Ejemplo n.º 1
0
		/**
		 * Parses passed in data stream into a network stream container class
		 * 
		 * @param	ParserStream	Raw data stream, needs to support seeking
		 * @return	NetworkStream data was parsed into
		 */
		public static NetworkStream Parse( MainWindow InMainWindow, Stream ParserStream )
		{
            var StartTime = DateTime.UtcNow;

			// Network stream the file is parsed into.
			NetworkStream NetworkStream = new NetworkStream();
			
			// Serialize the header. This will also return an endian-appropriate binary reader to
			// be used for reading the data. 
			BinaryReader BinaryStream = null; 
			var Header = StreamHeader.ReadHeader( ParserStream, out BinaryStream );

			// Scratch variables used for building stream. Required as we emit information in reverse
			// order needed for parsing.
			var CurrentFrameTokens = new List<TokenBase>();
			TokenReplicateActor LastActorToken = null;
            List<TokenReplicateProperty> LastProperties = new List<TokenReplicateProperty>();
			List<TokenWritePropertyHeader> LastPropertyHeaders = new List<TokenWritePropertyHeader>();

			TokenFrameMarker LastFrameMarker = null;

			InMainWindow.ShowProgress( true );

			int Count = 0;

			var AllFrames = new PartialNetworkStream( NetworkStream.NameIndexUnreal, 1.0f / 30.0f );

			int EarlyOutMinutes = InMainWindow.GetMaxProfileMinutes();

			// Parse stream till we reach the end, marked by special token.
			bool bHasReachedEndOfStream = false;

			List<TokenBase> TokenList = new List<TokenBase>();

			float FrameStartTime = -1.0f;
			float FrameEndTime = -1.0f;

			while( bHasReachedEndOfStream == false )
			{
				if ( Count++ % 1000 == 0 )
				{
					float Percent = ( float )ParserStream.Position / ( float )ParserStream.Length;
					InMainWindow.UpdateProgress( ( int )( Percent * 100 ) );
				}

				if ( ParserStream.Position == ParserStream.Length )
				{
					// We reached stream early (must not have been finalized properly, but we can still read it)
					break;
				}

				TokenBase Token = null;

				try
				{
					Token = TokenBase.ReadNextToken( BinaryStream, NetworkStream );
				}
				catch ( System.IO.EndOfStreamException )
				{
					// We reached stream early (must not have been finalized properly, but we can still read it)
					break;
				}

				if ( Token.TokenType == ETokenTypes.NameReference )
				{
					NetworkStream.NameArray.Add( ( Token as TokenNameReference ).Name );

					// Find "Unreal" name index used for misc socket parsing optimizations.
					if ( NetworkStream.NameArray[NetworkStream.NameArray.Count - 1] == "Unreal" )
					{
						NetworkStream.NameIndexUnreal = NetworkStream.NameArray.Count - 1;
					}
					continue;
				}

				if ( Token.TokenType == ETokenTypes.ConnectionReference )
				{
					NetworkStream.AddressArray.Add( ( Token as TokenConnectionReference ).Address );
					continue;
				}

				if ( Token.TokenType == ETokenTypes.ConnectionChange )
				{
					// We need to setup CurrentConnectionIndex, since it's used in ReadNextToken
					NetworkStream.CurrentConnectionIndex = ( Token as TokenConnectionChanged ).AddressIndex;
					continue;
				}

				TokenList.Add( Token );

				// Track frame start/end times manually so we can bail out when we hit the amount of time we want to load
				if ( Token.TokenType == ETokenTypes.FrameMarker )
				{
					var TokenFrameMarker = ( TokenFrameMarker )Token;

					if ( FrameStartTime < 0 )
					{
						FrameStartTime = TokenFrameMarker.RelativeTime;
						FrameEndTime = TokenFrameMarker.RelativeTime;
					}
					else
					{
						FrameEndTime = TokenFrameMarker.RelativeTime;
					}
				}

				if ( EarlyOutMinutes > 0 && ( ( FrameEndTime - FrameStartTime ) > 60 * EarlyOutMinutes ) )
				{
					break;
				}
			}

			for ( int i = 0; i < TokenList.Count; i++ )
			{
				if ( i % 1000 == 0 )
				{
					float Percent = ( float )( i + 1 ) / ( float )( TokenList.Count );
					InMainWindow.UpdateProgress( ( int )( Percent * 100 ) );
				}

				TokenBase Token = TokenList[i];

