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This commit is contained in:
2025-09-16 20:46:46 -04:00
commit 9d30169a8d
13378 changed files with 7050105 additions and 0 deletions

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#!/usr/bin/env python
from misc.utility.scons_hints import *
Import("env")
import main_builders
env.main_sources = []
env_main = env.Clone()
env_main.add_source_files(env.main_sources, "*.cpp")
if env["steamapi"] and env.editor_build:
env_main.Append(CPPDEFINES=["STEAMAPI_ENABLED"])
if env["tests"]:
env_main.Append(CPPDEFINES=["TESTS_ENABLED"])
env_main.CommandNoCache(
"#main/splash.gen.h",
"#main/splash.png",
env.Run(main_builders.make_splash),
)
if env_main.editor_build and not env_main["no_editor_splash"]:
env_main.CommandNoCache(
"#main/splash_editor.gen.h",
"#main/splash_editor.png",
env.Run(main_builders.make_splash_editor),
)
env_main.CommandNoCache(
"#main/app_icon.gen.h",
"#main/app_icon.png",
env.Run(main_builders.make_app_icon),
)
lib = env_main.add_library("main", env.main_sources)
env.Prepend(LIBS=[lib])

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/**************************************************************************/
/* main.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 "core/os/thread.h"
#include "core/typedefs.h"
template <typename T>
class Vector;
class Main {
enum CLIOptionAvailability {
CLI_OPTION_AVAILABILITY_EDITOR,
CLI_OPTION_AVAILABILITY_TEMPLATE_DEBUG,
CLI_OPTION_AVAILABILITY_TEMPLATE_RELEASE,
CLI_OPTION_AVAILABILITY_HIDDEN,
};
static void print_header(bool p_rich);
static void print_help_copyright(const char *p_notice);
static void print_help_title(const char *p_title);
static void print_help_option(const char *p_option, const char *p_description, CLIOptionAvailability p_availability = CLI_OPTION_AVAILABILITY_TEMPLATE_RELEASE);
static String format_help_option(const char *p_option);
static void print_help(const char *p_binary);
static uint64_t last_ticks;
static uint32_t hide_print_fps_attempts;
static uint32_t frames;
static uint32_t frame;
static bool force_redraw_requested;
static int iterating;
public:
static bool is_cmdline_tool();
#ifdef TOOLS_ENABLED
enum CLIScope {
CLI_SCOPE_TOOL, // Editor and project manager.
CLI_SCOPE_PROJECT,
};
static const Vector<String> &get_forwardable_cli_arguments(CLIScope p_scope);
#endif
static int test_entrypoint(int argc, char *argv[], bool &tests_need_run);
static Error setup(const char *execpath, int argc, char *argv[], bool p_second_phase = true);
static Error setup2(bool p_show_boot_logo = true); // The thread calling setup2() will effectively become the main thread.
static String get_rendering_driver_name();
static void setup_boot_logo();
#ifdef TESTS_ENABLED
static Error test_setup();
static void test_cleanup();
#endif
static int start();
static bool iteration();
static void force_redraw();
static bool is_iterating();
static void cleanup(bool p_force = false);
};
// Test main override is for the testing behavior.
#define TEST_MAIN_OVERRIDE \
bool run_test = false; \
int return_code = Main::test_entrypoint(argc, argv, run_test); \
if (run_test) { \
return return_code; \
}
#define TEST_MAIN_PARAM_OVERRIDE(argc, argv) \
bool run_test = false; \
int return_code = Main::test_entrypoint(argc, argv, run_test); \
if (run_test) { \
return return_code; \
}

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"""Functions used to generate source files during build time"""
import methods
def make_splash(target, source, env):
buffer = methods.get_buffer(str(source[0]))
with methods.generated_wrapper(str(target[0])) as file:
# Use a neutral gray color to better fit various kinds of projects.
file.write(f"""\
static const Color boot_splash_bg_color = Color(0.14, 0.14, 0.14);
inline constexpr const unsigned char boot_splash_png[] = {{
{methods.format_buffer(buffer, 1)}
}};
""")
def make_splash_editor(target, source, env):
buffer = methods.get_buffer(str(source[0]))
with methods.generated_wrapper(str(target[0])) as file:
# The editor splash background color is taken from the default editor theme's background color.
# This helps achieve a visually "smoother" transition between the splash screen and the editor.
file.write(f"""\
static const Color boot_splash_editor_bg_color = Color(0.125, 0.145, 0.192);
inline constexpr const unsigned char boot_splash_editor_png[] = {{
{methods.format_buffer(buffer, 1)}
}};
""")
def make_app_icon(target, source, env):
buffer = methods.get_buffer(str(source[0]))
with methods.generated_wrapper(str(target[0])) as file:
# Use a neutral gray color to better fit various kinds of projects.
file.write(f"""\
inline constexpr const unsigned char app_icon_png[] = {{
{methods.format_buffer(buffer, 1)}
}};
""")

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/**************************************************************************/
/* main_timer_sync.cpp */
/**************************************************************************/
/* 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. */
/**************************************************************************/
#include "main_timer_sync.h"
#include "core/os/os.h"
#include "servers/display_server.h"
void MainFrameTime::clamp_process_step(double min_process_step, double max_process_step) {
if (process_step < min_process_step) {
process_step = min_process_step;
} else if (process_step > max_process_step) {
process_step = max_process_step;
}
}
/////////////////////////////////
void MainTimerSync::DeltaSmoother::update_refresh_rate_estimator(int64_t p_delta) {
// the calling code should prevent 0 or negative values of delta
// (preventing divide by zero)
// note that if the estimate gets locked, and something external changes this
// (e.g. user changes to non-vsync in the OS), then the results may be less than ideal,
// but usually it will detect this via the FPS measurement and not attempt smoothing.
// This should be a rare occurrence anyway, and will be cured next time user restarts game.
if (_estimate_locked) {
return;
}
// First average the delta over NUM_READINGS
_estimator_total_delta += p_delta;
_estimator_delta_readings++;
const int NUM_READINGS = 60;
if (_estimator_delta_readings < NUM_READINGS) {
return;
}
// use average
p_delta = _estimator_total_delta / NUM_READINGS;
// reset the averager for next time
_estimator_delta_readings = 0;
_estimator_total_delta = 0;
///////////////////////////////
int fps = Math::round(1000000.0 / p_delta);
// initial estimation, to speed up converging, special case we will estimate the refresh rate
// from the first average FPS reading
if (_estimated_fps == 0) {
// below 50 might be chugging loading stuff, or else
// dropping loads of frames, so the estimate will be inaccurate
if (fps >= 50) {
_estimated_fps = fps;
#ifdef GODOT_DEBUG_DELTA_SMOOTHER
print_line("initial guess (average measured) refresh rate: " + itos(fps));
#endif
} else {
// can't get started until above 50
return;
}
}
// we hit our exact estimated refresh rate.
// increase our confidence in the estimate.
if (fps == _estimated_fps) {
// note that each hit is an average of NUM_READINGS frames
_hits_at_estimated++;
if (_estimate_complete && _hits_at_estimated == 20) {
_estimate_locked = true;
#ifdef GODOT_DEBUG_DELTA_SMOOTHER
print_line("estimate LOCKED at " + itos(_estimated_fps) + " fps");
#endif
return;
}
// if we are getting pretty confident in this estimate, decide it is complete
// (it can still be increased later, and possibly lowered but only for a short time)
if ((!_estimate_complete) && (_hits_at_estimated > 2)) {
// when the estimate is complete we turn on smoothing
if (_estimated_fps) {
_estimate_complete = true;
_vsync_delta = 1000000 / _estimated_fps;
#ifdef GODOT_DEBUG_DELTA_SMOOTHER
print_line("estimate complete. vsync_delta " + itos(_vsync_delta) + ", fps " + itos(_estimated_fps));
#endif
}
}
#ifdef GODOT_DEBUG_DELTA_SMOOTHER
if ((_hits_at_estimated % (400 / NUM_READINGS)) == 0) {
String sz = "hits at estimated : " + itos(_hits_at_estimated) + ", above : " + itos(_hits_above_estimated) + "( " + itos(_hits_one_above_estimated) + " ), below : " + itos(_hits_below_estimated) + " (" + itos(_hits_one_below_estimated) + " )";
print_line(sz);
}
#endif
return;
}
const int SIGNIFICANCE_UP = 1;
const int SIGNIFICANCE_DOWN = 2;
// we are not usually interested in slowing the estimate
// but we may have overshot, so make it possible to reduce
if (fps < _estimated_fps) {
// micro changes
if (fps == (_estimated_fps - 1)) {
_hits_one_below_estimated++;
if ((_hits_one_below_estimated > _hits_at_estimated) && (_hits_one_below_estimated > SIGNIFICANCE_DOWN)) {
_estimated_fps--;
made_new_estimate();
}
return;
} else {
_hits_below_estimated++;
// don't allow large lowering if we are established at a refresh rate, as it will probably be dropped frames
bool established = _estimate_complete && (_hits_at_estimated > 10);
// macro changes
// note there is a large barrier to macro lowering. That is because it is more likely to be dropped frames
// than mis-estimation of the refresh rate.
if (!established) {
if (((_hits_below_estimated / 8) > _hits_at_estimated) && (_hits_below_estimated > SIGNIFICANCE_DOWN)) {
// decrease the estimate
_estimated_fps--;
made_new_estimate();
}
}
return;
}
}
// Changes increasing the estimate.
