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97 lines
2.9 KiB
C++
97 lines
2.9 KiB
C++
/*
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* Copyright (c) Contributors to the Open 3D Engine Project.
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* For complete copyright and license terms please see the LICENSE at the root of this distribution.
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*
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* SPDX-License-Identifier: Apache-2.0 OR MIT
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*
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*/
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#pragma once
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#include <AzCore/std/string/string.h>
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#include <AzCore/std/chrono/chrono.h>
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#include <AzCore/std/containers/map.h>
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#include <AzCore/std/containers/vector.h>
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namespace Multiplayer
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{
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class MultiplayerDebugByteReporter
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{
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public:
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MultiplayerDebugByteReporter();
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virtual ~MultiplayerDebugByteReporter() = default;
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void ReportBytes(size_t byteSize);
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void AggregateBytes(size_t byteSize);
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void ReportAggregateBytes();
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float GetAverageBytes() const;
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size_t GetMaxBytes() const;
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size_t GetMinBytes() const;
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size_t GetTotalBytes() const;
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float GetKbitsPerSecond();
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void Combine(const MultiplayerDebugByteReporter& other);
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virtual void Reset();
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size_t GetTotalCount() const { return m_count; }
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private:
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size_t m_count;
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size_t m_totalBytes;
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size_t m_totalBytesThisSecond;
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float m_totalBytesLastSecond;
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size_t m_minBytes;
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size_t m_maxBytes;
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size_t m_aggregateBytes;
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AZStd::chrono::monotonic_clock::time_point m_lastUpdateTime;
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};
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class MultiplayerDebugComponentReporter final
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: public MultiplayerDebugByteReporter
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{
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public:
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MultiplayerDebugComponentReporter() = default;
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void ReportField(const char* fieldName, size_t byteSize);
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void ReportFragmentEnd();
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using Report = AZStd::pair<AZStd::string, MultiplayerDebugByteReporter*>;
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AZStd::vector<Report> GetFieldReports();
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void Combine(const MultiplayerDebugComponentReporter& other);
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private:
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AZStd::map<AZStd::string, MultiplayerDebugByteReporter> m_fieldReports;
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MultiplayerDebugByteReporter m_componentDirtyBytes;
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};
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class MultiplayerDebugEntityReporter final
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: public MultiplayerDebugByteReporter
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{
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public:
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MultiplayerDebugEntityReporter() = default;
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void ReportField(AZ::u32 index, const char* componentName, const char* fieldName, size_t byteSize);
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void ReportFragmentEnd();
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void Combine(const MultiplayerDebugEntityReporter& other);
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void Reset() override;
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const char* GetEntityName() const { return m_entityName.c_str(); }
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void SetEntityName(const char* entityName)
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{
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// copying because the entity might go away
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m_entityName = entityName;
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}
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AZStd::map<AZStd::string, MultiplayerDebugComponentReporter>& GetComponentReports();
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private:
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MultiplayerDebugComponentReporter* m_currentComponentReport = nullptr;
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AZStd::map<AZStd::string, MultiplayerDebugComponentReporter> m_componentReports;
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AZStd::string m_entityName;
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};
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}
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