				// Convert current tokens to frame if we reach a frame boundary or the end of the stream.
				if( ((Token.TokenType == ETokenTypes.FrameMarker) || (Token.TokenType == ETokenTypes.EndOfStreamMarker))
				// Nothing to do if we don't have any tokens, e.g. first frame.
				&&	(CurrentFrameTokens.Count > 0) )				
				{
					// Figure out delta time of previous frame. Needed as partial network stream lacks relative
					// information for last frame. We assume 30Hz for last frame and for the first frame in case
					// we receive network traffic before the first frame marker.
					float DeltaTime = 1 / 30.0f;
					if( Token.TokenType == ETokenTypes.FrameMarker && LastFrameMarker != null )
					{
						DeltaTime = ((TokenFrameMarker) Token).RelativeTime - LastFrameMarker.RelativeTime;
					}

					// Create per frame partial stream and add it to the full stream.
					var FrameStream = new PartialNetworkStream( CurrentFrameTokens, NetworkStream.NameIndexUnreal, DeltaTime );
					
					AllFrames.AddStream( FrameStream );

					NetworkStream.Frames.Add(FrameStream);
					CurrentFrameTokens.Clear();

					Debug.Assert(LastProperties.Count == 0);		// We shouldn't have any properties now
					Debug.Assert(LastPropertyHeaders.Count == 0);	// We shouldn't have any property headers now either

					// Finish up actor summary of last pending actor before switching frames.
					HandleActorSummary(NetworkStream, LastActorToken);
					LastActorToken = null;
				}
				// Keep track of last frame marker.
				if( Token.TokenType == ETokenTypes.FrameMarker )
				{
					LastFrameMarker = (TokenFrameMarker) Token;
				}

				// Bail out if we hit the end. We already flushed tokens above.
				if( Token.TokenType == ETokenTypes.EndOfStreamMarker )
				{
					Debug.Assert(LastProperties.Count == 0);		// We shouldn't have any properties now
					Debug.Assert(LastPropertyHeaders.Count == 0);	// We shouldn't have any property headers now either
					bHasReachedEndOfStream = true;
					// Finish up actor summary of last pending actor at end of stream
					HandleActorSummary(NetworkStream, LastActorToken);
				}
				// Keep track of per frame tokens.
				else
				{
					// Keep track of last actor context for property replication.
					if( Token.TokenType == ETokenTypes.ReplicateActor )
					{
						// Encountered a new actor so we can finish up existing one for summary.
						FinishActorProperties(Token as TokenReplicateActor, LastProperties, LastPropertyHeaders );
						Debug.Assert(LastProperties.Count == 0);		// We shouldn't have any properties now
						Debug.Assert(LastPropertyHeaders.Count == 0);	// We shouldn't have any property headers now either
						HandleActorSummary(NetworkStream, LastActorToken);
						LastActorToken = Token as TokenReplicateActor;
					}
					// Keep track of RPC summary
					else if( Token.TokenType == ETokenTypes.SendRPC )
					{
						var TokenSendRPC = Token as TokenSendRPC;
						NetworkStream.UpdateSummary( ref NetworkStream.RPCNameToSummary, TokenSendRPC.FunctionNameIndex, TokenSendRPC.GetNumTotalBits(), 0.0f );
					}

					// Add properties to the actor token instead of network stream and keep track of summary.
					if( Token.TokenType == ETokenTypes.ReplicateProperty )
					{
						var TokenReplicateProperty = Token as TokenReplicateProperty;
						NetworkStream.UpdateSummary(ref NetworkStream.PropertyNameToSummary, TokenReplicateProperty.PropertyNameIndex, TokenReplicateProperty.NumBits, 0 );
						//LastActorToken.Properties.Add(TokenReplicateProperty);
                        LastProperties.Add(TokenReplicateProperty);
					}
					else if( Token.TokenType == ETokenTypes.WritePropertyHeader )
					{
						var TokenWritePropertyHeader = Token as TokenWritePropertyHeader;
                        LastPropertyHeaders.Add(TokenWritePropertyHeader);
					}
					else
					{
						CurrentFrameTokens.Add(Token);
					}
				}
			}

			InMainWindow.SetCurrentStreamSelection( NetworkStream, AllFrames, false );

			InMainWindow.ShowProgress( false );

			// Stats for profiling.
            double ParseTime = (DateTime.UtcNow - StartTime).TotalSeconds;
			Console.WriteLine( "Parsing {0} MBytes in stream took {1} seconds", ParserStream.Length / 1024 / 1024, ParseTime );

