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.
389 lines
14 KiB
C++
389 lines
14 KiB
C++
/**************************************************************************/
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/* snapshot_data.cpp */
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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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#include "snapshot_data.h"
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#include "core/core_bind.h"
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#include "core/version.h"
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#if defined(MODULE_GDSCRIPT_ENABLED) && defined(DEBUG_ENABLED)
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#include "modules/gdscript/gdscript.h"
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#else
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#include "core/object/script_language.h"
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#endif
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#include "scene/debugger/scene_debugger.h"
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#include "zlib.h"
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SnapshotDataObject::SnapshotDataObject(SceneDebuggerObject &p_obj, GameStateSnapshot *p_snapshot, ResourceCache &resource_cache) :
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snapshot(p_snapshot) {
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remote_object_id = p_obj.id;
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type_name = p_obj.class_name;
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for (const SceneDebuggerObject::SceneDebuggerProperty &prop : p_obj.properties) {
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PropertyInfo pinfo = prop.first;
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Variant pvalue = prop.second;
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// pinfo.name = pinfo.name.trim_prefix("Node/").trim_prefix("Members/");
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if (pinfo.type == Variant::OBJECT && pvalue.is_string()) {
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String path = pvalue;
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// If a resource is followed by a ::, it is a nested resource (like a sub_resource in a .tscn file).
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// To get a reference to it, first we load the parent resource (the .tscn, for example), then,
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// we load the child resource. The parent resource (dependency) should not be destroyed before the child
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// resource (pvalue) is loaded.
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if (path.contains("::")) {
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// Built-in resource.
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String base_path = path.get_slice("::", 0);
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if (!resource_cache.cache.has(base_path)) {
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resource_cache.cache[base_path] = ResourceLoader::load(base_path);
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resource_cache.misses++;
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} else {
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resource_cache.hits++;
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}
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}
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if (!resource_cache.cache.has(path)) {
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resource_cache.cache[path] = ResourceLoader::load(path);
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resource_cache.misses++;
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} else {
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resource_cache.hits++;
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}
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pvalue = resource_cache.cache[path];
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if (pinfo.hint_string == "Script") {
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if (get_script() != pvalue) {
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set_script(Ref<RefCounted>());
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Ref<Script> scr(pvalue);
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if (scr.is_valid()) {
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ScriptInstance *scr_instance = scr->placeholder_instance_create(this);
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if (scr_instance) {
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set_script_and_instance(pvalue, scr_instance);
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}
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}
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}
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}
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}
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prop_list.push_back(pinfo);
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prop_values[pinfo.name] = pvalue;
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}
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}
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bool SnapshotDataObject::_get(const StringName &p_name, Variant &r_ret) const {
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String name = p_name;
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if (name.begins_with("Metadata/")) {
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name = name.replace_first("Metadata/", "metadata/");
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}
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if (!prop_values.has(name)) {
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return false;
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}
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r_ret = prop_values[p_name];
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return true;
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}
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void SnapshotDataObject::_get_property_list(List<PropertyInfo> *p_list) const {
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p_list->clear(); // Sorry, don't want any categories.
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for (const PropertyInfo &prop : prop_list) {
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if (prop.name == "script") {
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// Skip the script property, it's always added by the non-virtual method.
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continue;
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}
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p_list->push_back(prop);
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}
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}
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void SnapshotDataObject::_bind_methods() {
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ClassDB::bind_method(D_METHOD("_is_read_only"), &SnapshotDataObject::_is_read_only);
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}
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String SnapshotDataObject::get_node_path() {
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if (!is_node()) {
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return "";
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}
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SnapshotDataObject *current = this;
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String path;
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while (true) {
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String current_node_name = current->extra_debug_data["node_name"];
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if (current_node_name != "") {
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if (path != "") {
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path = current_node_name + "/" + path;
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} else {
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path = current_node_name;
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}
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}
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if (!current->extra_debug_data.has("node_parent")) {
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break;
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}
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current = snapshot->objects[current->extra_debug_data["node_parent"]];
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}
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return path;
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}
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String SnapshotDataObject::_get_script_name(Ref<Script> p_script) {
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#if defined(MODULE_GDSCRIPT_ENABLED) && defined(DEBUG_ENABLED)
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// GDScripts have more specific names than base scripts, so use those names if possible.
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return GDScript::debug_get_script_name(p_script);
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#else
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// Otherwise fallback to the base script's name.
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return p_script->get_global_name();
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#endif
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}
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String SnapshotDataObject::get_name() {
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String found_type_name = type_name;
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// Ideally, we will name it after the script attached to it.
