コード例 #1
0
        private static void HandleObjectComparison(NetworkStream NetworkStream, TokenPropertyComparison ObjectComparison)
        {
            // We're guaranteed that before any Replication takes place (at least in a single frame), a comparison will also take place.
            // So, if this is the very first comparison for a given object class, we'll also need to set up our summary.

            ObjectReplicationSummary ObjectSummary = null;

            if (!NetworkStream.ObjectNameToReplicationSummary.TryGetValue(ObjectComparison.ObjectNameIndex, out ObjectSummary))
            {
                // If we don't have a comparison token the first time we see this object, something is broken in the stream.
                Debug.Assert(ObjectComparison.ExportedPropertyNames != null);

                ObjectSummary = new ObjectReplicationSummary(ObjectComparison.ObjectNameIndex, ObjectComparison.ExportedPropertyNames);
                NetworkStream.ObjectNameToReplicationSummary.Add(ObjectSummary.ObjectNameIndex, ObjectSummary);
            }

            ObjectSummary.NumberOfComparisons++;
            ObjectSummary.TimeSpentComparingProperties += ObjectComparison.TimeSpentComparing;

            ReadOnlyCollection <PropertyReplicationSummary> ObjectProperties = ObjectSummary.Properties;
            BitArray PropertiesCompared = ObjectComparison.ComparedProperties;
            BitArray PropertiesChanged  = ObjectComparison.ChangedProperties;

            Debug.Assert(PropertiesChanged.Count == ObjectProperties.Count);
            Debug.Assert(PropertiesCompared.Count == ObjectProperties.Count);

            int FrameNum = NetworkStream.Frames.Count;

            for (int i = 0; i < ObjectProperties.Count; i++)
            {
                if (PropertiesCompared[i])
                {
                    PropertyReplicationSummary ObjectProperty = ObjectProperties[i];
                    ObjectProperty.NumberOfComparisons++;

                    if (ObjectProperty.LastComparedFrame != FrameNum)
                    {
                        ObjectProperty.LastComparedFrame++;
                        ObjectProperty.NumberOfFramesCompared++;
                    }

                    if (PropertiesChanged[i])
                    {
                        ObjectProperty.NumberOfChanges++;
                        if (ObjectProperty.LastChangedFrame != FrameNum)
                        {
                            ObjectProperty.LastChangedFrame = FrameNum;
                            ObjectProperty.NumberOfFramesChanged++;
                        }
                    }
                }
            }
        }
コード例 #2
0
        private static void HandleObjectReplication(NetworkStream NetworkStream, TokenPropertyComparison ObjectComparison, TokenReplicatePropertiesMetaData ObjectReplication)
        {
            // TODO: We may be able to move this data into the Per Frame data so we can display it when selecting a range.
            //			For now, we're just going to show a summary for the entire profile.


            // If we're replicating this object, we're guaranteed that it was compared before
            // so this should be valid.
            ObjectReplicationSummary ObjectSummary = NetworkStream.ObjectNameToReplicationSummary[ObjectReplication.ObjectNameIndex];

            int FrameNum = NetworkStream.Frames.Count;

            ReadOnlyCollection <PropertyReplicationSummary> ObjectProperties = ObjectSummary.Properties;
            BitArray PropertiesCompared = ObjectComparison.ComparedProperties;
            BitArray PropertiesChanged  = ObjectComparison.ChangedProperties;
            BitArray PropertiesFiltered = ObjectReplication.FilteredProperties;

            // At this point, our object summary should be up to date so we can move on to property summaries.
            // We will do that by comparing the bitfields sent
            Debug.Assert(PropertiesChanged.Count == ObjectProperties.Count);
            Debug.Assert(PropertiesCompared.Count == ObjectProperties.Count);
            Debug.Assert(PropertiesFiltered.Count == ObjectProperties.Count);

            ObjectSummary.NumberOfReplications++;
            if (ObjectSummary.LastReplicatedFrame != FrameNum)
            {
                // If this is the first replication for an object on a given frame, we better have compared its properties.
                ObjectSummary.LastReplicatedFrame = FrameNum;
                ObjectSummary.NumberOfFramesReplicated++;
            }

            for (int i = 0; i < ObjectProperties.Count; i++)
            {
                if (PropertiesCompared[i] && PropertiesChanged[i] && !PropertiesFiltered[i])
                {
                    PropertyReplicationSummary ObjectProperty = ObjectProperties[i];

