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godotengine
GitHub Repository: godotengine/godot
Path: blob/master/modules/multiplayer/editor/multiplayer_editor_plugin.h
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/**************************************************************************/
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/* multiplayer_editor_plugin.h */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#pragma once
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#include "editor/debugger/editor_debugger_plugin.h"
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#include "editor/plugins/editor_plugin.h"
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class EditorNetworkProfiler;
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class MultiplayerEditorDebugger : public EditorDebuggerPlugin {
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GDCLASS(MultiplayerEditorDebugger, EditorDebuggerPlugin);
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private:
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HashMap<int, EditorNetworkProfiler *> profilers;
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void _open_request(const String &p_path);
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void _profiler_activate(bool p_enable, int p_session_id);
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protected:
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static void _bind_methods();
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public:
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virtual bool has_capture(const String &p_capture) const override;
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virtual bool capture(const String &p_message, const Array &p_data, int p_index) override;
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virtual void setup_session(int p_session_id) override;
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};
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class ReplicationEditor;
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class MultiplayerEditorPlugin : public EditorPlugin {
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GDCLASS(MultiplayerEditorPlugin, EditorPlugin);
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private:
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Button *button = nullptr;
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ReplicationEditor *repl_editor = nullptr;
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Ref<MultiplayerEditorDebugger> debugger;
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void _open_request(const String &p_path);
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void _node_removed(Node *p_node);
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void _pinned();
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protected:
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void _notification(int p_what);
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public:
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virtual void edit(Object *p_object) override;
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virtual bool handles(Object *p_object) const override;
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virtual void make_visible(bool p_visible) override;
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MultiplayerEditorPlugin();
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};
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