Add an ObjectDB Profiling Tool

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.
This commit is contained in:
Aleksander Litynski
2025-05-06 10:30:52 +02:00
committed by Mikael Hermansson
parent 4d1f26e1fd
commit 78f1543e35
40 changed files with 4262 additions and 109 deletions
@@ -0,0 +1,127 @@
/**************************************************************************/
/* shared_controls.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* 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. */
/**************************************************************************/
#pragma once
#include "scene/gui/box_container.h"
#include "scene/gui/line_edit.h"
#include "scene/gui/panel_container.h"
#include "scene/gui/tree.h"
class MenuButton;
class SpanningHeader : public PanelContainer {
GDCLASS(SpanningHeader, PanelContainer);
public:
SpanningHeader(const String &p_text);
};
class DarkPanelContainer : public PanelContainer {
GDCLASS(DarkPanelContainer, PanelContainer);
public:
DarkPanelContainer();
};
// Utility class that creates a filter text box and a sort menu.
// Takes a reference to a tree and applies the sort and filter to the tree.
class TreeSortAndFilterBar : public HBoxContainer {
GDCLASS(TreeSortAndFilterBar, HBoxContainer);
public:
// The ways a column can be sorted, either alphabetically or numerically.
enum SortType {
NUMERIC_SORT = 0,
ALPHA_SORT,
SORT_TYPE_MAX
};
// Returned when a new sort is added. Each new sort can be either ascending or descending,
// so we return the index of each sort option.
struct SortOptionIndexes {
int ascending;
int descending;
};
protected:
// Context needed to sort the tree in a certain way.
// Combines a sort type, the column to apply it, and if it's ascending or descending.
struct SortItem {
SortItem() {}
SortItem(int p_id, const String &p_label, SortType p_type, bool p_ascending, int p_column) :
id(p_id), label(p_label), type(p_type), ascending(p_ascending), column(p_column) {}
int id = 0;
String label;
SortType type = SortType::NUMERIC_SORT;
bool ascending = false;
int column = 0;
};
struct TreeItemColumn {
TreeItemColumn() {}
TreeItemColumn(TreeItem *p_item, int p_column) :
item(p_item), column(p_column) {}
TreeItem *item = nullptr;
int column;
};
struct TreeItemAlphaComparator {
bool operator()(const TreeItemColumn &p_a, const TreeItemColumn &p_b) const {
return NoCaseComparator()(p_a.item->get_text(p_a.column), p_b.item->get_text(p_b.column));
}
};
struct TreeItemNumericComparator {
bool operator()(const TreeItemColumn &p_a, const TreeItemColumn &p_b) const {
return p_a.item->get_text(p_a.column).to_int() < p_b.item->get_text(p_b.column).to_int();
}
};
LineEdit *filter_edit = nullptr;
MenuButton *sort_button = nullptr;
Tree *managed_tree = nullptr;
HashMap<int, SortItem> sort_items;
int current_sort = 0;
void _apply_filter(TreeItem *p_current_node = nullptr);
void _apply_sort();
void _sort_changed(int p_id);
void _filter_changed(const String &p_filter);
public:
TreeSortAndFilterBar(Tree *p_managed_tree, const String &p_filter_placeholder_text);
void _notification(int p_what);
SortOptionIndexes add_sort_option(const String &p_new_option, SortType p_sort_type, int p_sort_column, bool p_is_default = false);
void clear_filter();
void clear();
void select_sort(int p_item_id);
void apply();
};