godot/modules/objectdb_profiler/editor/data_viewers/json_view.cpp
Aleksander Litynski 78f1543e35 Add an ObjectDB Profiling Tool
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.
2025-07-08 16:39:24 +02:00

163 lines
7.2 KiB
C++

/**************************************************************************/
/* json_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 "json_view.h"
#include "core/io/json.h"
#include "scene/gui/center_container.h"
#include "scene/gui/panel_container.h"
#include "scene/gui/split_container.h"
#include "shared_controls.h"
SnapshotJsonView::SnapshotJsonView() {
set_name(TTR("JSON"));
}
void SnapshotJsonView::show_snapshot(GameStateSnapshot *p_data, GameStateSnapshot *p_diff_data) {
// Lock isn't released until the data processing background thread has finished running
// and the json has been passed back to the main thread and displayed.
SnapshotView::show_snapshot(p_data, p_diff_data);
HSplitContainer *box = memnew(HSplitContainer);
box->set_anchors_preset(LayoutPreset::PRESET_FULL_RECT);
add_child(box);
loading_panel = memnew(DarkPanelContainer);
CenterContainer *loading_center = memnew(CenterContainer);
Label *loading_label = memnew(Label(TTR("Loading")));
add_child(loading_panel);
loading_panel->add_child(loading_center);
loading_center->add_child(loading_label);
loading_panel->set_anchors_preset(LayoutPreset::PRESET_FULL_RECT);
loading_center->set_anchors_preset(LayoutPreset::PRESET_FULL_RECT);
VBoxContainer *json_box = memnew(VBoxContainer);
json_box->set_v_size_flags(SizeFlags::SIZE_EXPAND_FILL);
json_box->set_h_size_flags(SizeFlags::SIZE_EXPAND_FILL);
box->add_child(json_box);
String hdr_a_text = diff_data ? TTR("Snapshot A JSON") : TTR("Snapshot JSON");
SpanningHeader *hdr_a = memnew(SpanningHeader(hdr_a_text));
if (diff_data) {
hdr_a->set_tooltip_text(TTR("Snapshot A: ") + snapshot_data->name);
}
json_box->add_child(hdr_a);
Ref<EditorJsonVisualizerSyntaxHighlighter> syntax_highlighter;
syntax_highlighter.instantiate(List<String>());
json_content = memnew(EditorJsonVisualizer);
json_content->load_theme(syntax_highlighter);
json_content->set_name(hdr_a_text);
json_content->set_v_size_flags(SizeFlags::SIZE_EXPAND_FILL);
json_content->set_h_size_flags(SizeFlags::SIZE_EXPAND_FILL);
json_box->add_child(json_content);
if (diff_data) {
VBoxContainer *diff_json_box = memnew(VBoxContainer);
diff_json_box->set_v_size_flags(SizeFlags::SIZE_EXPAND_FILL);
diff_json_box->set_h_size_flags(SizeFlags::SIZE_EXPAND_FILL);
box->add_child(diff_json_box);
String hrd_b_text = TTR("Snapshot B JSON");
SpanningHeader *hdr_b = memnew(SpanningHeader(hrd_b_text));
hdr_b->set_tooltip_text(TTR("Snapshot B: ") + diff_data->name);
diff_json_box->add_child(hdr_b);
diff_json_content = memnew(EditorJsonVisualizer);
diff_json_content->load_theme(syntax_highlighter);
diff_json_content->set_name(hrd_b_text);
diff_json_content->set_v_size_flags(SizeFlags::SIZE_EXPAND_FILL);
diff_json_content->set_h_size_flags(SizeFlags::SIZE_EXPAND_FILL);
diff_json_box->add_child(diff_json_content);
}
WorkerThreadPool::get_singleton()->add_native_task(&SnapshotJsonView::_serialization_worker, this);
}
String SnapshotJsonView::_snapshot_to_json(GameStateSnapshot *p_snapshot) {
if (p_snapshot == nullptr) {
return "";
}
Dictionary json_data;
json_data["name"] = p_snapshot->name;
Dictionary objects;
for (const KeyValue<ObjectID, SnapshotDataObject *> &obj : p_snapshot->objects) {
Dictionary obj_data;
obj_data["type_name"] = obj.value->type_name;
Array prop_list;
for (const PropertyInfo &prop : obj.value->prop_list) {
prop_list.push_back((Dictionary)prop);
}
objects["prop_list"] = prop_list;
Dictionary prop_values;
for (const KeyValue<StringName, Variant> &prop : obj.value->prop_values) {
// should only ever be one entry in this context
prop_values[prop.key] = prop.value;
}
obj_data["prop_values"] = prop_values;
objects[obj.key] = obj_data;
}
json_data["objects"] = objects;
return JSON::stringify(json_data, " ", true, true);
}
void SnapshotJsonView::_serialization_worker(void *p_ud) {
// About 0.3s to serialize snapshots in a small game.
SnapshotJsonView *self = static_cast<SnapshotJsonView *>(p_ud);
GameStateSnapshot *snapshot_data = self->snapshot_data;
GameStateSnapshot *diff_data = self->diff_data;
// let the message queue figure out if self is still a valid object or if it's been destroyed.
MessageQueue::get_singleton()->push_call(self, "_update_text",
snapshot_data, diff_data,
_snapshot_to_json(snapshot_data),
_snapshot_to_json(diff_data));
}
void SnapshotJsonView::_update_text(GameStateSnapshot *p_data_ptr, GameStateSnapshot *p_diff_ptr, const String &p_data_str, const String &p_diff_data_str) {
if (p_data_ptr != snapshot_data || p_diff_ptr != diff_data) {
// If the GameStateSnapshots we generated strings for no longer match the snapshots we asked for,
// throw these results away. We'll get more from a different worker process.
return;
}
// About 5s to insert the string into the editor.
json_content->set_text(p_data_str);
if (diff_data) {
diff_json_content->set_text(p_diff_data_str);
}
loading_panel->queue_free();
// Loading json done, release the lock.
}
void SnapshotJsonView::_bind_methods() {
ClassDB::bind_method(D_METHOD("_update_text", "p_data_ptr", "p_diff_ptr", "p_data_str", "p_diff_data_str"), &SnapshotJsonView::_update_text);
}