godot/modules/objectdb_profiler/editor/data_viewers/summary_view.cpp
2025-07-08 16:39:24 +02:00

282 lines
12 KiB
C++

/**************************************************************************/
/* summary_view.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 "summary_view.h"
#include "core/os/time.h"
#include "editor/editor_node.h"
#include "scene/gui/center_container.h"
#include "scene/gui/label.h"
#include "scene/gui/panel_container.h"
#include "scene/gui/rich_text_label.h"
#include "scene/resources/style_box_flat.h"
SnapshotSummaryView::SnapshotSummaryView() {
set_name("Summary");
set_v_size_flags(SizeFlags::SIZE_EXPAND_FILL);
set_h_size_flags(SizeFlags::SIZE_EXPAND_FILL);
MarginContainer *mc = memnew(MarginContainer);
mc->add_theme_constant_override("margin_left", 5);
mc->add_theme_constant_override("margin_right", 5);
mc->add_theme_constant_override("margin_top", 5);
mc->add_theme_constant_override("margin_bottom", 5);
mc->set_anchors_preset(LayoutPreset::PRESET_FULL_RECT);
PanelContainer *content_wrapper = memnew(PanelContainer);
content_wrapper->set_anchors_preset(LayoutPreset::PRESET_FULL_RECT);
Ref<StyleBoxFlat> content_wrapper_sbf;
content_wrapper_sbf.instantiate();
content_wrapper_sbf->set_bg_color(EditorNode::get_singleton()->get_editor_theme()->get_color("dark_color_2", "Editor"));
content_wrapper->add_theme_style_override(SceneStringName(panel), content_wrapper_sbf);
content_wrapper->add_child(mc);
add_child(content_wrapper);
VBoxContainer *content = memnew(VBoxContainer);
mc->add_child(content);
content->set_anchors_preset(LayoutPreset::PRESET_FULL_RECT);
PanelContainer *pc = memnew(PanelContainer);
Ref<StyleBoxFlat> sbf;
sbf.instantiate();
sbf->set_bg_color(EditorNode::get_singleton()->get_editor_theme()->get_color("dark_color_3", "Editor"));
pc->add_theme_style_override("panel", sbf);
content->add_child(pc);
pc->set_anchors_preset(LayoutPreset::PRESET_TOP_WIDE);
Label *title = memnew(Label(TTR("ObjectDB Snapshot Summary")));
pc->add_child(title);
title->set_horizontal_alignment(HorizontalAlignment::HORIZONTAL_ALIGNMENT_CENTER);
title->set_vertical_alignment(VerticalAlignment::VERTICAL_ALIGNMENT_CENTER);
explainer_text = memnew(CenterContainer);
explainer_text->set_v_size_flags(SizeFlags::SIZE_EXPAND_FILL);
explainer_text->set_h_size_flags(SizeFlags::SIZE_EXPAND_FILL);
content->add_child(explainer_text);
VBoxContainer *explainer_lines = memnew(VBoxContainer);
explainer_text->add_child(explainer_lines);
Label *l1 = memnew(Label(TTR("Press 'Take ObjectDB Snapshot' to snapshot the ObjectDB.")));
Label *l2 = memnew(Label(TTR("Memory in Godot is either owned natively by the engine or owned by the ObjectDB.")));
Label *l3 = memnew(Label(TTR("ObjectDB Snapshots capture only memory owned by the ObjectDB.")));
l1->set_horizontal_alignment(HorizontalAlignment::HORIZONTAL_ALIGNMENT_CENTER);
l2->set_horizontal_alignment(HorizontalAlignment::HORIZONTAL_ALIGNMENT_CENTER);
l3->set_horizontal_alignment(HorizontalAlignment::HORIZONTAL_ALIGNMENT_CENTER);
explainer_lines->add_child(l1);
explainer_lines->add_child(l2);
explainer_lines->add_child(l3);
ScrollContainer *sc = memnew(ScrollContainer);
sc->set_anchors_preset(LayoutPreset::PRESET_FULL_RECT);
sc->set_v_size_flags(SizeFlags::SIZE_EXPAND_FILL);
sc->set_h_size_flags(SizeFlags::SIZE_EXPAND_FILL);
content->add_child(sc);
blurb_list = memnew(VBoxContainer);
sc->add_child(blurb_list);
blurb_list->set_v_size_flags(SizeFlags::SIZE_EXPAND_FILL);
