Ejemplo n.º 1
0
		/**
		 * Parses summaries into a list view using the network stream for name lookup.
		 * 
		 * @param	NetworkStream	Network stream used for name lookup
		 * @param	Summaries		Summaries to parse into listview
		 * @param	ListView		List view to parse data into
		 */
		public static void ParseStreamIntoListView( NetworkStream NetworkStream, Dictionary<int,TypeSummary> Summaries, ListView ListView )
		{
			ListView.BeginUpdate();
			ListView.Items.Clear();

			// Columns are total size KByte, count, avg size in bytes, avg size in bits and associated name.
			var Columns = new string[6];
			foreach( var SummaryEntry in Summaries )
			{
				Columns[0] = ((float)SummaryEntry.Value.SizeBits / 8 / 1024).ToString("0.0");
				Columns[1] = SummaryEntry.Value.Count.ToString();
                Columns[2] = ((float)SummaryEntry.Value.SizeBits / 8 / SummaryEntry.Value.Count).ToString("0.0");
				Columns[3] = ((float)SummaryEntry.Value.SizeBits / SummaryEntry.Value.Count).ToString("0.0");
                Columns[4] = SummaryEntry.Value.TimeInMS.ToString("0.00");
                Columns[5] = NetworkStream.GetName(SummaryEntry.Key);
                ListView.Items.Add(new ListViewItem(Columns));
			}

			ListView.AutoResizeColumns(ColumnHeaderAutoResizeStyle.HeaderSize);
			ListView.EndUpdate();
		}
Ejemplo n.º 2
0
 /**
  * Returns whether the token matches/ passes based on the passed in filters.
  *
  * @param	ActorFilter		Actor filter to match against
  * @param	PropertyFilter	Property filter to match against
  * @param	RPCFilter		RPC filter to match against
  *
  * @return true if it matches, false otherwise
  */
 public override bool MatchesFilters(string ActorFilter, string PropertyFilter, string RPCFilter)
 {
     return((ActorFilter.Length == 0 || NetworkStream.GetName(ActorNameIndex).ToUpperInvariant().Contains(ActorFilter.ToUpperInvariant())) &&
            (RPCFilter.Length == 0 || NetworkStream.GetName(FunctionNameIndex).ToUpperInvariant().Contains(RPCFilter.ToUpperInvariant())));
 }
        /**
         * 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 = new NetworkStream();

            // Serialize the header. This will also return an endian-appropriate binary reader to
            // be used for reading the data.
            BinaryReader BinaryStream = null;

            NetworkStream.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>();

            Dictionary <int, TokenPropertyComparison> ObjectNamesToPropertyComparisons = new Dictionary <int, TokenPropertyComparison>();

            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)
                {
                    if (NetworkStream.GetVersion() < 12)
                    {
                        NetworkStream.AddressArray.Add((Token as TokenConnectionReference).Address);
                    }
                    else
                    {
                        NetworkStream.StringAddressArray.Add((Token as TokenConnectionStringReference).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;
                    ObjectNamesToPropertyComparisons = new Dictionary <int, TokenPropertyComparison>();

                    //Console.Out.WriteLine("EndOfFrame: " + NetworkStream.Frames.Count.ToString("0"));
                }

                // 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 if (Token.TokenType == ETokenTypes.PropertyComparison)
                    {
                        var TokenPropertyComparison = Token as TokenPropertyComparison;
                        ObjectNamesToPropertyComparisons[TokenPropertyComparison.ObjectNameIndex] = TokenPropertyComparison;
                        HandleObjectComparison(NetworkStream, TokenPropertyComparison);
                    }
                    else if (Token.TokenType == ETokenTypes.ReplicatePropertiesMetaData)
                    {
                        var TokenReplicatePropertiesMetaData = Token as TokenReplicatePropertiesMetaData;
                        TokenPropertyComparison Comparison   = null;
                        if (ObjectNamesToPropertyComparisons.TryGetValue(TokenReplicatePropertiesMetaData.ObjectNameIndex, out Comparison))
                        {
                            HandleObjectReplication(NetworkStream, Comparison, TokenReplicatePropertiesMetaData);
                        }
                        else
                        {
                            Console.Out.WriteLine(NetworkStream.GetName(TokenReplicatePropertiesMetaData.ObjectNameIndex));
                        }
                    }
                    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 4
0
        public string[] ToActorPerformanceString(NetworkStream NetworkStream, string ActorFilter, string PropertyFilter, string RPCFilter)
        {
            var Details = new List <string>();

