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/*************************************************************************/
/*  multiplayer_debugger.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_DEBUGGER_H
#define MULTIPLAYER_DEBUGGER_H

#include "core/debugger/engine_profiler.h"

#include "core/os/os.h"

class MultiplayerDebugger {
public:
	struct RPCNodeInfo {
		ObjectID node;
		String node_path;
		int incoming_rpc = 0;
		int outgoing_rpc = 0;
	};

	struct RPCFrame {
		Vector<RPCNodeInfo> infos;

		Array serialize();
		bool deserialize(const Array &p_arr);
	};

private:
	class BandwidthProfiler : public EngineProfiler {
	protected:
		struct BandwidthFrame {
			uint32_t timestamp;
			int packet_size;
		};

		int bandwidth_in_ptr = 0;
		Vector<BandwidthFrame> bandwidth_in;
		int bandwidth_out_ptr = 0;
		Vector<BandwidthFrame> bandwidth_out;
		uint64_t last_bandwidth_time = 0;

		int bandwidth_usage(const Vector<BandwidthFrame> &p_buffer, int p_pointer);

	public:
		void toggle(bool p_enable, const Array &p_opts);
		void add(const Array &p_data);
		void tick(double p_frame_time, double p_process_time, double p_physics_time, double p_physics_frame_time);
	};

	class RPCProfiler : public EngineProfiler {
	public:
	private:
		HashMap<ObjectID, RPCNodeInfo> rpc_node_data;
		uint64_t last_profile_time = 0;

		void init_node(const ObjectID p_node);

	public:
		void toggle(bool p_enable, const Array &p_opts);
		void add(const Array &p_data);
		void tick(double p_frame_time, double p_process_time, double p_physics_time, double p_physics_frame_time);
	};

public:
	static void initialize();
	static void deinitialize();
};

#endif // MULTIPLAYER_DEBUGGER_H