blurb_list->set_h_size_flags(SizeFlags::SIZE_EXPAND_FILL);
}
void SnapshotSummaryView::show_snapshot(GameStateSnapshot *p_data, GameStateSnapshot *p_diff_data) {
SnapshotView::show_snapshot(p_data, p_diff_data);
explainer_text->set_visible(false);
String snapshot_a_name = diff_data == nullptr ? TTR("Snapshot") : TTR("Snapshot A");
String snapshot_b_name = TTR("Snapshot B");
_push_overview_blurb(snapshot_a_name + " " + TTR("Overview"), snapshot_data);
if (diff_data) {
_push_overview_blurb(snapshot_b_name + " " + TTR("Overview"), diff_data);
}
_push_node_blurb(snapshot_a_name + " " + TTR("Nodes"), snapshot_data);
if (diff_data) {
_push_node_blurb(snapshot_b_name + " " + TTR("Nodes"), diff_data);
}
_push_refcounted_blurb(snapshot_a_name + " " + TTR("RefCounteds"), snapshot_data);
if (diff_data) {
_push_refcounted_blurb(snapshot_b_name + " " + TTR("RefCounteds"), diff_data);
}
_push_object_blurb(snapshot_a_name + " " + TTR("Objects"), snapshot_data);
if (diff_data) {
_push_object_blurb(snapshot_b_name + " " + TTR("Objects"), diff_data);
}
}
void SnapshotSummaryView::clear_snapshot() {
// Just clear out the blurbs and leave the explainer.
for (int i = 0; i < blurb_list->get_child_count(); i++) {
blurb_list->get_child(i)->queue_free();
}
snapshot_data = nullptr;
diff_data = nullptr;
explainer_text->set_visible(true);
}
SummaryBlurb::SummaryBlurb(const String &p_title, const String &p_rtl_content) {
add_theme_constant_override("margin_left", 2);
add_theme_constant_override("margin_right", 2);
add_theme_constant_override("margin_top", 2);
add_theme_constant_override("margin_bottom", 2);
label = memnew(RichTextLabel);
label->add_theme_constant_override(SceneStringName(line_separation), 6);
label->set_fit_content(true);
label->set_use_bbcode(true);
label->add_newline();
label->push_bold();
label->add_text(p_title);
label->pop();
label->add_newline();
label->add_newline();
label->append_text(p_rtl_content);
add_child(label);
}
void SnapshotSummaryView::_push_overview_blurb(const String &p_title, GameStateSnapshot *p_snapshot) {
String c = "";
c += "[ul]\n";
c += vformat(" [i]%s[/i] %s\n", TTR("Name:"), p_snapshot->name);
if (p_snapshot->snapshot_context.has("timestamp")) {
c += vformat(" [i]%s[/i] %s\n", TTR("Timestamp:"), Time::get_singleton()->get_datetime_string_from_unix_time((double)p_snapshot->snapshot_context["timestamp"]));
}
if (p_snapshot->snapshot_context.has("game_version")) {
c += vformat(" [i]%s[/i] %s\n", TTR("Game Version:"), (String)p_snapshot->snapshot_context["game_version"]);
}
if (p_snapshot->snapshot_context.has("editor_version")) {
c += vformat(" [i]%s[/i] %s\n", TTR("Editor Version:"), (String)p_snapshot->snapshot_context["editor_version"]);
}
double bytes_to_mb = 0.000001;
if (p_snapshot->snapshot_context.has("mem_usage")) {
c += vformat(" [i]%s[/i] %s\n", TTR("Memory Used:"), String::num((double)((uint64_t)p_snapshot->snapshot_context["mem_usage"]) * bytes_to_mb, 3) + " MB");
}
if (p_snapshot->snapshot_context.has("mem_max_usage")) {
c += vformat(" [i]%s[/i] %s\n", TTR("Max Memory Used:"), String::num((double)((uint64_t)p_snapshot->snapshot_context["mem_max_usage"]) * bytes_to_mb, 3) + " MB");
}
if (p_snapshot->snapshot_context.has("mem_available")) {
// I'm guessing pretty hard about what this is supposed to be. It's hard coded to be -1 cast to a uint64_t in Memory.h,
// so it _could_ be checking if we're on a 64 bit system, I think...