// micro changes
if (fps == (_estimated_fps + 1)) {
_hits_one_above_estimated++;
if ((_hits_one_above_estimated > _hits_at_estimated) && (_hits_one_above_estimated > SIGNIFICANCE_UP)) {
_estimated_fps++;
made_new_estimate();
}
return;
} else {
_hits_above_estimated++;
// macro changes
if ((_hits_above_estimated > _hits_at_estimated) && (_hits_above_estimated > SIGNIFICANCE_UP)) {
// increase the estimate
int change = fps - _estimated_fps;
change /= 2;
change = MAX(1, change);
_estimated_fps += change;
made_new_estimate();
}
return;
}
}
bool MainTimerSync::DeltaSmoother::fps_allows_smoothing(int64_t p_delta) {
_measurement_time += p_delta;
_measurement_frame_count++;
if (_measurement_frame_count == _measurement_end_frame) {
// only switch on or off if the estimate is complete
if (_estimate_complete) {
int64_t time_passed = _measurement_time - _measurement_start_time;
// average delta
time_passed /= MEASURE_FPS_OVER_NUM_FRAMES;
// estimate fps
if (time_passed) {
double fps = 1000000.0 / time_passed;
double ratio = fps / (double)_estimated_fps;
//print_line("ratio : " + String(Variant(ratio)));
if ((ratio > 0.95) && (ratio < 1.05)) {
_measurement_allows_smoothing = true;
} else {
_measurement_allows_smoothing = false;
}
}
} // estimate complete
// new start time for next iteration
_measurement_start_time = _measurement_time;
_measurement_end_frame += MEASURE_FPS_OVER_NUM_FRAMES;
}
return _measurement_allows_smoothing;
}
int64_t MainTimerSync::DeltaSmoother::smooth_delta(int64_t p_delta) {
// Conditions to disable smoothing.
// Note that vsync is a request, it cannot be relied on, the OS may override this.
// If the OS turns vsync on without vsync in the app, smoothing will not be enabled.
// If the OS turns vsync off with sync enabled in the app, the smoothing must detect this
// via the error metric and switch off.
// Also only try smoothing if vsync is enabled (classical vsync, not new types) ..
// This condition is currently checked before calling smooth_delta().
if (!OS::get_singleton()->is_delta_smoothing_enabled() || Engine::get_singleton()->is_editor_hint()) {
return p_delta;
}
// only attempt smoothing if vsync is selected
DisplayServer::VSyncMode vsync_mode = DisplayServer::get_singleton()->window_get_vsync_mode(DisplayServer::MAIN_WINDOW_ID);
if (vsync_mode != DisplayServer::VSYNC_ENABLED) {
return p_delta;
}
// Very important, ignore long deltas and pass them back unmodified.
// This is to deal with resuming after suspend for long periods.
if (p_delta > 1000000) {
return p_delta;
}
// keep a running guesstimate of the FPS, and turn off smoothing if
// conditions not close to the estimated FPS
if (!fps_allows_smoothing(p_delta)) {
return p_delta;
}
// we can't cope with negative deltas .. OS bug on some hardware
// and also very small deltas caused by vsync being off.
// This could possibly be part of a hiccup, this value isn't fixed in stone...
if (p_delta < 1000) {
return p_delta;
}
// note still some vsync off will still get through to this point...
// and we need to cope with it by not converging the estimator / and / or not smoothing
update_refresh_rate_estimator(p_delta);
// no smoothing until we know what the refresh rate is
if (!_estimate_complete) {
return p_delta;
}
// accumulate the time we have available to use
_leftover_time += p_delta;
// how many vsyncs units can we fit?
int64_t units = _leftover_time / _vsync_delta;
// a delta must include minimum 1 vsync
// (if it is less than that, it is either random error or we are no longer running at the vsync rate,
// in which case we should switch off delta smoothing, or re-estimate the refresh rate)
units = MAX(units, 1);
_leftover_time -= units * _vsync_delta;
// print_line("units " + itos(units) + ", leftover " + itos(_leftover_time/1000) + " ms");
return units * _vsync_delta;
}
/////////////////////////////////////
// returns the fraction of p_physics_step required for the timer to overshoot
// before advance_core considers changing the physics_steps return from
// the typical values as defined by typical_physics_steps
double MainTimerSync::get_physics_jitter_fix() {
return Engine::get_singleton()->get_physics_jitter_fix();
}
// gets our best bet for the average number of physics steps per render frame
// return value: number of frames back this data is consistent
int MainTimerSync::get_average_physics_steps(double &p_min, double &p_max) {
p_min = typical_physics_steps[0];
p_max = p_min + 1;
for (int i = 1; i < CONTROL_STEPS; ++i) {
const double typical_lower = typical_physics_steps[i];
const double current_min = typical_lower / (i + 1);
if (current_min > p_max) {
return i; // bail out if further restrictions would void the interval
} else if (current_min > p_min) {
p_min = current_min;
}
const double current_max = (typical_lower + 1) / (i + 1);
if (current_max < p_min) {
return i;
} else if (current_max < p_max) {
p_max = current_max;
}
}
return CONTROL_STEPS;
}
// advance physics clock by p_process_step, return appropriate number of steps to simulate
MainFrameTime MainTimerSync::advance_core(double p_physics_step, int p_physics_ticks_per_second, double p_process_step) {
MainFrameTime ret;
ret.process_step = p_process_step;
// simple determination of number of physics iteration
time_accum += ret.process_step;
ret.physics_steps = std::floor(time_accum * p_physics_ticks_per_second);
int min_typical_steps = typical_physics_steps[0];
int max_typical_steps = min_typical_steps + 1;
// given the past recorded steps and typical steps to match, calculate bounds for this
// step to be typical
bool update_typical = false;
for (int i = 0; i < CONTROL_STEPS - 1; ++i) {
int steps_left_to_match_typical = typical_physics_steps[i + 1] - accumulated_physics_steps[i];
if (steps_left_to_match_typical > max_typical_steps ||
steps_left_to_match_typical + 1 < min_typical_steps) {
update_typical = true;
break;
}
if (steps_left_to_match_typical > min_typical_steps) {
min_typical_steps = steps_left_to_match_typical;
}
if (steps_left_to_match_typical + 1 < max_typical_steps) {
max_typical_steps = steps_left_to_match_typical + 1;
}
}
#ifdef DEBUG_ENABLED
if (max_typical_steps < 0) {
WARN_PRINT_ONCE("`max_typical_steps` is negative. This could hint at an engine bug or system timer misconfiguration.");
}
#endif
// try to keep it consistent with previous iterations
if (ret.physics_steps < min_typical_steps) {
const int max_possible_steps = std::floor((time_accum)*p_physics_ticks_per_second + get_physics_jitter_fix());
if (max_possible_steps < min_typical_steps) {
ret.physics_steps = max_possible_steps;
update_typical = true;
} else {
ret.physics_steps = min_typical_steps;
}
} else if (ret.physics_steps > max_typical_steps) {
const int min_possible_steps = std::floor((time_accum)*p_physics_ticks_per_second - get_physics_jitter_fix());
if (min_possible_steps > max_typical_steps) {
ret.physics_steps = min_possible_steps;
update_typical = true;
} else {
ret.physics_steps = max_typical_steps;
}
}
if (ret.physics_steps < 0) {
ret.physics_steps = 0;
}
time_accum -= ret.physics_steps * p_physics_step;
// keep track of accumulated step counts
for (int i = CONTROL_STEPS - 2; i >= 0; --i) {
accumulated_physics_steps[i + 1] = accumulated_physics_steps[i] + ret.physics_steps;
}
accumulated_physics_steps[0] = ret.physics_steps;
if (update_typical) {
for (int i = CONTROL_STEPS - 1; i >= 0; --i) {
if (typical_physics_steps[i] > accumulated_physics_steps[i]) {
typical_physics_steps[i] = accumulated_physics_steps[i];
} else if (typical_physics_steps[i] < accumulated_physics_steps[i] - 1) {
typical_physics_steps[i] = accumulated_physics_steps[i] - 1;
}
}
}
return ret;
}
// calls advance_core, keeps track of deficit it adds to animaption_step, make sure the deficit sum stays close to zero
MainFrameTime MainTimerSync::advance_checked(double p_physics_step, int p_physics_ticks_per_second, double p_process_step) {
if (fixed_fps != -1) {
p_process_step = 1.0 / fixed_fps;
}
float min_output_step = p_process_step / 8;
min_output_step = MAX(min_output_step, 1E-6);
// compensate for last deficit
p_process_step += time_deficit;
MainFrameTime ret = advance_core(p_physics_step, p_physics_ticks_per_second, p_process_step);
// we will do some clamping on ret.process_step and need to sync those changes to time_accum,
// that's easiest if we just remember their fixed difference now
const double process_minus_accum = ret.process_step - time_accum;
// first, least important clamping: keep ret.process_step consistent with typical_physics_steps.
