/*************************************************************************/ /* multiplayer_editor_plugin.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 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 MULTIPLAYER_EDITOR_PLUGIN_H #define MULTIPLAYER_EDITOR_PLUGIN_H #include "editor/editor_plugin.h" #include "editor/plugins/editor_debugger_plugin.h" class EditorNetworkProfiler; class MultiplayerEditorDebugger : public EditorDebuggerPlugin { GDCLASS(MultiplayerEditorDebugger, EditorDebuggerPlugin); private: HashMap profilers; void _open_request(const String &p_path); void _profiler_activate(bool p_enable, int p_session_id); protected: static void _bind_methods(); public: virtual bool has_capture(const String &p_capture) const override; virtual bool capture(const String &p_message, const Array &p_data, int p_index) override; virtual void setup_session(int p_session_id) override; MultiplayerEditorDebugger() {} }; class ReplicationEditor; class MultiplayerEditorPlugin : public EditorPlugin { GDCLASS(MultiplayerEditorPlugin, EditorPlugin); private: Button *button = nullptr; ReplicationEditor *repl_editor = nullptr; Ref debugger; void _open_request(const String &p_path); void _node_removed(Node *p_node); void _pinned(); protected: void _notification(int p_what); public: virtual void edit(Object *p_object) override; virtual bool handles(Object *p_object) const override; virtual void make_visible(bool p_visible) override; MultiplayerEditorPlugin(); }; #endif // MULTIPLAYER_EDITOR_PLUGIN_H