c += vformat(" [i]%s[/i] %s\n", TTR("Max uint64 Value:"), String::num_uint64((uint64_t)p_snapshot->snapshot_context["mem_available"]));
}
c += vformat(" [i]%s[/i] %s\n", TTR("Total Objects:"), itos(p_snapshot->objects.size()));
int node_count = 0;
for (const KeyValue<ObjectID, SnapshotDataObject *> &pair : p_snapshot->objects) {
if (pair.value->is_node()) {
node_count++;
}
}
c += vformat(" [i]%s[/i] %s\n", TTR("Total Nodes:"), itos(node_count));
c += "[/ul]\n";
blurb_list->add_child(memnew(SummaryBlurb(p_title, c)));
}
void SnapshotSummaryView::_push_node_blurb(const String &p_title, GameStateSnapshot *p_snapshot) {
List<String> nodes;
for (const KeyValue<ObjectID, SnapshotDataObject *> &pair : p_snapshot->objects) {
// if it's a node AND it doesn't have a parent node
if (pair.value->is_node() && !pair.value->extra_debug_data.has("node_parent") && pair.value->extra_debug_data.has("node_is_scene_root") && !pair.value->extra_debug_data["node_is_scene_root"]) {
const String &node_name = pair.value->extra_debug_data["node_name"];
nodes.push_back(node_name != "" ? node_name : pair.value->get_name());
}
}
if (nodes.size() <= 1) {
return;
}
String c = TTR("Multiple root nodes [i](possible call to 'remove_child' without 'queue_free')[/i]\n");
c += "[ul]\n";
for (const String &node : nodes) {
c += " " + node + "\n";
}
c += "[/ul]\n";
blurb_list->add_child(memnew(SummaryBlurb(p_title, c)));
}
void SnapshotSummaryView::_push_refcounted_blurb(const String &p_title, GameStateSnapshot *p_snapshot) {
List<String> rcs;
for (const KeyValue<ObjectID, SnapshotDataObject *> &pair : p_snapshot->objects) {
if (pair.value->is_refcounted()) {
int ref_count = (uint64_t)pair.value->extra_debug_data["ref_count"];
Array ref_cycles = (Array)pair.value->extra_debug_data["ref_cycles"];
if (ref_count == ref_cycles.size()) {
rcs.push_back(pair.value->get_name());
}
}
}
if (rcs.is_empty()) {
return;
}
String c = TTR("RefCounted objects only referenced in cycles [i](cycles often indicate a memory leaks)[/i]\n");
c += "[ul]\n";
for (const String &rc : rcs) {
c += " " + rc + "\n";
}
c += "[/ul]\n";
blurb_list->add_child(memnew(SummaryBlurb(p_title, c)));
}
void SnapshotSummaryView::_push_object_blurb(const String &p_title, GameStateSnapshot *p_snapshot) {
List<String> objects;
for (const KeyValue<ObjectID, SnapshotDataObject *> &pair : p_snapshot->objects) {
if (pair.value->inbound_references.is_empty() && pair.value->outbound_references.is_empty()) {
if (!pair.value->get_script().is_null()) {
// This blurb will have a lot of false positives, but we can at least suppress false positives
// from unreferenced nodes that are part of the scene tree.
if (pair.value->is_node() && (bool)pair.value->extra_debug_data["node_is_scene_root"]) {
objects.push_back(pair.value->get_name());
}
}
}
}
if (objects.is_empty()) {
return;
}
String c = TTR("Scripted objects not referenced by any other objects [i](unreferenced objects may indicate a memory leak)[/i]\n");
c += "[ul]\n";
for (const String &object : objects) {
c += " " + object + "\n";
}
c += "[/ul]\n";
blurb_list->add_child(memnew(SummaryBlurb(p_title, c)));
}