			// Empty stream will have 0 frames and proper name table. Shouldn't happen as we only
			// write out stream in engine if there are any events.
			return NetworkStream;
		}
Ejemplo n.º 2
0
        /**
         * Selection dragging on the X axis will update the summary to be current selection.
         */
        private void NetworkChart_SelectionRangeChanged(object sender, CursorEventArgs e)
        {
            if ((CurrentNetworkStream == null) || (CurrentNetworkStream.Frames.Count == 0))
            {
                return;
            }

            if( e.Axis.AxisName == AxisName.X )
            {
                int SelectionStart	= Math.Max(
                                        0,
                                        (int) NetworkChart.ChartAreas["DefaultChartArea"].AxisX.ScaleView.ViewMinimum);
                int SelectionEnd	= Math.Min(
                                        CurrentNetworkStream.Frames.Count,
                                        (int) NetworkChart.ChartAreas["DefaultChartArea"].AxisX.ScaleView.ViewMaximum);

                // Create a partial network stream with the new selection to get the summary.
                PartialNetworkStream Selection = new PartialNetworkStream(
                                                        CurrentNetworkStream.Frames.GetRange(SelectionStart,SelectionEnd-SelectionStart),
                                                        CurrentNetworkStream.NameIndexUnreal,
                                                        1 / 30.0f );
                SummaryTextBox.Lines = Selection.Filter(CurrentActorFilter,CurrentPropertyFilter,CurrentRPCFilter).ToStringArray();
            }
        }
Ejemplo n.º 3
0
		private void SelectRangeWorker( int SelectionStart, int SelectionEnd )
		{
			// Create a partial network stream with the new selection to get the summary.
			PartialNetworkStream Selection = new PartialNetworkStream( 
													this,
													CurrentNetworkStream.Frames, 
													SelectionStart, 
													SelectionEnd,
													CurrentNetworkStream.NameIndexUnreal,
													CurrentFilterValues,
													1 / 30.0f
												);

			SetCurrentStreamSelection( CurrentNetworkStream, Selection, false );

			SelectRangeThread = null;
		}
Ejemplo n.º 4
0
        /**
         * Parses passed in data stream into a network stream container class
         *
         * @param	ParserStream	Raw data stream, needs to support seeking
         * @return	NetworkStream data was parsed into
         */
        public static NetworkStream Parse( Stream ParserStream )
        {
            var StartTime = DateTime.UtcNow;

            // Network stream the file is parsed into.
            NetworkStream NetworkStream = new NetworkStream();

            // Serialize the header. This will also return an endian-appropriate binary reader to
            // be used for reading the data.
            BinaryReader BinaryStream = null;
            var Header = StreamHeader.ReadHeader( ParserStream, out BinaryStream );

            // Keep track of token stream offset as name table is at end of file.
            long TokenStreamOffset = ParserStream.Position;

            // Seek to name table and serialize it.
            ParserStream.Seek(Header.NameTableOffset,SeekOrigin.Begin);
            for(int NameIndex = 0;NameIndex < Header.NameTableEntries;NameIndex++)
            {
                UInt32 Length = BinaryStream.ReadUInt32();
                NetworkStream.NameArray.Add(new string(BinaryStream.ReadChars((int)Length)));

                // Find "Unreal" name index used for misc socket parsing optimizations.
                if( NetworkStream.NameArray[NameIndex] == "Unreal" )
                {
                    NetworkStream.NameIndexUnreal = NameIndex;
                }
            }

            // Seek to beginning of token stream.
            ParserStream.Seek(TokenStreamOffset,SeekOrigin.Begin);

            // Scratch variables used for building stream. Required as we emit information in reverse
            // order needed for parsing.
            var CurrentFrameTokens = new List<TokenBase>();
            TokenReplicateActor LastActorToken = null;
            List<TokenReplicateProperty> LastProperties = new List<TokenReplicateProperty>();

            TokenFrameMarker LastFrameMarker = null;

            // Parse stream till we reach the end, marked by special token.
            bool bHasReachedEndOfStream = false;
            while( bHasReachedEndOfStream == false )
            {
                TokenBase Token = TokenBase.ReadNextToken( BinaryStream, NetworkStream );

