public PartialNetworkStream(MainWindow InMainWindow, List <PartialNetworkStream> InStreams, int InStartFrame, int InEndFrame, int InNameIndexUnreal, FilterValues InFilterValues, float InDeltaTime) { NameIndexUnreal = InNameIndexUnreal; FirstFrameDeltaTime = InDeltaTime; InMainWindow.ShowProgress(true); InMainWindow.UpdateProgress(0); // Merge tokens from passed in streams. for (int i = InStartFrame; i < InEndFrame; i++) { PartialNetworkStream Stream = InStreams[i]; if (i % 10 == 0) { float Percent = (float)(i - InStartFrame) / (float)(InEndFrame - InStartFrame); InMainWindow.UpdateProgress(( int )(Percent * 100)); } // Merge tokens from passed in stream based on filter criteria. foreach (var Token in Stream.Tokens) { if (Token.MatchesFilters(InFilterValues)) { Tokens.Add(Token); UpdateSummary(Token, InFilterValues); } } } InMainWindow.ShowProgress(false); EndTime += InDeltaTime; }
public static void ParseStreamIntoChart(MainWindow InMainWindow, NetworkStream NetworkStream, Chart NetworkChart, FilterValues InFilterValues) { var StartTime = DateTime.UtcNow; InMainWindow.ShowProgress(true); // Save old scroll position double OldPosition = NetworkChart.ChartAreas["DefaultChartArea"].AxisX.ScaleView.Position; NetworkChart.BeginInit(); // Reset existing data. for (int i = 0; i < NetworkChart.Series.Count; i++) { float Percent = ( float )i / ( float )NetworkChart.Series.Count; InMainWindow.UpdateProgress(( int )(Percent * 100)); NetworkChart.Series[i].Points.Clear(); } InMainWindow.ShowProgress(true); NetworkChart.ResetAutoValues(); NetworkChart.Invalidate(); NetworkChart.ChartAreas[0].AxisX.ScrollBar.IsPositionedInside = false; NetworkChart.ChartAreas[0].AxisX.ScrollBar.ButtonStyle = ScrollBarButtonStyles.All; NetworkChart.ChartAreas[0].AxisX.ScrollBar.Size = 15; NetworkChart.ChartAreas[0].AxisX.ScrollBar.ButtonColor = Color.LightGray; NetworkChart.ChartAreas[0].AxisY.ScrollBar.IsPositionedInside = false; NetworkChart.ChartAreas[0].AxisY.ScrollBar.ButtonStyle = ScrollBarButtonStyles.All; NetworkChart.ChartAreas[0].AxisY.ScrollBar.Size = 15; NetworkChart.ChartAreas[0].AxisY.ScrollBar.ButtonColor = Color.LightGray; int FrameCounter = 0; foreach (PartialNetworkStream RawFrame in NetworkStream.Frames) { if (FrameCounter % 1000 == 0) { float Percent = ( float )FrameCounter / ( float )NetworkStream.Frames.Count; InMainWindow.UpdateProgress(( int )(Percent * 100)); } PartialNetworkStream Frame = RawFrame.Filter(InFilterValues); if (Frame.EndTime == Frame.StartTime) { throw new InvalidOperationException(); } float OneOverDeltaTime = 1 / (Frame.EndTime - Frame.StartTime); int OutgoingBandwidth = Frame.UnrealSocketSize + Frame.OtherSocketSize + NetworkStream.PacketOverhead * (Frame.UnrealSocketCount + Frame.OtherSocketCount); InMainWindow.AddChartPoint(SeriesType.OutgoingBandwidthSize, FrameCounter, OutgoingBandwidth); InMainWindow.AddChartPoint(SeriesType.OutgoingBandwidthSizeSec, FrameCounter, OutgoingBandwidth * OneOverDeltaTime); InMainWindow.AddChartPoint(SeriesType.ActorCount, FrameCounter, Frame.ActorCount); InMainWindow.AddChartPoint(SeriesType.PropertySize, FrameCounter, Frame.ReplicatedSizeBits / 8); InMainWindow.AddChartPoint(SeriesType.PropertySizeSec, FrameCounter, Frame.ReplicatedSizeBits / 8 * OneOverDeltaTime); InMainWindow.AddChartPoint(SeriesType.RPCSize, FrameCounter, Frame.RPCSizeBits / 8); InMainWindow.AddChartPoint(SeriesType.RPCSizeSec, FrameCounter, Frame.RPCSizeBits / 8 * OneOverDeltaTime); #if true InMainWindow.AddChartPoint(SeriesType.ActorCountSec, FrameCounter, Frame.ActorCount * OneOverDeltaTime); InMainWindow.AddChartPoint(SeriesType.PropertyCount, FrameCounter, Frame.PropertyCount); InMainWindow.AddChartPoint(SeriesType.PropertyCountSec, FrameCounter, Frame.PropertyCount * OneOverDeltaTime); InMainWindow.AddChartPoint(SeriesType.RPCCount, FrameCounter, Frame.RPCCount); InMainWindow.AddChartPoint(SeriesType.RPCCountSec, FrameCounter, Frame.RPCCount * OneOverDeltaTime); InMainWindow.AddChartPoint(SeriesType.ExportBunchCount, FrameCounter, Frame.ExportBunchCount); InMainWindow.AddChartPoint(SeriesType.ExportBunchSize, FrameCounter, Frame.ExportBunchSizeBits / 8); InMainWindow.AddChartPoint(SeriesType.MustBeMappedGuidsCount, FrameCounter, Frame.MustBeMappedGuidCount / 8); InMainWindow.AddChartPoint(SeriesType.MustBeMappedGuidsSize, FrameCounter, Frame.MustBeMappedGuidSizeBits / 8); InMainWindow.AddChartPoint(SeriesType.SendAckCount, FrameCounter, Frame.SendAckCount); InMainWindow.AddChartPoint(SeriesType.SendAckCountSec, FrameCounter, Frame.SendAckCount * OneOverDeltaTime); InMainWindow.AddChartPoint(SeriesType.SendAckSize, FrameCounter, Frame.SendAckSizeBits / 8); InMainWindow.AddChartPoint(SeriesType.SendAckSizeSec, FrameCounter, Frame.SendAckSizeBits / 8 * OneOverDeltaTime); InMainWindow.AddChartPoint(SeriesType.ContentBlockHeaderSize, FrameCounter, Frame.ContentBlockHeaderSizeBits / 8); InMainWindow.AddChartPoint(SeriesType.ContentBlockFooterSize, FrameCounter, Frame.ContentBlockFooterSizeBits / 8); InMainWindow.AddChartPoint(SeriesType.PropertyHandleSize, FrameCounter, Frame.PropertyHandleSizeBits / 8); InMainWindow.AddChartPoint(SeriesType.SendBunchCount, FrameCounter, Frame.SendBunchCount); InMainWindow.AddChartPoint(SeriesType.SendBunchCountSec, FrameCounter, Frame.SendBunchCount * OneOverDeltaTime); InMainWindow.AddChartPoint(SeriesType.SendBunchSize, FrameCounter, Frame.SendBunchSizeBits / 8); InMainWindow.AddChartPoint(SeriesType.SendBunchSizeSec, FrameCounter, Frame.SendBunchSizeBits / 8 * OneOverDeltaTime); InMainWindow.AddChartPoint(SeriesType.SendBunchHeaderSize, FrameCounter, Frame.SendBunchHeaderSizeBits / 8); InMainWindow.AddChartPoint(SeriesType.GameSocketSendSize, FrameCounter, Frame.UnrealSocketSize); InMainWindow.AddChartPoint(SeriesType.GameSocketSendSizeSec, FrameCounter, Frame.UnrealSocketSize * OneOverDeltaTime); InMainWindow.AddChartPoint(SeriesType.GameSocketSendCount, FrameCounter, Frame.UnrealSocketCount); InMainWindow.AddChartPoint(SeriesType.GameSocketSendCountSec, FrameCounter, Frame.UnrealSocketCount * OneOverDeltaTime); InMainWindow.AddChartPoint(SeriesType.ActorReplicateTimeInMS, FrameCounter, Frame.ActorReplicateTimeInMS); #endif #if false InMainWindow.AddChartPoint(SeriesType.MiscSocketSendSize, FrameCounter, Frame.OtherSocketSize); InMainWindow.AddChartPoint(SeriesType.MiscSocketSendSizeSec, FrameCounter, Frame.OtherSocketSize * OneOverDeltaTime); InMainWindow.AddChartPoint(SeriesType.MiscSocketSendCount, FrameCounter, Frame.OtherSocketCount); InMainWindow.AddChartPoint(SeriesType.MiscSocketSendCountSec, FrameCounter, Frame.OtherSocketCount * OneOverDeltaTime); #endif if (Frame.NumEvents > 0) { InMainWindow.AddChartPoint(SeriesType.Events, FrameCounter, 0); } FrameCounter++; } //NetworkChart.DataManipulator.FinancialFormula( FinancialFormula.MovingAverage, "30", SeriesType.GameSocketSendSizeSec, SeriesType.GameSocketSendSizeAvgSec ); NetworkChart.DataManipulator.FinancialFormula(FinancialFormula.MovingAverage, "30", SeriesType.OutgoingBandwidthSizeSec.ToString(), SeriesType.OutgoingBandwidthSizeAvgSec.ToString()); NetworkChart.ChartAreas["DefaultChartArea"].RecalculateAxesScale(); NetworkChart.ChartAreas["DefaultChartArea"].AxisX.ScaleView.Position = OldPosition; NetworkChart.EndInit(); InMainWindow.ShowProgress(false); Console.WriteLine("Adding data to chart took {0} seconds", (DateTime.UtcNow - StartTime).TotalSeconds); }
/** * 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; }
/** * 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; 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); }
public static void ParseStreamIntoChart( MainWindow InMainWindow, NetworkStream NetworkStream, Chart NetworkChart, FilterValues InFilterValues ) { var StartTime = DateTime.UtcNow; InMainWindow.ShowProgress( true ); // Save old scroll position double OldPosition = NetworkChart.ChartAreas["DefaultChartArea"].AxisX.ScaleView.Position; NetworkChart.BeginInit(); // Reset existing data. for ( int i = 0; i < NetworkChart.Series.Count; i++ ) { float Percent = ( float )i / ( float )NetworkChart.Series.Count; InMainWindow.UpdateProgress( ( int )( Percent * 100 ) ); NetworkChart.Series[i].Points.Clear(); } InMainWindow.ShowProgress( true ); NetworkChart.ResetAutoValues(); NetworkChart.Invalidate(); NetworkChart.ChartAreas[0].AxisX.ScrollBar.IsPositionedInside = false; NetworkChart.ChartAreas[0].AxisX.ScrollBar.ButtonStyle = ScrollBarButtonStyles.All; NetworkChart.ChartAreas[0].AxisX.ScrollBar.Size = 15; NetworkChart.ChartAreas[0].AxisX.ScrollBar.ButtonColor = Color.LightGray; NetworkChart.ChartAreas[0].AxisY.ScrollBar.IsPositionedInside = false; NetworkChart.ChartAreas[0].AxisY.ScrollBar.ButtonStyle = ScrollBarButtonStyles.All; NetworkChart.ChartAreas[0].AxisY.ScrollBar.Size = 15; NetworkChart.ChartAreas[0].AxisY.ScrollBar.ButtonColor = Color.LightGray; int FrameCounter = 0; foreach( PartialNetworkStream RawFrame in NetworkStream.Frames ) { if ( FrameCounter % 1000 == 0 ) { float Percent = ( float )FrameCounter / ( float )NetworkStream.Frames.Count; InMainWindow.UpdateProgress( ( int )( Percent * 100 ) ); } PartialNetworkStream Frame = RawFrame.Filter( InFilterValues ); if( Frame.EndTime == Frame.StartTime ) { throw new InvalidOperationException(); } float OneOverDeltaTime = 1 / (Frame.EndTime - Frame.StartTime); int OutgoingBandwidth = Frame.UnrealSocketSize + Frame.OtherSocketSize + NetworkStream.PacketOverhead * ( Frame.UnrealSocketCount + Frame.OtherSocketCount ); InMainWindow.AddChartPoint( SeriesType.OutgoingBandwidthSize, FrameCounter, OutgoingBandwidth ); InMainWindow.AddChartPoint( SeriesType.OutgoingBandwidthSizeSec, FrameCounter, OutgoingBandwidth * OneOverDeltaTime ); InMainWindow.AddChartPoint( SeriesType.ActorCount, FrameCounter, Frame.ActorCount ); InMainWindow.AddChartPoint( SeriesType.PropertySize, FrameCounter, Frame.ReplicatedSizeBits / 8 ); InMainWindow.AddChartPoint( SeriesType.PropertySizeSec, FrameCounter, Frame.ReplicatedSizeBits / 8 * OneOverDeltaTime ); InMainWindow.AddChartPoint( SeriesType.RPCSize, FrameCounter, Frame.RPCSizeBits / 8 ); InMainWindow.AddChartPoint( SeriesType.RPCSizeSec, FrameCounter, Frame.RPCSizeBits / 8 * OneOverDeltaTime ); #if true InMainWindow.AddChartPoint( SeriesType.ActorCountSec, FrameCounter, Frame.ActorCount * OneOverDeltaTime ); InMainWindow.AddChartPoint( SeriesType.PropertyCount, FrameCounter, Frame.PropertyCount ); InMainWindow.AddChartPoint( SeriesType.PropertyCountSec, FrameCounter, Frame.PropertyCount * OneOverDeltaTime ); InMainWindow.AddChartPoint( SeriesType.RPCCount, FrameCounter, Frame.RPCCount ); InMainWindow.AddChartPoint( SeriesType.RPCCountSec, FrameCounter, Frame.RPCCount * OneOverDeltaTime ); InMainWindow.AddChartPoint( SeriesType.ExportBunchCount, FrameCounter, Frame.ExportBunchCount ); InMainWindow.AddChartPoint( SeriesType.ExportBunchSize, FrameCounter, Frame.ExportBunchSizeBits / 8 ); InMainWindow.AddChartPoint( SeriesType.MustBeMappedGuidsCount, FrameCounter, Frame.MustBeMappedGuidCount / 8 ); InMainWindow.AddChartPoint( SeriesType.MustBeMappedGuidsSize, FrameCounter, Frame.MustBeMappedGuidSizeBits / 8 ); InMainWindow.AddChartPoint( SeriesType.SendAckCount, FrameCounter, Frame.SendAckCount ); InMainWindow.AddChartPoint( SeriesType.SendAckCountSec, FrameCounter, Frame.SendAckCount * OneOverDeltaTime ); InMainWindow.AddChartPoint( SeriesType.SendAckSize, FrameCounter, Frame.SendAckSizeBits / 8 ); InMainWindow.AddChartPoint( SeriesType.SendAckSizeSec, FrameCounter, Frame.SendAckSizeBits / 8 * OneOverDeltaTime ); InMainWindow.AddChartPoint( SeriesType.ContentBlockHeaderSize, FrameCounter, Frame.ContentBlockHeaderSizeBits / 8 ); InMainWindow.AddChartPoint( SeriesType.ContentBlockFooterSize, FrameCounter, Frame.ContentBlockFooterSizeBits / 8 ); InMainWindow.AddChartPoint( SeriesType.PropertyHandleSize, FrameCounter, Frame.PropertyHandleSizeBits / 8 ); InMainWindow.AddChartPoint( SeriesType.SendBunchCount, FrameCounter, Frame.SendBunchCount ); InMainWindow.AddChartPoint( SeriesType.SendBunchCountSec, FrameCounter, Frame.SendBunchCount * OneOverDeltaTime ); InMainWindow.AddChartPoint( SeriesType.SendBunchSize, FrameCounter, Frame.SendBunchSizeBits / 8 ); InMainWindow.AddChartPoint( SeriesType.SendBunchSizeSec, FrameCounter, Frame.SendBunchSizeBits / 8 * OneOverDeltaTime ); InMainWindow.AddChartPoint( SeriesType.SendBunchHeaderSize, FrameCounter, Frame.SendBunchHeaderSizeBits / 8 ); InMainWindow.AddChartPoint( SeriesType.GameSocketSendSize, FrameCounter, Frame.UnrealSocketSize ); InMainWindow.AddChartPoint( SeriesType.GameSocketSendSizeSec, FrameCounter, Frame.UnrealSocketSize * OneOverDeltaTime ); InMainWindow.AddChartPoint( SeriesType.GameSocketSendCount, FrameCounter, Frame.UnrealSocketCount ); InMainWindow.AddChartPoint( SeriesType.GameSocketSendCountSec, FrameCounter, Frame.UnrealSocketCount * OneOverDeltaTime ); InMainWindow.AddChartPoint( SeriesType.ActorReplicateTimeInMS, FrameCounter, Frame.ActorReplicateTimeInMS); #endif #if false