// this smoothes out the process steps and culls small but quick variations.
{
double min_average_physics_steps, max_average_physics_steps;
int consistent_steps = get_average_physics_steps(min_average_physics_steps, max_average_physics_steps);
if (consistent_steps > 3) {
ret.clamp_process_step(min_average_physics_steps * p_physics_step, max_average_physics_steps * p_physics_step);
}
}
// second clamping: keep abs(time_deficit) < jitter_fix * frame_slise
double max_clock_deviation = get_physics_jitter_fix() * p_physics_step;
ret.clamp_process_step(p_process_step - max_clock_deviation, p_process_step + max_clock_deviation);
// last clamping: make sure time_accum is between 0 and p_physics_step for consistency between physics and process
ret.clamp_process_step(process_minus_accum, process_minus_accum + p_physics_step);
// all the operations above may have turned ret.p_process_step negative or zero, keep a minimal value
if (ret.process_step < min_output_step) {
ret.process_step = min_output_step;
}
// restore time_accum
time_accum = ret.process_step - process_minus_accum;
// forcing ret.process_step to be positive may trigger a violation of the
// promise that time_accum is between 0 and p_physics_step
#ifdef DEBUG_ENABLED
if (time_accum < -1E-7) {
WARN_PRINT_ONCE("Intermediate value of `time_accum` is negative. This could hint at an engine bug or system timer misconfiguration.");
}
#endif
if (time_accum > p_physics_step) {
const int extra_physics_steps = std::floor(time_accum * p_physics_ticks_per_second);
time_accum -= extra_physics_steps * p_physics_step;
ret.physics_steps += extra_physics_steps;
}
#ifdef DEBUG_ENABLED
if (time_accum < -1E-7) {
WARN_PRINT_ONCE("Final value of `time_accum` is negative. It should always be between 0 and `p_physics_step`. This hints at an engine bug.");
}
if (time_accum > p_physics_step + 1E-7) {
WARN_PRINT_ONCE("Final value of `time_accum` is larger than `p_physics_step`. It should always be between 0 and `p_physics_step`. This hints at an engine bug.");
}
#endif
// track deficit
time_deficit = p_process_step - ret.process_step;
// p_physics_step is 1.0 / iterations_per_sec
// i.e. the time in seconds taken by a physics tick
ret.interpolation_fraction = time_accum / p_physics_step;
return ret;
}
// determine wall clock step since last iteration
double MainTimerSync::get_cpu_process_step() {
uint64_t cpu_ticks_elapsed = current_cpu_ticks_usec - last_cpu_ticks_usec;
last_cpu_ticks_usec = current_cpu_ticks_usec;
cpu_ticks_elapsed = _delta_smoother.smooth_delta(cpu_ticks_elapsed);
return cpu_ticks_elapsed / 1000000.0;
}
MainTimerSync::MainTimerSync() {
for (int i = CONTROL_STEPS - 1; i >= 0; --i) {
typical_physics_steps[i] = i;
accumulated_physics_steps[i] = i;
}
}
// start the clock
void MainTimerSync::init(uint64_t p_cpu_ticks_usec) {
current_cpu_ticks_usec = last_cpu_ticks_usec = p_cpu_ticks_usec;
}
// set measured wall clock time
void MainTimerSync::set_cpu_ticks_usec(uint64_t p_cpu_ticks_usec) {
current_cpu_ticks_usec = p_cpu_ticks_usec;
}
void MainTimerSync::set_fixed_fps(int p_fixed_fps) {
fixed_fps = p_fixed_fps;
}
// advance one physics frame, return timesteps to take
MainFrameTime MainTimerSync::advance(double p_physics_step, int p_physics_ticks_per_second) {
double cpu_process_step = get_cpu_process_step();
return advance_checked(p_physics_step, p_physics_ticks_per_second, cpu_process_step);
}

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/**************************************************************************/
/* main_timer_sync.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 "core/config/engine.h"
// Uncomment this define to get more debugging logs for the delta smoothing.
// #define GODOT_DEBUG_DELTA_SMOOTHER
struct MainFrameTime {
double process_step; // delta time to advance during process()
int physics_steps; // number of times to iterate the physics engine
double interpolation_fraction; // fraction through the current physics tick
void clamp_process_step(double min_process_step, double max_process_step);
};
class MainTimerSync {
class DeltaSmoother {
public:
// pass the recorded delta, returns a smoothed delta
int64_t smooth_delta(int64_t p_delta);
private:
void update_refresh_rate_estimator(int64_t p_delta);
bool fps_allows_smoothing(int64_t p_delta);
// estimated vsync delta (monitor refresh rate)
int64_t _vsync_delta = 16666;
// keep track of accumulated time so we know how many vsyncs to advance by
int64_t _leftover_time = 0;
// keep a rough measurement of the FPS as we run.
// If this drifts a long way below or above the refresh rate, the machine
// is struggling to keep up, and we can switch off smoothing. This
// also deals with the case that the user has overridden the vsync in the GPU settings,
// in which case we don't want to try smoothing.
static const int MEASURE_FPS_OVER_NUM_FRAMES = 64;
int64_t _measurement_time = 0;
int64_t _measurement_frame_count = 0;
int64_t _measurement_end_frame = MEASURE_FPS_OVER_NUM_FRAMES;
int64_t _measurement_start_time = 0;
bool _measurement_allows_smoothing = true;
// we can estimate the fps by growing it on condition
// that a large proportion of frames are higher than the current estimate.
int32_t _estimated_fps = 0;
int32_t _hits_at_estimated = 0;
int32_t _hits_above_estimated = 0;
int32_t _hits_below_estimated = 0;
int32_t _hits_one_above_estimated = 0;
int32_t _hits_one_below_estimated = 0;
bool _estimate_complete = false;
bool _estimate_locked = false;
// data for averaging the delta over a second or so
// to prevent spurious values
int64_t _estimator_total_delta = 0;
int32_t _estimator_delta_readings = 0;
void made_new_estimate() {
_hits_above_estimated = 0;
_hits_at_estimated = 0;
_hits_below_estimated = 0;
_hits_one_above_estimated = 0;
_hits_one_below_estimated = 0;
_estimate_complete = false;
#ifdef GODOT_DEBUG_DELTA_SMOOTHER
print_line("estimated fps " + itos(_estimated_fps));
#endif
}
} _delta_smoother;
// wall clock time measured on the main thread
uint64_t last_cpu_ticks_usec = 0;
uint64_t current_cpu_ticks_usec = 0;
// logical game time since last physics timestep
double time_accum = 0;
// current difference between wall clock time and reported sum of process_steps
double time_deficit = 0;
// number of frames back for keeping accumulated physics steps roughly constant.