            UniqueItemTracker <UniqueActor, TokenReplicateActor> UniqueActors = new UniqueItemTracker <UniqueActor, TokenReplicateActor>();

            foreach (TokenBase Token in Tokens)
            {
                TokenReplicateActor ActorToken = Token as TokenReplicateActor;

                if (ActorToken == null)
                {
                    continue;
                }

                UniqueActors.AddItem(ActorToken, NetworkStream.GetClassNameIndex(ActorToken.ActorNameIndex));
            }

            var ActorDetailList = UniqueActors.UniqueItems.OrderByDescending(s => s.Value.TimeInMS).ToList();

            Int32 NumActors    = 0;
            long  NumSentBytes = 0;
            float TotalMS      = 0.0f;

            foreach (var UniqueActor in ActorDetailList)
            {
                NumActors += UniqueActor.Value.Count;
                TotalMS   += UniqueActor.Value.TimeInMS;
                var PropertyDetailList = UniqueActor.Value.Properties.UniqueItems.OrderByDescending(s => s.Value.SizeBits).ToList();

                foreach (var Property in PropertyDetailList)
                {
                    NumSentBytes += (Property.Value.SizeBits + 7) / 8;
                }
            }

            Details.Add("Total Actors  : " + NumActors.ToString());
            Details.Add("Total MS      : " + string.Format("{0:0.00}", TotalMS));
            Details.Add("Sent Bytes    : " + NumSentBytes.ToString());

            foreach (var UniqueActor in ActorDetailList)
            {
                long   NumActorBytes = (UniqueActor.Value.SizeBits + 7) / 8;
                string ActorStr      = string.Format("{0,-34} : {1:0.00} ({2,4}) ({3,2})", NetworkStream.GetName(UniqueActor.Key), UniqueActor.Value.TimeInMS, NumActorBytes, UniqueActor.Value.Count);
                Details.Add(ActorStr);

                var PropertyDetailList = UniqueActor.Value.Properties.UniqueItems.OrderByDescending(s => s.Value.SizeBits).ToList();

                foreach (var Property in PropertyDetailList)
                {
                    long   NumPropBytes = (Property.Value.SizeBits + 7) / 8;
                    string PropName     = NetworkStream.GetName(Property.Key);

                    string PropStr = string.Format("{0,-22} : {1,4} ({2,2})", PropName, NumPropBytes, Property.Value.Count);
                    Details.Add("   " + PropStr);
                }
                Details.Add("-----------------------------------");
            }

            return(Details.ToArray());
        }
Ejemplo n.º 5
0
 /**
  * Returns whether the token matches/ passes based on the passed in filters.
  *
  * @param	ActorFilter		Actor filter to match against
  * @param	PropertyFilter	Property filter to match against
  * @param	RPCFilter		RPC filter to match against
  *
  * @return true if it matches, false otherwise
  */
 public override bool MatchesFilters(FilterValues InFilterValues)
 {
     return(base.MatchesFilters(InFilterValues) && (InFilterValues.ActorFilter.Length == 0 || NetworkStream.GetName(ObjectNameIndex).ToUpperInvariant().Contains(InFilterValues.ActorFilter.ToUpperInvariant())));
 }
Ejemplo n.º 6
0
        /**
         * Returns whether the token matches/ passes based on the passed in filters.
         *
         * @param	ActorFilter		Actor filter to match against
         * @param	PropertyFilter	Property filter to match against
         * @param	RPCFilter		RPC filter to match against
         *
         * @return true if it matches, false otherwise
         */
        public override bool MatchesFilters(FilterValues InFilterValues)
        {
            bool ContainsMatchingProperty = false || (Properties.Count == 0 && InFilterValues.PropertyFilter.Length == 0);

            foreach (var Property in Properties)
            {
                if (Property.MatchesFilters(InFilterValues))
                {
                    ContainsMatchingProperty = true;
                    break;
                }
            }
            return(base.MatchesFilters(InFilterValues) && (InFilterValues.ActorFilter.Length == 0 || NetworkStream.GetName(ActorNameIndex).ToUpperInvariant().Contains(InFilterValues.ActorFilter.ToUpperInvariant())) && ContainsMatchingProperty);
        }