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if (!get_script().is_null()) {
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Object *maybe_script_obj = get_script().get_validated_object();
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if (maybe_script_obj->is_class(Script::get_class_static())) {
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Ref<Script> script_obj = Ref<Script>((Script *)maybe_script_obj);
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String full_name;
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while (script_obj.is_valid()) {
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String global_name = _get_script_name(script_obj);
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if (global_name != "") {
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if (full_name != "") {
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full_name = global_name + "/" + full_name;
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} else {
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full_name = global_name;
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}
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}
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script_obj = script_obj->get_base_script().ptr();
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}
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found_type_name = type_name + "/" + full_name;
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}
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}
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return found_type_name + "_" + uitos(remote_object_id);
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}
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bool SnapshotDataObject::is_refcounted() {
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return is_class(RefCounted::get_class_static());
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}
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bool SnapshotDataObject::is_node() {
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return is_class(Node::get_class_static());
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}
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bool SnapshotDataObject::is_class(const String &p_base_class) {
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return ClassDB::is_parent_class(type_name, p_base_class);
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}
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HashSet<ObjectID> SnapshotDataObject::_unique_references(const HashMap<String, ObjectID> &p_refs) {
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HashSet<ObjectID> obj_set;
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for (const KeyValue<String, ObjectID> &pair : p_refs) {
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obj_set.insert(pair.value);
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}
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return obj_set;
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}
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HashSet<ObjectID> SnapshotDataObject::get_unique_outbound_refernces() {
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return _unique_references(outbound_references);
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}
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HashSet<ObjectID> SnapshotDataObject::get_unique_inbound_references() {
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return _unique_references(inbound_references);
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}
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void GameStateSnapshot::_get_outbound_references(Variant &p_var, HashMap<String, ObjectID> &r_ret_val, const String &p_current_path) {
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String path_divider = p_current_path.size() > 0 ? "/" : ""; // Make sure we don't start with a /.
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switch (p_var.get_type()) {
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case Variant::Type::INT:
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case Variant::Type::OBJECT: { // Means ObjectID.
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ObjectID as_id = ObjectID((uint64_t)p_var);
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if (!objects.has(as_id)) {
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return;
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}
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r_ret_val[p_current_path] = as_id;
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break;
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}
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case Variant::Type::DICTIONARY: {
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Dictionary dict = (Dictionary)p_var;
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LocalVector<Variant> keys = dict.get_key_list();
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for (Variant &k : keys) {
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// The dictionary key _could be_ an object. If it is, we name the key property with the same name as the value, but with _key appended to it.
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_get_outbound_references(k, r_ret_val, p_current_path + path_divider + (String)k + "_key");
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Variant v = dict.get(k, Variant());
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_get_outbound_references(v, r_ret_val, p_current_path + path_divider + (String)k);
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}
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break;
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}
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case Variant::Type::ARRAY: {
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Array arr = (Array)p_var;
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int i = 0;
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for (Variant &v : arr) {
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_get_outbound_references(v, r_ret_val, p_current_path + path_divider + itos(i));
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i++;
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}
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break;
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}
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default: {
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break;
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}
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}
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}
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void GameStateSnapshot::_get_rc_cycles(
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SnapshotDataObject *p_obj,
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SnapshotDataObject *p_source_obj,
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HashSet<SnapshotDataObject *> p_traversed_objs,
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List<String> &r_ret_val,
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const String &p_current_path) {
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// We're at the end of this branch and it was a cycle.
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if (p_obj == p_source_obj && p_current_path != "") {
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r_ret_val.push_back(p_current_path);
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return;
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}
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// Go through each of our children and try traversing them.
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for (const KeyValue<String, ObjectID> &next_child : p_obj->outbound_references) {
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SnapshotDataObject *next_obj = p_obj->snapshot->objects[next_child.value];
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String next_name = next_obj == p_source_obj ? "self" : next_obj->get_name();
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String current_name = p_obj == p_source_obj ? "self" : p_obj->get_name();
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String child_path = current_name + "[\"" + next_child.key + "\"] -> " + next_name;
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if (p_current_path != "") {
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child_path = p_current_path + "\n" + child_path;
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}
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SnapshotDataObject *next = objects[next_child.value];
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if (next != nullptr && next->is_class(RefCounted::get_class_static()) && !next->is_class(WeakRef::get_class_static()) && !p_traversed_objs.has(next)) {
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HashSet<SnapshotDataObject *> traversed_copy = p_traversed_objs;
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if (p_obj != p_source_obj) {
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traversed_copy.insert(p_obj);
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}
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_get_rc_cycles(next, p_source_obj, traversed_copy, r_ret_val, child_path);
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}
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}
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}
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void GameStateSnapshot::recompute_references() {
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for (const KeyValue<ObjectID, SnapshotDataObject *> &obj : objects) {
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Dictionary values;
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for (const KeyValue<StringName, Variant> &kv : obj.value->prop_values) {
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// Should only ever be one entry in this context.