// value of 12 chosen because that is what is required to make 144 Hz monitors
// behave well with 60 Hz physics updates. The only worse commonly available refresh
// would be 85, requiring CONTROL_STEPS = 17.
static const int CONTROL_STEPS = 12;
// sum of physics steps done over the last (i+1) frames
int accumulated_physics_steps[CONTROL_STEPS];
// typical value for accumulated_physics_steps[i] is either this or this plus one
int typical_physics_steps[CONTROL_STEPS];
int fixed_fps = 0;
protected:
// returns the fraction of p_physics_step required for the timer to overshoot
// before advance_core considers changing the physics_steps return from
// the typical values as defined by typical_physics_steps
double get_physics_jitter_fix();
// gets our best bet for the average number of physics steps per render frame
// return value: number of frames back this data is consistent
int get_average_physics_steps(double &p_min, double &p_max);
// advance physics clock by p_process_step, return appropriate number of steps to simulate
MainFrameTime advance_core(double p_physics_step, int p_physics_ticks_per_second, double p_process_step);
// calls advance_core, keeps track of deficit it adds to animaption_step, make sure the deficit sum stays close to zero
MainFrameTime advance_checked(double p_physics_step, int p_physics_ticks_per_second, double p_process_step);
// determine wall clock step since last iteration
double get_cpu_process_step();
public:
MainTimerSync();
// start the clock
void init(uint64_t p_cpu_ticks_usec);
// set measured wall clock time
void set_cpu_ticks_usec(uint64_t p_cpu_ticks_usec);
//set fixed fps
void set_fixed_fps(int p_fixed_fps);
// advance one frame, return timesteps to take
MainFrameTime advance(double p_physics_step, int p_physics_ticks_per_second);
};

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/**************************************************************************/
/* performance.cpp */
/**************************************************************************/
/* 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. */
/**************************************************************************/
#include "performance.h"
#include "core/os/os.h"
#include "core/variant/typed_array.h"
#include "scene/main/node.h"
#include "scene/main/scene_tree.h"
#include "servers/audio_server.h"
#ifndef NAVIGATION_2D_DISABLED
#include "servers/navigation_server_2d.h"
#endif // NAVIGATION_2D_DISABLED
#ifndef NAVIGATION_3D_DISABLED
#include "servers/navigation_server_3d.h"
#endif // NAVIGATION_3D_DISABLED
#include "servers/rendering_server.h"
#ifndef PHYSICS_2D_DISABLED
#include "servers/physics_server_2d.h"
#endif // PHYSICS_2D_DISABLED
#ifndef PHYSICS_3D_DISABLED
#include "servers/physics_server_3d.h"
#endif // PHYSICS_3D_DISABLED
Performance *Performance::singleton = nullptr;
void Performance::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_monitor", "monitor"), &Performance::get_monitor);
ClassDB::bind_method(D_METHOD("add_custom_monitor", "id", "callable", "arguments"), &Performance::add_custom_monitor, DEFVAL(Array()));
ClassDB::bind_method(D_METHOD("remove_custom_monitor", "id"), &Performance::remove_custom_monitor);
ClassDB::bind_method(D_METHOD("has_custom_monitor", "id"), &Performance::has_custom_monitor);
ClassDB::bind_method(D_METHOD("get_custom_monitor", "id"), &Performance::get_custom_monitor);
ClassDB::bind_method(D_METHOD("get_monitor_modification_time"), &Performance::get_monitor_modification_time);
ClassDB::bind_method(D_METHOD("get_custom_monitor_names"), &Performance::get_custom_monitor_names);
BIND_ENUM_CONSTANT(TIME_FPS);
BIND_ENUM_CONSTANT(TIME_PROCESS);
BIND_ENUM_CONSTANT(TIME_PHYSICS_PROCESS);
BIND_ENUM_CONSTANT(TIME_NAVIGATION_PROCESS);
BIND_ENUM_CONSTANT(MEMORY_STATIC);
BIND_ENUM_CONSTANT(MEMORY_STATIC_MAX);
BIND_ENUM_CONSTANT(MEMORY_MESSAGE_BUFFER_MAX);
BIND_ENUM_CONSTANT(OBJECT_COUNT);
BIND_ENUM_CONSTANT(OBJECT_RESOURCE_COUNT);
BIND_ENUM_CONSTANT(OBJECT_NODE_COUNT);
BIND_ENUM_CONSTANT(OBJECT_ORPHAN_NODE_COUNT);
BIND_ENUM_CONSTANT(RENDER_TOTAL_OBJECTS_IN_FRAME);
BIND_ENUM_CONSTANT(RENDER_TOTAL_PRIMITIVES_IN_FRAME);
BIND_ENUM_CONSTANT(RENDER_TOTAL_DRAW_CALLS_IN_FRAME);
BIND_ENUM_CONSTANT(RENDER_VIDEO_MEM_USED);
BIND_ENUM_CONSTANT(RENDER_TEXTURE_MEM_USED);
BIND_ENUM_CONSTANT(RENDER_BUFFER_MEM_USED);
BIND_ENUM_CONSTANT(PHYSICS_2D_ACTIVE_OBJECTS);
BIND_ENUM_CONSTANT(PHYSICS_2D_COLLISION_PAIRS);
BIND_ENUM_CONSTANT(PHYSICS_2D_ISLAND_COUNT);
#ifndef _3D_DISABLED
BIND_ENUM_CONSTANT(PHYSICS_3D_ACTIVE_OBJECTS);
BIND_ENUM_CONSTANT(PHYSICS_3D_COLLISION_PAIRS);
BIND_ENUM_CONSTANT(PHYSICS_3D_ISLAND_COUNT);
#endif // _3D_DISABLED
BIND_ENUM_CONSTANT(AUDIO_OUTPUT_LATENCY);
#if !defined(NAVIGATION_2D_DISABLED) || !defined(NAVIGATION_3D_DISABLED)
BIND_ENUM_CONSTANT(NAVIGATION_ACTIVE_MAPS);
BIND_ENUM_CONSTANT(NAVIGATION_REGION_COUNT);
BIND_ENUM_CONSTANT(NAVIGATION_AGENT_COUNT);
BIND_ENUM_CONSTANT(NAVIGATION_LINK_COUNT);
BIND_ENUM_CONSTANT(NAVIGATION_POLYGON_COUNT);
BIND_ENUM_CONSTANT(NAVIGATION_EDGE_COUNT);
BIND_ENUM_CONSTANT(NAVIGATION_EDGE_MERGE_COUNT);
BIND_ENUM_CONSTANT(NAVIGATION_EDGE_CONNECTION_COUNT);
BIND_ENUM_CONSTANT(NAVIGATION_EDGE_FREE_COUNT);
BIND_ENUM_CONSTANT(NAVIGATION_OBSTACLE_COUNT);
#endif // !defined(NAVIGATION_2D_DISABLED) || !defined(NAVIGATION_3D_DISABLED)
BIND_ENUM_CONSTANT(PIPELINE_COMPILATIONS_CANVAS);
BIND_ENUM_CONSTANT(PIPELINE_COMPILATIONS_MESH);
BIND_ENUM_CONSTANT(PIPELINE_COMPILATIONS_SURFACE);
BIND_ENUM_CONSTANT(PIPELINE_COMPILATIONS_DRAW);
BIND_ENUM_CONSTANT(PIPELINE_COMPILATIONS_SPECIALIZATION);
#ifndef NAVIGATION_2D_DISABLED
BIND_ENUM_CONSTANT(NAVIGATION_2D_ACTIVE_MAPS);
BIND_ENUM_CONSTANT(NAVIGATION_2D_REGION_COUNT);
BIND_ENUM_CONSTANT(NAVIGATION_2D_AGENT_COUNT);
BIND_ENUM_CONSTANT(NAVIGATION_2D_LINK_COUNT);
BIND_ENUM_CONSTANT(NAVIGATION_2D_POLYGON_COUNT);
BIND_ENUM_CONSTANT(NAVIGATION_2D_EDGE_COUNT);
BIND_ENUM_CONSTANT(NAVIGATION_2D_EDGE_MERGE_COUNT);
BIND_ENUM_CONSTANT(NAVIGATION_2D_EDGE_CONNECTION_COUNT);
BIND_ENUM_CONSTANT(NAVIGATION_2D_EDGE_FREE_COUNT);
BIND_ENUM_CONSTANT(NAVIGATION_2D_OBSTACLE_COUNT);
#endif // NAVIGATION_2D_DISABLED
#ifndef NAVIGATION_3D_DISABLED
BIND_ENUM_CONSTANT(NAVIGATION_3D_ACTIVE_MAPS);
BIND_ENUM_CONSTANT(NAVIGATION_3D_REGION_COUNT);
BIND_ENUM_CONSTANT(NAVIGATION_3D_AGENT_COUNT);
BIND_ENUM_CONSTANT(NAVIGATION_3D_LINK_COUNT);