                    // The property was compared, changed, and wasn't filtered, that means it was replicated.
                    // Note, we ignore the WasNewObjectComparison here because we may legitimately replicate this
                    // property multiple times in the same frame to multiple connections and individual connections
                    // can have different filters applied to them.
                    ObjectProperty.NumberOfReplications++;
                    if (ObjectProperty.LastReplicatedFrame != FrameNum)
                    {
                        ObjectProperty.LastReplicatedFrame = FrameNum;
                        ObjectProperty.NumberOfFramesReplicated++;
                    }
                }
            }
        }
コード例 #3
0
ファイル: Tokens.cs プロジェクト: MORTAL2000/UnrealEngine4.26
        /**
         * Reads the next token from the stream and returns it.
         *
         * @param	BinaryStream	Stream used to serialize from
         * @param	InNetworkStream	Network stream this token belongs to
         * @return	Token serialized
         */
        public static TokenBase ReadNextToken(BinaryReader BinaryStream, NetworkStream InNetworkStream)
        {
            TokenBase SerializedToken = null;

            ETokenTypes TokenType = (ETokenTypes)BinaryStream.ReadByte();

            // Handle token specific serialization.
            switch (TokenType)
            {
            case ETokenTypes.FrameMarker:
                SerializedToken = new TokenFrameMarker(BinaryStream);
                break;

            case ETokenTypes.SocketSendTo:
                SerializedToken = new TokenSocketSendTo(BinaryStream);
                break;

            case ETokenTypes.SendBunch:
                SerializedToken = new TokenSendBunch(BinaryStream, InNetworkStream.GetVersion());
                break;

            case ETokenTypes.SendRPC:
                SerializedToken = new TokenSendRPC(BinaryStream, InNetworkStream.GetVersion());
                break;

            case ETokenTypes.ReplicateActor:
                SerializedToken = new TokenReplicateActor(BinaryStream);
                break;

            case ETokenTypes.ReplicateProperty:
                SerializedToken = new TokenReplicateProperty(BinaryStream);
                break;

            case ETokenTypes.EndOfStreamMarker:
                SerializedToken = new TokenEndOfStreamMarker();
                break;

            case ETokenTypes.Event:
                SerializedToken = new TokenEvent(BinaryStream);
                break;

            case ETokenTypes.RawSocketData:
                SerializedToken = new TokenRawSocketData(BinaryStream);
                break;

            case ETokenTypes.SendAck:
                SerializedToken = new TokenSendAck(BinaryStream);
                break;

            case ETokenTypes.WritePropertyHeader:
                SerializedToken = new TokenWritePropertyHeader(BinaryStream);
                break;

            case ETokenTypes.ExportBunch:
                SerializedToken = new TokenExportBunch(BinaryStream);
                break;

            case ETokenTypes.MustBeMappedGuids:
                SerializedToken = new TokenMustBeMappedGuids(BinaryStream);
                break;

            case ETokenTypes.BeginContentBlock:
                SerializedToken = new TokenBeginContentBlock(BinaryStream);
                break;

            case ETokenTypes.EndContentBlock:
                SerializedToken = new TokenEndContentBlock(BinaryStream);
                break;

            case ETokenTypes.WritePropertyHandle:
                SerializedToken = new TokenWritePropertyHandle(BinaryStream);
                break;

            case ETokenTypes.NameReference:
                SerializedToken = new TokenNameReference(BinaryStream);
                break;

            case ETokenTypes.ConnectionReference:
            {
                if (InNetworkStream.GetVersion() < 12)
                {
                    SerializedToken = new TokenConnectionReference(BinaryStream);
                }
                else
                {
                    SerializedToken = new TokenConnectionStringReference(BinaryStream);
                }
            }
            break;

            case ETokenTypes.ConnectionChange:
                SerializedToken = new TokenConnectionChanged(BinaryStream);
                break;

            case ETokenTypes.PropertyComparison:
                SerializedToken = new TokenPropertyComparison(BinaryStream);
                break;

            case ETokenTypes.ReplicatePropertiesMetaData:
                SerializedToken = new TokenReplicatePropertiesMetaData(BinaryStream);
                break;

            default:
                throw new InvalidDataException();
            }

            TokenTypeStats[(int)TokenType]++;
            SerializedToken.TokenType = TokenType;

            SerializedToken.ConnectionIndex = InNetworkStream.CurrentConnectionIndex;
            return(SerializedToken);
        }
コード例 #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(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);
        }