InMainWindow.AddChartPoint( SeriesType.MiscSocketSendSize, FrameCounter, Frame.OtherSocketSize ); InMainWindow.AddChartPoint( SeriesType.MiscSocketSendSizeSec, FrameCounter, Frame.OtherSocketSize * OneOverDeltaTime ); InMainWindow.AddChartPoint( SeriesType.MiscSocketSendCount, FrameCounter, Frame.OtherSocketCount ); InMainWindow.AddChartPoint( SeriesType.MiscSocketSendCountSec, FrameCounter, Frame.OtherSocketCount * OneOverDeltaTime ); #endif if ( Frame.NumEvents > 0 ) { InMainWindow.AddChartPoint( SeriesType.Events, FrameCounter, 0 ); } FrameCounter++; } //NetworkChart.DataManipulator.FinancialFormula( FinancialFormula.MovingAverage, "30", SeriesType.GameSocketSendSizeSec, SeriesType.GameSocketSendSizeAvgSec ); NetworkChart.DataManipulator.FinancialFormula( FinancialFormula.MovingAverage, "30", SeriesType.OutgoingBandwidthSizeSec.ToString(), SeriesType.OutgoingBandwidthSizeAvgSec.ToString() ); NetworkChart.ChartAreas["DefaultChartArea"].RecalculateAxesScale(); NetworkChart.ChartAreas["DefaultChartArea"].AxisX.ScaleView.Position = OldPosition; NetworkChart.EndInit(); InMainWindow.ShowProgress( false ); Console.WriteLine("Adding data to chart took {0} seconds", (DateTime.UtcNow - StartTime).TotalSeconds); }
public static void ParseStreamIntoChart(MainWindow InMainWindow, NetworkStream InStream, WpfPlot NetworkChart, FilterValues InFilterValues) { var StartTime = DateTime.UtcNow; InMainWindow.ShowProgress(true); NetworkChart.Plot.Clear(); for (int i = 0; i < InMainWindow.DefaultSeriesTypes.Count; i++) { float Percent = (float)i / (float)InMainWindow.DefaultSeriesTypes.Count; InMainWindow.UpdateProgress((int)(Percent * 100)); InMainWindow.DefaultSeriesTypes[i].Reset(); } int FrameCounter = 0; foreach (PartialNetworkStream RawFrame in InStream.Frames) { if (FrameCounter % 1000 == 0) { float Percent = (float)FrameCounter / (float)InStream.Frames.Count; InMainWindow.UpdateProgress((int)(Percent * 100)); } PartialNetworkStream Frame = RawFrame.Filter(InFilterValues); if (Frame.EndTime == Frame.StartTime) { throw new InvalidOperationException("End time and Start time cannot be same."); } float OneOverDeltaTime = 1 / (Frame.EndTime - Frame.StartTime); int OutgoingBandwidth = Frame.UnrealSocketSize + Frame.OtherSocketSize + NetworkStream.PacketOverhead * (Frame.UnrealSocketCount + Frame.OtherSocketCount); InMainWindow.AddChartPoint(SeriesType.OutgoingBandwidthSize, FrameCounter, OutgoingBandwidth); InMainWindow.AddChartPoint(SeriesType.OutgoingBandwidthSizeSec, FrameCounter, OutgoingBandwidth * OneOverDeltaTime); InMainWindow.AddChartPoint(SeriesType.ActorCount, FrameCounter, Frame.ActorCount); InMainWindow.AddChartPoint(SeriesType.PropertySize, FrameCounter, Frame.ReplicatedSizeBits / 8); InMainWindow.AddChartPoint(SeriesType.PropertySizeSec, FrameCounter, Frame.ReplicatedSizeBits / 8 * OneOverDeltaTime); InMainWindow.AddChartPoint(SeriesType.RPCSize, FrameCounter, Frame.RPCSizeBits / 8); InMainWindow.AddChartPoint(SeriesType.RPCSizeSec, FrameCounter, Frame.RPCSizeBits / 8 * OneOverDeltaTime); #if true InMainWindow.AddChartPoint(SeriesType.ActorCountSec, FrameCounter, Frame.ActorCount * OneOverDeltaTime); InMainWindow.AddChartPoint(SeriesType.PropertyCount, FrameCounter, Frame.PropertyCount); InMainWindow.AddChartPoint(SeriesType.PropertyCountSec, FrameCounter, Frame.PropertyCount * OneOverDeltaTime); InMainWindow.AddChartPoint(SeriesType.RPCCount, FrameCounter, Frame.RPCCount); InMainWindow.AddChartPoint(SeriesType.RPCCountSec, FrameCounter, Frame.RPCCount * OneOverDeltaTime); InMainWindow.AddChartPoint(SeriesType.ExportBunchCount, FrameCounter, Frame.ExportBunchCount); InMainWindow.AddChartPoint(SeriesType.ExportBunchSize, FrameCounter, Frame.ExportBunchSizeBits / 8); InMainWindow.AddChartPoint(SeriesType.MustBeMappedGuidsCount, FrameCounter, Frame.MustBeMappedGuidCount / 8); InMainWindow.AddChartPoint(SeriesType.MustBeMappedGuidsSize, FrameCounter, Frame.MustBeMappedGuidSizeBits / 8); InMainWindow.AddChartPoint(SeriesType.SendAckCount, FrameCounter, Frame.SendAckCount); InMainWindow.AddChartPoint(SeriesType.SendAckCountSec, FrameCounter, Frame.SendAckCount * OneOverDeltaTime); InMainWindow.AddChartPoint(SeriesType.SendAckSize, FrameCounter, Frame.SendAckSizeBits / 8); InMainWindow.AddChartPoint(SeriesType.SendAckSizeSec, FrameCounter, Frame.SendAckSizeBits / 8 * OneOverDeltaTime); InMainWindow.AddChartPoint(SeriesType.ContentBlockHeaderSize, FrameCounter, Frame.ContentBlockHeaderSizeBits / 8); InMainWindow.AddChartPoint(SeriesType.ContentBlockFooterSize, FrameCounter, Frame.ContentBlockFooterSizeBits / 8); InMainWindow.AddChartPoint(SeriesType.PropertyHandleSize, FrameCounter, Frame.PropertyHandleSizeBits / 8); InMainWindow.AddChartPoint(SeriesType.SendBunchCount, FrameCounter, Frame.SendBunchCount); InMainWindow.AddChartPoint(SeriesType.SendBunchCountSec, FrameCounter, Frame.SendBunchCount * OneOverDeltaTime); InMainWindow.AddChartPoint(SeriesType.SendBunchSize, FrameCounter, Frame.SendBunchSizeBits / 8); InMainWindow.AddChartPoint(SeriesType.SendBunchSizeSec, FrameCounter, Frame.SendBunchSizeBits / 8 * OneOverDeltaTime); InMainWindow.AddChartPoint(SeriesType.SendBunchHeaderSize, FrameCounter, Frame.SendBunchHeaderSizeBits / 8); InMainWindow.AddChartPoint(SeriesType.GameSocketSendSize, FrameCounter, Frame.UnrealSocketSize); InMainWindow.AddChartPoint(SeriesType.GameSocketSendSizeSec, FrameCounter, Frame.UnrealSocketSize * OneOverDeltaTime); InMainWindow.AddChartPoint(SeriesType.GameSocketSendCount, FrameCounter, Frame.UnrealSocketCount); InMainWindow.AddChartPoint(SeriesType.GameSocketSendCountSec, FrameCounter, Frame.UnrealSocketCount * OneOverDeltaTime); InMainWindow.AddChartPoint(SeriesType.ActorReplicateTimeInMS, FrameCounter, Frame.ActorReplicateTimeInMS); #endif #if false InMainWindow.AddChartPoint(SeriesType.MiscSocketSendSize, FrameCounter, Frame.OtherSocketSize); InMainWindow.AddChartPoint(SeriesType.MiscSocketSendSizeSec, FrameCounter, Frame.OtherSocketSize * OneOverDeltaTime); InMainWindow.AddChartPoint(SeriesType.MiscSocketSendCount, FrameCounter, Frame.OtherSocketCount); InMainWindow.AddChartPoint(SeriesType.MiscSocketSendCountSec, FrameCounter, Frame.OtherSocketCount * OneOverDeltaTime); #endif if (Frame.NumEvents > 0) { InMainWindow.AddChartPoint(SeriesType.Events, FrameCounter, 0); } FrameCounter++; } InMainWindow.ShowProgress(false); Console.WriteLine("Adding data to chart took {0} seconds", (DateTime.UtcNow - StartTime).TotalSeconds); InMainWindow.Dispatcher.Invoke(new Action(() => InMainWindow.UpdateNetworkChart())); }