BIND_ENUM_CONSTANT(NAVIGATION_3D_POLYGON_COUNT);
BIND_ENUM_CONSTANT(NAVIGATION_3D_EDGE_COUNT);
BIND_ENUM_CONSTANT(NAVIGATION_3D_EDGE_MERGE_COUNT);
BIND_ENUM_CONSTANT(NAVIGATION_3D_EDGE_CONNECTION_COUNT);
BIND_ENUM_CONSTANT(NAVIGATION_3D_EDGE_FREE_COUNT);
BIND_ENUM_CONSTANT(NAVIGATION_3D_OBSTACLE_COUNT);
#endif // NAVIGATION_3D_DISABLED
BIND_ENUM_CONSTANT(MONITOR_MAX);
}
int Performance::_get_node_count() const {
MainLoop *ml = OS::get_singleton()->get_main_loop();
SceneTree *sml = Object::cast_to<SceneTree>(ml);
if (!sml) {
return 0;
}
return sml->get_node_count();
}
String Performance::get_monitor_name(Monitor p_monitor) const {
ERR_FAIL_INDEX_V(p_monitor, MONITOR_MAX, String());
static const char *names[MONITOR_MAX] = {
PNAME("time/fps"),
PNAME("time/process"),
PNAME("time/physics_process"),
PNAME("time/navigation_process"),
PNAME("memory/static"),
PNAME("memory/static_max"),
PNAME("memory/msg_buf_max"),
PNAME("object/objects"),
PNAME("object/resources"),
PNAME("object/nodes"),
PNAME("object/orphan_nodes"),
PNAME("raster/total_objects_drawn"),
PNAME("raster/total_primitives_drawn"),
PNAME("raster/total_draw_calls"),
PNAME("video/video_mem"),
PNAME("video/texture_mem"),
PNAME("video/buffer_mem"),
PNAME("physics_2d/active_objects"),
PNAME("physics_2d/collision_pairs"),
PNAME("physics_2d/islands"),
PNAME("physics_3d/active_objects"),
PNAME("physics_3d/collision_pairs"),
PNAME("physics_3d/islands"),
PNAME("audio/driver/output_latency"),
#if !defined(NAVIGATION_2D_DISABLED) || !defined(NAVIGATION_3D_DISABLED)
PNAME("navigation/active_maps"),
PNAME("navigation/regions"),
PNAME("navigation/agents"),
PNAME("navigation/links"),
PNAME("navigation/polygons"),
PNAME("navigation/edges"),
PNAME("navigation/edges_merged"),
PNAME("navigation/edges_connected"),
PNAME("navigation/edges_free"),
PNAME("navigation/obstacles"),
#endif // !defined(NAVIGATION_2D_DISABLED) || !defined(NAVIGATION_3D_DISABLED)
PNAME("pipeline/compilations_canvas"),
PNAME("pipeline/compilations_mesh"),
PNAME("pipeline/compilations_surface"),
PNAME("pipeline/compilations_draw"),
PNAME("pipeline/compilations_specialization"),
#ifndef NAVIGATION_2D_DISABLED
PNAME("navigation_2d/active_maps"),
PNAME("navigation_2d/regions"),
PNAME("navigation_2d/agents"),
PNAME("navigation_2d/links"),
PNAME("navigation_2d/polygons"),
PNAME("navigation_2d/edges"),
PNAME("navigation_2d/edges_merged"),
PNAME("navigation_2d/edges_connected"),
PNAME("navigation_2d/edges_free"),
PNAME("navigation_2d/obstacles"),
#endif // NAVIGATION_2D_DISABLED
#ifndef NAVIGATION_3D_DISABLED
PNAME("navigation_3d/active_maps"),
PNAME("navigation_3d/regions"),
PNAME("navigation_3d/agents"),
PNAME("navigation_3d/links"),
PNAME("navigation_3d/polygons"),
PNAME("navigation_3d/edges"),
PNAME("navigation_3d/edges_merged"),
PNAME("navigation_3d/edges_connected"),
PNAME("navigation_3d/edges_free"),
PNAME("navigation_3d/obstacles"),
#endif // NAVIGATION_3D_DISABLED
};
static_assert(std::size(names) == MONITOR_MAX);
return names[p_monitor];
}
double Performance::get_monitor(Monitor p_monitor) const {
int info = 0;
switch (p_monitor) {
case TIME_FPS:
return Engine::get_singleton()->get_frames_per_second();
case TIME_PROCESS:
return _process_time;
case TIME_PHYSICS_PROCESS:
return _physics_process_time;
case TIME_NAVIGATION_PROCESS:
return _navigation_process_time;
case MEMORY_STATIC:
return Memory::get_mem_usage();
case MEMORY_STATIC_MAX:
return Memory::get_mem_max_usage();
case MEMORY_MESSAGE_BUFFER_MAX:
return MessageQueue::get_singleton()->get_max_buffer_usage();
case OBJECT_COUNT:
return ObjectDB::get_object_count();
case OBJECT_RESOURCE_COUNT:
return ResourceCache::get_cached_resource_count();
case OBJECT_NODE_COUNT:
return _get_node_count();
case OBJECT_ORPHAN_NODE_COUNT:
return Node::orphan_node_count;
case RENDER_TOTAL_OBJECTS_IN_FRAME:
return RS::get_singleton()->get_rendering_info(RS::RENDERING_INFO_TOTAL_OBJECTS_IN_FRAME);
case RENDER_TOTAL_PRIMITIVES_IN_FRAME:
return RS::get_singleton()->get_rendering_info(RS::RENDERING_INFO_TOTAL_PRIMITIVES_IN_FRAME);
case RENDER_TOTAL_DRAW_CALLS_IN_FRAME:
return RS::get_singleton()->get_rendering_info(RS::RENDERING_INFO_TOTAL_DRAW_CALLS_IN_FRAME);
case RENDER_VIDEO_MEM_USED:
return RS::get_singleton()->get_rendering_info(RS::RENDERING_INFO_VIDEO_MEM_USED);
case RENDER_TEXTURE_MEM_USED:
return RS::get_singleton()->get_rendering_info(RS::RENDERING_INFO_TEXTURE_MEM_USED);
case RENDER_BUFFER_MEM_USED:
return RS::get_singleton()->get_rendering_info(RS::RENDERING_INFO_BUFFER_MEM_USED);
case PIPELINE_COMPILATIONS_CANVAS:
return RS::get_singleton()->get_rendering_info(RS::RENDERING_INFO_PIPELINE_COMPILATIONS_CANVAS);
case PIPELINE_COMPILATIONS_MESH:
return RS::get_singleton()->get_rendering_info(RS::RENDERING_INFO_PIPELINE_COMPILATIONS_MESH);
case PIPELINE_COMPILATIONS_SURFACE:
return RS::get_singleton()->get_rendering_info(RS::RENDERING_INFO_PIPELINE_COMPILATIONS_SURFACE);
case PIPELINE_COMPILATIONS_DRAW:
return RS::get_singleton()->get_rendering_info(RS::RENDERING_INFO_PIPELINE_COMPILATIONS_DRAW);
case PIPELINE_COMPILATIONS_SPECIALIZATION:
return RS::get_singleton()->get_rendering_info(RS::RENDERING_INFO_PIPELINE_COMPILATIONS_SPECIALIZATION);
#ifndef PHYSICS_2D_DISABLED
case PHYSICS_2D_ACTIVE_OBJECTS:
return PhysicsServer2D::get_singleton()->get_process_info(PhysicsServer2D::INFO_ACTIVE_OBJECTS);
case PHYSICS_2D_COLLISION_PAIRS:
return PhysicsServer2D::get_singleton()->get_process_info(PhysicsServer2D::INFO_COLLISION_PAIRS);
case PHYSICS_2D_ISLAND_COUNT:
return PhysicsServer2D::get_singleton()->get_process_info(PhysicsServer2D::INFO_ISLAND_COUNT);
#else
case PHYSICS_2D_ACTIVE_OBJECTS:
return 0;
case PHYSICS_2D_COLLISION_PAIRS:
return 0;
case PHYSICS_2D_ISLAND_COUNT:
return 0;
#endif // PHYSICS_2D_DISABLED
#ifndef PHYSICS_3D_DISABLED
case PHYSICS_3D_ACTIVE_OBJECTS:
return PhysicsServer3D::get_singleton()->get_process_info(PhysicsServer3D::INFO_ACTIVE_OBJECTS);
case PHYSICS_3D_COLLISION_PAIRS:
return PhysicsServer3D::get_singleton()->get_process_info(PhysicsServer3D::INFO_COLLISION_PAIRS);
case PHYSICS_3D_ISLAND_COUNT:
return PhysicsServer3D::get_singleton()->get_process_info(PhysicsServer3D::INFO_ISLAND_COUNT);
#else
case PHYSICS_3D_ACTIVE_OBJECTS:
return 0;
case PHYSICS_3D_COLLISION_PAIRS:
return 0;
case PHYSICS_3D_ISLAND_COUNT:
return 0;
