/** * 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; }
/** * 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(); } }
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; }
/** * 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; }
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; }