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values[kv.key] = kv.value;
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}
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Variant values_variant(values);
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HashMap<String, ObjectID> refs;
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_get_outbound_references(values_variant, refs);
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obj.value->outbound_references = refs;
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for (const KeyValue<String, ObjectID> &kv : refs) {
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// Get the guy we are pointing to, and indicate the name of _our_ property that is pointing to them.
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if (objects.has(kv.value)) {
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objects[kv.value]->inbound_references[kv.key] = obj.key;
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}
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}
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}
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for (const KeyValue<ObjectID, SnapshotDataObject *> &obj : objects) {
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if (!obj.value->is_class(RefCounted::get_class_static()) || obj.value->is_class(WeakRef::get_class_static())) {
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continue;
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}
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HashSet<SnapshotDataObject *> traversed_objs;
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List<String> cycles;
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_get_rc_cycles(obj.value, obj.value, traversed_objs, cycles, "");
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Array cycles_array;
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for (const String &cycle : cycles) {
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cycles_array.push_back(cycle);
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}
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obj.value->extra_debug_data["ref_cycles"] = cycles_array;
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}
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}
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Ref<GameStateSnapshotRef> GameStateSnapshot::create_ref(const String &p_snapshot_name, const Vector<uint8_t> &p_snapshot_buffer) {
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// A ref to a refcounted object which is a wrapper of a non-refcounted object.
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Ref<GameStateSnapshotRef> sn;
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sn.instantiate(memnew(GameStateSnapshot));
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GameStateSnapshot *snapshot = sn->get_snapshot();
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snapshot->name = p_snapshot_name;
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// Snapshots may have been created by an older version of the editor. Handle parsing old snapshot versions here based on the version number.
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Vector<uint8_t> snapshot_buffer_decompressed;
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int success = Compression::decompress_dynamic(&snapshot_buffer_decompressed, -1, p_snapshot_buffer.ptr(), p_snapshot_buffer.size(), Compression::MODE_DEFLATE);
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ERR_FAIL_COND_V_MSG(success != Z_OK, nullptr, "ObjectDB Snapshot could not be parsed. Failed to decompress snapshot.");
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CoreBind::Marshalls *m = CoreBind::Marshalls::get_singleton();
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Array snapshot_data = m->base64_to_variant(m->raw_to_base64(snapshot_buffer_decompressed));
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ERR_FAIL_COND_V_MSG(snapshot_data.is_empty(), nullptr, "ObjectDB Snapshot could not be parsed. Variant array is empty.");
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const Variant &first_item = snapshot_data.get(0);
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if (first_item.get_type() != Variant::DICTIONARY) {
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ERR_PRINT("ObjectDB Snapshot could not be parsed. First item is not a Dictionary.");
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return nullptr;
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}
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snapshot->snapshot_context = first_item;
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SnapshotDataObject::ResourceCache resource_cache;
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for (int i = 1; i < snapshot_data.size(); i += 4) {
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SceneDebuggerObject obj;
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obj.deserialize(uint64_t(snapshot_data[i + 0]), snapshot_data[i + 1], snapshot_data[i + 2]);
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if (snapshot_data[i + 3].get_type() != Variant::DICTIONARY) {
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ERR_PRINT("ObjectDB Snapshot could not be parsed. Extra debug data is not a Dictionary.");
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return nullptr;
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}
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if (obj.id.is_null()) {
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continue;
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}
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snapshot->objects[obj.id] = memnew(SnapshotDataObject(obj, snapshot, resource_cache));
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snapshot->objects[obj.id]->extra_debug_data = (Dictionary)snapshot_data[i + 3];
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}
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snapshot->recompute_references();
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print_line("Resource cache hits: " + String::num(resource_cache.hits) + ". Resource cache misses: " + String::num(resource_cache.misses));
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return sn;
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}
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GameStateSnapshot::~GameStateSnapshot() {
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for (const KeyValue<ObjectID, SnapshotDataObject *> &item : objects) {
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memfree(item.value);
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}
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}
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bool GameStateSnapshotRef::unreference() {
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bool die = RefCounted::unreference();
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if (die) {
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memdelete(gamestate_snapshot);
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}
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return die;
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}
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GameStateSnapshot *GameStateSnapshotRef::get_snapshot() {
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return gamestate_snapshot;
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}
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