#endif // PHYSICS_3D_DISABLED
case AUDIO_OUTPUT_LATENCY:
return AudioServer::get_singleton()->get_output_latency();
case NAVIGATION_ACTIVE_MAPS:
#ifndef NAVIGATION_2D_DISABLED
info = NavigationServer2D::get_singleton()->get_process_info(NavigationServer2D::INFO_ACTIVE_MAPS);
#endif // NAVIGATION_2D_DISABLED
#ifndef NAVIGATION_3D_DISABLED
info += NavigationServer3D::get_singleton()->get_process_info(NavigationServer3D::INFO_ACTIVE_MAPS);
#endif // NAVIGATION_3D_DISABLED
return info;
case NAVIGATION_REGION_COUNT:
#ifndef NAVIGATION_2D_DISABLED
info = NavigationServer2D::get_singleton()->get_process_info(NavigationServer2D::INFO_REGION_COUNT);
#endif // NAVIGATION_2D_DISABLED
#ifndef NAVIGATION_3D_DISABLED
info += NavigationServer3D::get_singleton()->get_process_info(NavigationServer3D::INFO_REGION_COUNT);
#endif // NAVIGATION_3D_DISABLED
return info;
case NAVIGATION_AGENT_COUNT:
#ifndef NAVIGATION_2D_DISABLED
info = NavigationServer2D::get_singleton()->get_process_info(NavigationServer2D::INFO_AGENT_COUNT);
#endif // NAVIGATION_2D_DISABLED
#ifndef NAVIGATION_3D_DISABLED
info += NavigationServer3D::get_singleton()->get_process_info(NavigationServer3D::INFO_AGENT_COUNT);
#endif // NAVIGATION_3D_DISABLED
return info;
case NAVIGATION_LINK_COUNT:
#ifndef NAVIGATION_2D_DISABLED
info = NavigationServer2D::get_singleton()->get_process_info(NavigationServer2D::INFO_LINK_COUNT);
#endif // NAVIGATION_2D_DISABLED
#ifndef NAVIGATION_3D_DISABLED
info += NavigationServer3D::get_singleton()->get_process_info(NavigationServer3D::INFO_LINK_COUNT);
#endif // NAVIGATION_3D_DISABLED
return info;
case NAVIGATION_POLYGON_COUNT:
#ifndef NAVIGATION_2D_DISABLED
info = NavigationServer2D::get_singleton()->get_process_info(NavigationServer2D::INFO_POLYGON_COUNT);
#endif // NAVIGATION_2D_DISABLED
#ifndef NAVIGATION_3D_DISABLED
info += NavigationServer3D::get_singleton()->get_process_info(NavigationServer3D::INFO_POLYGON_COUNT);
#endif // NAVIGATION_3D_DISABLED
return info;
case NAVIGATION_EDGE_COUNT:
#ifndef NAVIGATION_2D_DISABLED
info = NavigationServer2D::get_singleton()->get_process_info(NavigationServer2D::INFO_EDGE_COUNT);
#endif // NAVIGATION_2D_DISABLED
#ifndef NAVIGATION_3D_DISABLED
info += NavigationServer3D::get_singleton()->get_process_info(NavigationServer3D::INFO_EDGE_COUNT);
#endif // NAVIGATION_3D_DISABLED
return info;
case NAVIGATION_EDGE_MERGE_COUNT:
#ifndef NAVIGATION_2D_DISABLED
info = NavigationServer2D::get_singleton()->get_process_info(NavigationServer2D::INFO_EDGE_MERGE_COUNT);
#endif // NAVIGATION_2D_DISABLED
#ifndef NAVIGATION_3D_DISABLED
info += NavigationServer3D::get_singleton()->get_process_info(NavigationServer3D::INFO_EDGE_MERGE_COUNT);
#endif // NAVIGATION_3D_DISABLED
return info;
case NAVIGATION_EDGE_CONNECTION_COUNT:
#ifndef NAVIGATION_2D_DISABLED
info = NavigationServer2D::get_singleton()->get_process_info(NavigationServer2D::INFO_EDGE_CONNECTION_COUNT);
#endif // NAVIGATION_2D_DISABLED
#ifndef NAVIGATION_3D_DISABLED
info += NavigationServer3D::get_singleton()->get_process_info(NavigationServer3D::INFO_EDGE_CONNECTION_COUNT);
#endif // NAVIGATION_3D_DISABLED
return info;
case NAVIGATION_EDGE_FREE_COUNT:
#ifndef NAVIGATION_2D_DISABLED
info = NavigationServer2D::get_singleton()->get_process_info(NavigationServer2D::INFO_EDGE_FREE_COUNT);
#endif // NAVIGATION_2D_DISABLED
#ifndef NAVIGATION_3D_DISABLED
info += NavigationServer3D::get_singleton()->get_process_info(NavigationServer3D::INFO_EDGE_FREE_COUNT);
#endif // NAVIGATION_3D_DISABLED
return info;
case NAVIGATION_OBSTACLE_COUNT:
#ifndef NAVIGATION_2D_DISABLED
info = NavigationServer2D::get_singleton()->get_process_info(NavigationServer2D::INFO_OBSTACLE_COUNT);
#endif // NAVIGATION_2D_DISABLED
#ifndef NAVIGATION_3D_DISABLED
info += NavigationServer3D::get_singleton()->get_process_info(NavigationServer3D::INFO_OBSTACLE_COUNT);
#endif // NAVIGATION_3D_DISABLED
return info;
#ifndef NAVIGATION_2D_DISABLED
case NAVIGATION_2D_ACTIVE_MAPS:
return NavigationServer2D::get_singleton()->get_process_info(NavigationServer2D::INFO_ACTIVE_MAPS);
case NAVIGATION_2D_REGION_COUNT:
return NavigationServer2D::get_singleton()->get_process_info(NavigationServer2D::INFO_REGION_COUNT);
case NAVIGATION_2D_AGENT_COUNT:
return NavigationServer2D::get_singleton()->get_process_info(NavigationServer2D::INFO_AGENT_COUNT);
case NAVIGATION_2D_LINK_COUNT:
return NavigationServer2D::get_singleton()->get_process_info(NavigationServer2D::INFO_LINK_COUNT);
case NAVIGATION_2D_POLYGON_COUNT:
return NavigationServer2D::get_singleton()->get_process_info(NavigationServer2D::INFO_POLYGON_COUNT);
case NAVIGATION_2D_EDGE_COUNT:
return NavigationServer2D::get_singleton()->get_process_info(NavigationServer2D::INFO_EDGE_COUNT);
case NAVIGATION_2D_EDGE_MERGE_COUNT:
return NavigationServer2D::get_singleton()->get_process_info(NavigationServer2D::INFO_EDGE_MERGE_COUNT);
case NAVIGATION_2D_EDGE_CONNECTION_COUNT:
return NavigationServer2D::get_singleton()->get_process_info(NavigationServer2D::INFO_EDGE_CONNECTION_COUNT);
case NAVIGATION_2D_EDGE_FREE_COUNT:
return NavigationServer2D::get_singleton()->get_process_info(NavigationServer2D::INFO_EDGE_FREE_COUNT);
case NAVIGATION_2D_OBSTACLE_COUNT:
return NavigationServer2D::get_singleton()->get_process_info(NavigationServer2D::INFO_OBSTACLE_COUNT);
#endif // NAVIGATION_2D_DISABLED
#ifndef NAVIGATION_3D_DISABLED
case NAVIGATION_3D_ACTIVE_MAPS:
return NavigationServer3D::get_singleton()->get_process_info(NavigationServer3D::INFO_ACTIVE_MAPS);
case NAVIGATION_3D_REGION_COUNT:
return NavigationServer3D::get_singleton()->get_process_info(NavigationServer3D::INFO_REGION_COUNT);
case NAVIGATION_3D_AGENT_COUNT:
return NavigationServer3D::get_singleton()->get_process_info(NavigationServer3D::INFO_AGENT_COUNT);
case NAVIGATION_3D_LINK_COUNT:
return NavigationServer3D::get_singleton()->get_process_info(NavigationServer3D::INFO_LINK_COUNT);
case NAVIGATION_3D_POLYGON_COUNT:
return NavigationServer3D::get_singleton()->get_process_info(NavigationServer3D::INFO_POLYGON_COUNT);
case NAVIGATION_3D_EDGE_COUNT:
return NavigationServer3D::get_singleton()->get_process_info(NavigationServer3D::INFO_EDGE_COUNT);
case NAVIGATION_3D_EDGE_MERGE_COUNT:
return NavigationServer3D::get_singleton()->get_process_info(NavigationServer3D::INFO_EDGE_MERGE_COUNT);
case NAVIGATION_3D_EDGE_CONNECTION_COUNT:
return NavigationServer3D::get_singleton()->get_process_info(NavigationServer3D::INFO_EDGE_CONNECTION_COUNT);
case NAVIGATION_3D_EDGE_FREE_COUNT:
return NavigationServer3D::get_singleton()->get_process_info(NavigationServer3D::INFO_EDGE_FREE_COUNT);
case NAVIGATION_3D_OBSTACLE_COUNT:
return NavigationServer3D::get_singleton()->get_process_info(NavigationServer3D::INFO_OBSTACLE_COUNT);
#endif // NAVIGATION_3D_DISABLED
default: {
}
}
return 0;
}
Performance::MonitorType Performance::get_monitor_type(Monitor p_monitor) const {
ERR_FAIL_INDEX_V(p_monitor, MONITOR_MAX, MONITOR_TYPE_QUANTITY);
// ugly
static const MonitorType types[MONITOR_MAX] = {
MONITOR_TYPE_QUANTITY,
MONITOR_TYPE_TIME,
MONITOR_TYPE_TIME,
MONITOR_TYPE_TIME,
MONITOR_TYPE_MEMORY,
MONITOR_TYPE_MEMORY,
MONITOR_TYPE_MEMORY,
MONITOR_TYPE_QUANTITY,
MONITOR_TYPE_QUANTITY,
MONITOR_TYPE_QUANTITY,
MONITOR_TYPE_QUANTITY,
MONITOR_TYPE_QUANTITY,
MONITOR_TYPE_QUANTITY,
MONITOR_TYPE_QUANTITY,
MONITOR_TYPE_MEMORY,
MONITOR_TYPE_MEMORY,
MONITOR_TYPE_MEMORY,
MONITOR_TYPE_QUANTITY,
MONITOR_TYPE_QUANTITY,
MONITOR_TYPE_QUANTITY,
MONITOR_TYPE_QUANTITY,
MONITOR_TYPE_QUANTITY,
MONITOR_TYPE_QUANTITY,
MONITOR_TYPE_TIME,
MONITOR_TYPE_QUANTITY,
MONITOR_TYPE_QUANTITY,
MONITOR_TYPE_QUANTITY,
MONITOR_TYPE_QUANTITY,
MONITOR_TYPE_QUANTITY,
MONITOR_TYPE_QUANTITY,
MONITOR_TYPE_QUANTITY,
MONITOR_TYPE_QUANTITY,
MONITOR_TYPE_QUANTITY,
MONITOR_TYPE_QUANTITY,
MONITOR_TYPE_QUANTITY,
MONITOR_TYPE_QUANTITY,
MONITOR_TYPE_QUANTITY,
MONITOR_TYPE_QUANTITY,
MONITOR_TYPE_QUANTITY,
MONITOR_TYPE_QUANTITY,
MONITOR_TYPE_QUANTITY,
MONITOR_TYPE_QUANTITY,
MONITOR_TYPE_QUANTITY,
MONITOR_TYPE_QUANTITY,
MONITOR_TYPE_QUANTITY,
MONITOR_TYPE_QUANTITY,
MONITOR_TYPE_QUANTITY,
MONITOR_TYPE_QUANTITY,
MONITOR_TYPE_QUANTITY,
MONITOR_TYPE_QUANTITY,
MONITOR_TYPE_QUANTITY,
MONITOR_TYPE_QUANTITY,
MONITOR_TYPE_QUANTITY,
MONITOR_TYPE_QUANTITY,
MONITOR_TYPE_QUANTITY,
MONITOR_TYPE_QUANTITY,
MONITOR_TYPE_QUANTITY,
MONITOR_TYPE_QUANTITY,
MONITOR_TYPE_QUANTITY,
};
static_assert((sizeof(types) / sizeof(MonitorType)) == MONITOR_MAX);
return types[p_monitor];
}
void Performance::set_process_time(double p_pt) {
_process_time = p_pt;
}
void Performance::set_physics_process_time(double p_pt) {
_physics_process_time = p_pt;
}
void Performance::set_navigation_process_time(double p_pt) {
_navigation_process_time = p_pt;
}
void Performance::add_custom_monitor(const StringName &p_id, const Callable &p_callable, const Vector<Variant> &p_args) {
ERR_FAIL_COND_MSG(has_custom_monitor(p_id), "Custom monitor with id '" + String(p_id) + "' already exists.");
_monitor_map.insert(p_id, MonitorCall(p_callable, p_args));
_monitor_modification_time = OS::get_singleton()->get_ticks_usec();
}
void Performance::remove_custom_monitor(const StringName &p_id) {
ERR_FAIL_COND_MSG(!has_custom_monitor(p_id), "Custom monitor with id '" + String(p_id) + "' doesn't exist.");
_monitor_map.erase(p_id);
_monitor_modification_time = OS::get_singleton()->get_ticks_usec();
}
bool Performance::has_custom_monitor(const StringName &p_id) {
return _monitor_map.has(p_id);
}
Variant Performance::get_custom_monitor(const StringName &p_id) {
ERR_FAIL_COND_V_MSG(!has_custom_monitor(p_id), Variant(), "Custom monitor with id '" + String(p_id) + "' doesn't exist.");
bool error;
String error_message;
Variant return_value = _monitor_map[p_id].call(error, error_message);
ERR_FAIL_COND_V_MSG(error, return_value, "Error calling from custom monitor '" + String(p_id) + "' to callable: " + error_message);
return return_value;
}
TypedArray<StringName> Performance::get_custom_monitor_names() {
if (!_monitor_map.size()) {
return TypedArray<StringName>();
}
TypedArray<StringName> return_array;
return_array.resize(_monitor_map.size());
int index = 0;
for (KeyValue<StringName, MonitorCall> i : _monitor_map) {
return_array.set(index, i.key);
index++;
}
return return_array;
}
uint64_t Performance::get_monitor_modification_time() {
return _monitor_modification_time;
}
Performance::Performance() {
_process_time = 0;
_physics_process_time = 0;
_navigation_process_time = 0;
_monitor_modification_time = 0;
singleton = this;
}
Performance::MonitorCall::MonitorCall(Callable p_callable, Vector<Variant> p_arguments) {
_callable = p_callable;
_arguments = p_arguments;
}
Performance::MonitorCall::MonitorCall() {
}
Variant Performance::MonitorCall::call(bool &r_error, String &r_error_message) {
Vector<const Variant *> arguments_mem;
arguments_mem.resize(_arguments.size());
for (int i = 0; i < _arguments.size(); i++) {
arguments_mem.write[i] = &_arguments[i];
}
const Variant **args = (const Variant **)arguments_mem.ptr();
int argc = _arguments.size();
Variant return_value;
Callable::CallError error;
_callable.callp(args, argc, return_value, error);
r_error = (error.error != Callable::CallError::CALL_OK);
if (r_error) {
r_error_message = Variant::get_callable_error_text(_callable, args, argc, error);
}
return return_value;
}

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/**************************************************************************/
/* performance.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 "core/object/class_db.h"
#include "core/templates/hash_map.h"
#define PERF_WARN_OFFLINE_FUNCTION
#define PERF_WARN_PROCESS_SYNC
template <typename T>
class TypedArray;
class Performance : public Object {
GDCLASS(Performance, Object);
static Performance *singleton;
static void _bind_methods();
int _get_node_count() const;
double _process_time;
double _physics_process_time;
double _navigation_process_time;
class MonitorCall {
Callable _callable;
Vector<Variant> _arguments;
public:
MonitorCall(Callable p_callable, Vector<Variant> p_arguments);
MonitorCall();
Variant call(bool &r_error, String &r_error_message);
};
HashMap<StringName, MonitorCall> _monitor_map;
uint64_t _monitor_modification_time;
public:
enum Monitor {
TIME_FPS,
TIME_PROCESS,
TIME_PHYSICS_PROCESS,
TIME_NAVIGATION_PROCESS,
MEMORY_STATIC,
MEMORY_STATIC_MAX,
MEMORY_MESSAGE_BUFFER_MAX,
OBJECT_COUNT,
OBJECT_RESOURCE_COUNT,
OBJECT_NODE_COUNT,
OBJECT_ORPHAN_NODE_COUNT,
RENDER_TOTAL_OBJECTS_IN_FRAME,
RENDER_TOTAL_PRIMITIVES_IN_FRAME,
RENDER_TOTAL_DRAW_CALLS_IN_FRAME,
RENDER_VIDEO_MEM_USED,
RENDER_TEXTURE_MEM_USED,
RENDER_BUFFER_MEM_USED,
PHYSICS_2D_ACTIVE_OBJECTS,
PHYSICS_2D_COLLISION_PAIRS,
PHYSICS_2D_ISLAND_COUNT,