                // Convert current tokens to frame if we reach a frame boundary or the end of the stream.
                if( ((Token.TokenType == ETokenTypes.FrameMarker) || (Token.TokenType == ETokenTypes.EndOfStreamMarker))
                // Nothing to do if we don't have any tokens, e.g. first frame.
                &&	(CurrentFrameTokens.Count > 0) )
                {
                    // Figure out delta time of previous frame. Needed as partial network stream lacks relative
                    // information for last frame. We assume 30Hz for last frame and for the first frame in case
                    // we receive network traffic before the first frame marker.
                    float DeltaTime = 1 / 30.0f;
                    if( Token.TokenType == ETokenTypes.FrameMarker && LastFrameMarker != null )
                    {
                        DeltaTime = ((TokenFrameMarker) Token).RelativeTime - LastFrameMarker.RelativeTime;
                    }

                    // Create per frame partial stream and add it to the full stream.
                    var FrameStream = new PartialNetworkStream( CurrentFrameTokens, NetworkStream.NameIndexUnreal, DeltaTime );
                    NetworkStream.Frames.Add(FrameStream);
                    CurrentFrameTokens.Clear();

                    Debug.Assert(LastProperties.Count == 0);		// We shouldn't have any properties now

                    // Finish up actor summary of last pending actor before switching frames.
                    HandleActorSummary(NetworkStream, LastActorToken);
                    LastActorToken = null;
                }
                // Keep track of last frame marker.
                if( Token.TokenType == ETokenTypes.FrameMarker )
                {
                    LastFrameMarker = (TokenFrameMarker) Token;
                }

                // Bail out if we hit the end. We already flushed tokens above.
                if( Token.TokenType == ETokenTypes.EndOfStreamMarker )
                {
                    Debug.Assert(LastProperties.Count == 0);		// We shouldn't have any properties now
                    bHasReachedEndOfStream = true;
                    // Finish up actor summary of last pending actor at end of stream
                    HandleActorSummary(NetworkStream, LastActorToken);
                }
                // Keep track of per frame tokens.
                else
                {
                    // Keep track of last actor context for property replication.
                    if( Token.TokenType == ETokenTypes.ReplicateActor )
                    {
                        // Encountered a new actor so we can finish up existing one for summary.
                        FinishActorProperties(Token as TokenReplicateActor, LastProperties );
                        Debug.Assert(LastProperties.Count == 0);		// We shouldn't have any properties now
                        HandleActorSummary(NetworkStream, LastActorToken);
                        LastActorToken = Token as TokenReplicateActor;
                    }
                    // Keep track of RPC summary
                    else if( Token.TokenType == ETokenTypes.SendRPC )
                    {
                        var TokenSendRPC = Token as TokenSendRPC;
                        NetworkStream.UpdateSummary( ref NetworkStream.RPCNameToSummary, TokenSendRPC.FunctionNameIndex, TokenSendRPC.NumBits, 0.0f );
                    }

                    // Add properties to the actor token instead of network stream and keep track of summary.
                    if( Token.TokenType == ETokenTypes.ReplicateProperty )
                    {
                        var TokenReplicateProperty = Token as TokenReplicateProperty;
                        NetworkStream.UpdateSummary(ref NetworkStream.PropertyNameToSummary, TokenReplicateProperty.PropertyNameIndex, TokenReplicateProperty.NumBits, 0 );
                        //LastActorToken.Properties.Add(TokenReplicateProperty);
                        LastProperties.Add(TokenReplicateProperty);
                    }
                    else
                    {
                        CurrentFrameTokens.Add(Token);
                    }
                }
            }

            // Stats for profiling.
            double ParseTime = (DateTime.UtcNow - StartTime).TotalSeconds;
            Console.WriteLine( "Parsing {0} MBytes in stream took {1} seconds", ParserStream.Length / 1024 / 1024, ParseTime );

            // Empty stream will have 0 frames and proper name table. Shouldn't happen as we only
            // write out stream in engine if there are any events.
            return NetworkStream;
        }
Ejemplo n.º 5
0
		public void SetCurrentStreamSelection( NetworkStream NetworkStream, PartialNetworkStream Selection, bool bSingleSelect )
		{
			if ( this.InvokeRequired )
			{
				this.Invoke( new Action( () => SetCurrentStreamSelection( NetworkStream, Selection, bSingleSelect ) ) );
				return;
			}

			ActorPerfPropsDetailsListView.Items.Clear();

			Selection.ToActorSummaryView( NetworkStream, ActorSummaryView );
			Selection.ToActorPerformanceView( NetworkStream, ActorPerfPropsListView, ActorPerfPropsDetailsListView, CurrentFilterValues );
			
			// Below is way too slow for range select right now, so we just do this for single frame selection
			if ( bSingleSelect )
			{
				Selection.ToDetailedTreeView( TokenDetailsView.Nodes, CurrentFilterValues );
			}

			CurrentStreamSelection = Selection;
		}