godot/modules/multiplayer/multiplayer_debugger.cpp

/**************************************************************************/
/*  multiplayer_debugger.cpp                                              */
/**************************************************************************/
/*                         This file is part of:                          */
/*                             GODOT ENGINE                               */
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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#include "multiplayer_debugger.h"

#include "multiplayer_synchronizer.h"
#include "scene_replication_config.h"

#include "core/debugger/engine_debugger.h"
#include "scene/main/node.h"

List<Ref<EngineProfiler>> multiplayer_profilers;

void MultiplayerDebugger::initialize() {}

void MultiplayerDebugger::deinitialize() {}

Error MultiplayerDebugger::_capture(void *p_user, const String &p_msg, const Array &p_args, bool &r_captured) {}

// BandwidthProfiler

int MultiplayerDebugger::BandwidthProfiler::bandwidth_usage(const Vector<BandwidthFrame> &p_buffer, int p_pointer) {}

void MultiplayerDebugger::BandwidthProfiler::toggle(bool p_enable, const Array &p_opts) {}

void MultiplayerDebugger::BandwidthProfiler::add(const Array &p_data) {}

void MultiplayerDebugger::BandwidthProfiler::tick(double p_frame_time, double p_process_time, double p_physics_time, double p_physics_frame_time) {}

// RPCProfiler

Array MultiplayerDebugger::RPCFrame::serialize() {}

bool MultiplayerDebugger::RPCFrame::deserialize(const Array &p_arr) {}

void MultiplayerDebugger::RPCProfiler::init_node(const ObjectID p_node) {}

void MultiplayerDebugger::RPCProfiler::toggle(bool p_enable, const Array &p_opts) {}

void MultiplayerDebugger::RPCProfiler::add(const Array &p_data) {}

void MultiplayerDebugger::RPCProfiler::tick(double p_frame_time, double p_process_time, double p_physics_time, double p_physics_frame_time) {}

// ReplicationProfiler

MultiplayerDebugger::SyncInfo::SyncInfo(MultiplayerSynchronizer *p_sync) {}

void MultiplayerDebugger::SyncInfo::write_to_array(Array &r_arr) const {}

bool MultiplayerDebugger::SyncInfo::read_from_array(const Array &p_arr, int p_offset) {}

Array MultiplayerDebugger::ReplicationFrame::serialize() {}

bool MultiplayerDebugger::ReplicationFrame::deserialize(const Array &p_arr) {}

void MultiplayerDebugger::ReplicationProfiler::toggle(bool p_enable, const Array &p_opts) {}

void MultiplayerDebugger::ReplicationProfiler::add(const Array &p_data) {}

void MultiplayerDebugger::ReplicationProfiler::tick(double p_frame_time, double p_process_time, double p_physics_time, double p_physics_frame_time) {}