PHYSICS_3D_ACTIVE_OBJECTS,
PHYSICS_3D_COLLISION_PAIRS,
PHYSICS_3D_ISLAND_COUNT,
AUDIO_OUTPUT_LATENCY,
NAVIGATION_ACTIVE_MAPS,
NAVIGATION_REGION_COUNT,
NAVIGATION_AGENT_COUNT,
NAVIGATION_LINK_COUNT,
NAVIGATION_POLYGON_COUNT,
NAVIGATION_EDGE_COUNT,
NAVIGATION_EDGE_MERGE_COUNT,
NAVIGATION_EDGE_CONNECTION_COUNT,
NAVIGATION_EDGE_FREE_COUNT,
NAVIGATION_OBSTACLE_COUNT,
PIPELINE_COMPILATIONS_CANVAS,
PIPELINE_COMPILATIONS_MESH,
PIPELINE_COMPILATIONS_SURFACE,
PIPELINE_COMPILATIONS_DRAW,
PIPELINE_COMPILATIONS_SPECIALIZATION,
NAVIGATION_2D_ACTIVE_MAPS,
NAVIGATION_2D_REGION_COUNT,
NAVIGATION_2D_AGENT_COUNT,
NAVIGATION_2D_LINK_COUNT,
NAVIGATION_2D_POLYGON_COUNT,
NAVIGATION_2D_EDGE_COUNT,
NAVIGATION_2D_EDGE_MERGE_COUNT,
NAVIGATION_2D_EDGE_CONNECTION_COUNT,
NAVIGATION_2D_EDGE_FREE_COUNT,
NAVIGATION_2D_OBSTACLE_COUNT,
NAVIGATION_3D_ACTIVE_MAPS,
NAVIGATION_3D_REGION_COUNT,
NAVIGATION_3D_AGENT_COUNT,
NAVIGATION_3D_LINK_COUNT,
NAVIGATION_3D_POLYGON_COUNT,
NAVIGATION_3D_EDGE_COUNT,
NAVIGATION_3D_EDGE_MERGE_COUNT,
NAVIGATION_3D_EDGE_CONNECTION_COUNT,
NAVIGATION_3D_EDGE_FREE_COUNT,
NAVIGATION_3D_OBSTACLE_COUNT,
MONITOR_MAX
};
enum MonitorType {
MONITOR_TYPE_QUANTITY,
MONITOR_TYPE_MEMORY,
MONITOR_TYPE_TIME
};
double get_monitor(Monitor p_monitor) const;
String get_monitor_name(Monitor p_monitor) const;
MonitorType get_monitor_type(Monitor p_monitor) const;
void set_process_time(double p_pt);
void set_physics_process_time(double p_pt);
void set_navigation_process_time(double p_pt);
void add_custom_monitor(const StringName &p_id, const Callable &p_callable, const Vector<Variant> &p_args);
void remove_custom_monitor(const StringName &p_id);
bool has_custom_monitor(const StringName &p_id);
Variant get_custom_monitor(const StringName &p_id);
TypedArray<StringName> get_custom_monitor_names();
uint64_t get_monitor_modification_time();
static Performance *get_singleton() { return singleton; }
Performance();
};
VARIANT_ENUM_CAST(Performance::Monitor);

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/**************************************************************************/
/* steam_tracker.cpp */
/**************************************************************************/
/* 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. */
/**************************************************************************/
#if defined(STEAMAPI_ENABLED)
#include "steam_tracker.h"
// https://partner.steamgames.com/doc/sdk/api#initialization_and_shutdown
SteamTracker::SteamTracker() {
String path;
if (OS::get_singleton()->has_feature("linuxbsd")) {
path = OS::get_singleton()->get_executable_path().get_base_dir().path_join("libsteam_api.so");
if (!FileAccess::exists(path)) {
path = OS::get_singleton()->get_executable_path().get_base_dir().path_join("../lib").path_join("libsteam_api.so");
if (!FileAccess::exists(path)) {
return;
}
}
} else if (OS::get_singleton()->has_feature("windows")) {
if (OS::get_singleton()->has_feature("64")) {
path = OS::get_singleton()->get_executable_path().get_base_dir().path_join("steam_api64.dll");
} else {
path = OS::get_singleton()->get_executable_path().get_base_dir().path_join("steam_api.dll");
}
if (!FileAccess::exists(path)) {
return;
}
} else if (OS::get_singleton()->has_feature("macos")) {
path = OS::get_singleton()->get_executable_path().get_base_dir().path_join("libsteam_api.dylib");
if (!FileAccess::exists(path)) {
path = OS::get_singleton()->get_executable_path().get_base_dir().path_join("../Frameworks").path_join("libsteam_api.dylib");
if (!FileAccess::exists(path)) {
return;
}
}
} else {
return;
}
Error err = OS::get_singleton()->open_dynamic_library(path, steam_library_handle);
if (err != OK) {
steam_library_handle = nullptr;
return;
}
print_verbose("Loaded SteamAPI library");
void *symbol_handle = nullptr;
err = OS::get_singleton()->get_dynamic_library_symbol_handle(steam_library_handle, "SteamAPI_InitFlat", symbol_handle, true); // Try new API, 1.59+.
if (err != OK) {
err = OS::get_singleton()->get_dynamic_library_symbol_handle(steam_library_handle, "SteamAPI_Init", symbol_handle); // Try old API.
if (err != OK) {
return;
}
steam_init_function = (SteamAPI_InitFunction)symbol_handle;
} else {
steam_init_flat_function = (SteamAPI_InitFlatFunction)symbol_handle;
}
err = OS::get_singleton()->get_dynamic_library_symbol_handle(steam_library_handle, "SteamAPI_Shutdown", symbol_handle);
if (err != OK) {
return;
}
steam_shutdown_function = (SteamAPI_ShutdownFunction)symbol_handle;
if (steam_init_flat_function) {
char err_msg[1024] = {};
steam_initialized = (steam_init_flat_function(&err_msg[0]) == SteamAPIInitResult_OK);
} else if (steam_init_function) {
steam_initialized = steam_init_function();
}
}
SteamTracker::~SteamTracker() {
if (steam_shutdown_function && steam_initialized) {
steam_shutdown_function();
}
if (steam_library_handle) {
OS::get_singleton()->close_dynamic_library(steam_library_handle);
}
}
#endif // STEAMAPI_ENABLED

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/**************************************************************************/
/* steam_tracker.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
#if defined(STEAMAPI_ENABLED)
#include "core/os/os.h"
// SteamTracker is used to load SteamAPI dynamic library and initialize
// the interface, this notifies Steam that Godot editor is running and
// allow tracking of the usage time of child instances of the engine
// (e.g., opened projects).
//
// Currently, SteamAPI is not used by the engine in any way, and is not
// exposed to the scripting APIs.
enum SteamAPIInitResult {
SteamAPIInitResult_OK = 0,
SteamAPIInitResult_FailedGeneric = 1,
SteamAPIInitResult_NoSteamClient = 2,
SteamAPIInitResult_VersionMismatch = 3,
};
// https://partner.steamgames.com/doc/api/steam_api#SteamAPI_Init
typedef bool (*SteamAPI_InitFunction)();
typedef SteamAPIInitResult (*SteamAPI_InitFlatFunction)(char *r_err_msg);
// https://partner.steamgames.com/doc/api/steam_api#SteamAPI_Shutdown
typedef void (*SteamAPI_ShutdownFunction)();
class SteamTracker {
void *steam_library_handle = nullptr;
SteamAPI_InitFunction steam_init_function = nullptr;
SteamAPI_InitFlatFunction steam_init_flat_function = nullptr;
SteamAPI_ShutdownFunction steam_shutdown_function = nullptr;
bool steam_initialized = false;
public:
SteamTracker();
~SteamTracker();
};
#endif // STEAMAPI_ENABLED