obj != p_source_obj) {
traversed_copy.insert(p_obj);
}
_get_rc_cycles(next, p_source_obj, traversed_copy, r_ret_val, child_path);
}
}
}
void GameStateSnapshot::recompute_references() {
for (const KeyValue<ObjectID, SnapshotDataObject *> &obj : objects) {
Dictionary values;
for (const KeyValue<StringName, Variant> &kv : obj.value->prop_values) {
// Should only ever be one entry in this context.
values[kv.key] = kv.value;
}
Variant values_variant(values);
HashMap<String, ObjectID> refs;
_get_outbound_references(values_variant, refs);
obj.value->outbound_references = refs;
for (const KeyValue<String, ObjectID> &kv : refs) {
// Get the guy we are pointing to, and indicate the name of _our_ property that is pointing to them.
if (objects.has(kv.value)) {
objects[kv.value]->inbound_references[kv.key] = obj.key;
}
}
}
for (const KeyValue<ObjectID, SnapshotDataObject *> &obj : objects) {
if (!obj.value->is_class(RefCounted::get_class_static()) || obj.value->is_class(WeakRef::get_class_static())) {
continue;
}
HashSet<SnapshotDataObject *> traversed_objs;
List<String> cycles;
_get_rc_cycles(obj.value, obj.value, traversed_objs, cycles, "");
Array cycles_array;
for (const String &cycle : cycles) {
cycles_array.push_back(cycle);
}
obj.value->extra_debug_data["ref_cycles"] = cycles_array;
}
}
Ref<GameStateSnapshotRef> GameStateSnapshot::create_ref(const String &p_snapshot_name, const Vector<uint8_t> &p_snapshot_buffer) {
// A ref to a refcounted object which is a wrapper of a non-refcounted object.
Ref<GameStateSnapshotRef> sn;
sn.instantiate(memnew(GameStateSnapshot));
GameStateSnapshot *snapshot = sn->get_snapshot();
snapshot->name = p_snapshot_name;
// Snapshots may have been created by an older version of the editor. Handle parsing old snapshot versions here based on the version number.
Vector<uint8_t> snapshot_buffer_decompressed;
int success = Compression::decompress_dynamic(&snapshot_buffer_decompressed, -1, p_snapshot_buffer.ptr(), p_snapshot_buffer.size(), Compression::MODE_DEFLATE);
ERR_FAIL_COND_V_MSG(success != Z_OK, nullptr, "ObjectDB Snapshot could not be parsed. Failed to decompress snapshot.");
CoreBind::Marshalls *m = CoreBind::Marshalls::get_singleton();
Array snapshot_data = m->base64_to_variant(m->raw_to_base64(snapshot_buffer_decompressed));
ERR_FAIL_COND_V_MSG(snapshot_data.is_empty(), nullptr, "ObjectDB Snapshot could not be parsed. Variant array is empty.");
const Variant &first_item = snapshot_data.get(0);
if (first_item.get_type() != Variant::DICTIONARY) {
ERR_PRINT("ObjectDB Snapshot could not be parsed. First item is not a Dictionary.");
return nullptr;
}
snapshot->snapshot_context = first_item;
SnapshotDataObject::ResourceCache resource_cache;
for (int i = 1; i < snapshot_data.size(); i += 4) {
SceneDebuggerObject obj;
obj.deserialize(uint64_t(snapshot_data[i + 0]), snapshot_data[i + 1], snapshot_data[i + 2]);
if (snapshot_data[i + 3].get_type() != Variant::DICTIONARY) {
ERR_PRINT("ObjectDB Snapshot could not be parsed. Extra debug data is not a Dictionary.");
return nullptr;
}
if (obj.id.is_null()) {
continue;
}
snapshot->objects[obj.id] = memnew(SnapshotDataObject(obj, snapshot, resource_cache));
snapshot->objects[obj.id]->extra_debug_data = (Dictionary)snapshot_data[i + 3];
}
snapshot->recompute_references();
print_line("Resource cache hits: " + String::num(resource_cache.hits) + ". Resource cache misses: " + String::num(resource_cache.misses));
return sn;
}
GameStateSnapshot::~GameStateSnapshot() {
for (const KeyValue<ObjectID, SnapshotDataObject *> &item : objects) {
memfree(item.value);
}
}
bool GameStateSnapshotRef::unreference() {
bool die = RefCounted::unreference();
if (die) {
memdelete(gamestate_snapshot);
}
return die;
}
GameStateSnapshot *GameStateSnapshotRef::get_snapshot() {
return gamestate_snapshot;
}