新增cocos-debug-profiler
This commit is contained in:
116
src/Core.ts
116
src/Core.ts
@@ -6,6 +6,8 @@ import { PerformanceMonitor } from './Utils/PerformanceMonitor';
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import { PoolManager } from './Utils/Pool';
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import { ECSFluentAPI, createECSAPI } from './ECS/Core/FluentAPI';
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import { Scene } from './ECS/Scene';
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import { DebugReporter } from './Utils/DebugReporter';
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import { ICoreConfig, IECSDebugConfig } from './Types';
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/**
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* 游戏引擎核心类
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@@ -107,27 +109,56 @@ export class Core {
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*/
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public _scene?: Scene;
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/**
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* 调试报告器
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*
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* 负责收集和发送调试数据。
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*/
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public _debugReporter?: DebugReporter;
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/**
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* Core配置
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*/
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private _config: ICoreConfig;
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/**
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* 创建核心实例
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*
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* @param debug - 是否启用调试模式,默认为true
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* @param enableEntitySystems - 是否启用实体系统,默认为true
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* @param config - Core配置对象
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*/
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private constructor(debug: boolean = true, enableEntitySystems: boolean = true) {
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private constructor(config: ICoreConfig = {}) {
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Core._instance = this;
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// 保存配置
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this._config = {
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debug: true,
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enableEntitySystems: true,
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...config
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};
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// 初始化管理器
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this._timerManager = new TimerManager();
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Core.registerGlobalManager(this._timerManager);
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// 初始化性能监控器
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this._performanceMonitor = PerformanceMonitor.instance;
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// 在调试模式下启用性能监控
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if (this._config.debug) {
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this._performanceMonitor.enable();
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}
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// 初始化对象池管理器
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this._poolManager = PoolManager.getInstance();
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Core.entitySystemsEnabled = enableEntitySystems;
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this.debug = debug;
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Core.entitySystemsEnabled = this._config.enableEntitySystems || true;
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this.debug = this._config.debug || true;
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// 初始化调试报告器
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if (this._config.debugConfig?.enabled) {
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this._debugReporter = new DebugReporter(this, this._config.debugConfig);
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}
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this.initialize();
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}
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@@ -180,12 +211,16 @@ export class Core {
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*
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* 如果实例已存在,则返回现有实例。
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*
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* @param debug - 是否为调试模式,默认为true
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* @param config - Core配置,也可以直接传入boolean表示debug模式(向后兼容)
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* @returns Core实例
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*/
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public static create(debug: boolean = true): Core {
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public static create(config: ICoreConfig | boolean = true): Core {
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if (this._instance == null) {
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this._instance = new Core(debug);
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// 向后兼容:如果传入boolean,转换为配置对象
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const coreConfig: ICoreConfig = typeof config === 'boolean'
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? { debug: config, enableEntitySystems: true }
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: config;
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this._instance = new Core(coreConfig);
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}
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return this._instance;
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}
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@@ -284,6 +319,66 @@ export class Core {
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return this._instance?._ecsAPI || null;
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}
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/**
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* 启用调试功能
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*
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* @param config 调试配置
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*/
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public static enableDebug(config: IECSDebugConfig): void {
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if (!this._instance) {
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console.warn("Core实例未创建,请先调用Core.create()");
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return;
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}
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if (this._instance._debugReporter) {
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this._instance._debugReporter.updateConfig(config);
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} else {
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this._instance._debugReporter = new DebugReporter(this._instance, config);
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}
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// 更新Core配置
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this._instance._config.debugConfig = config;
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}
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/**
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* 禁用调试功能
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*/
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public static disableDebug(): void {
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if (!this._instance) return;
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if (this._instance._debugReporter) {
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this._instance._debugReporter.stop();
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this._instance._debugReporter = undefined;
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}
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// 更新Core配置
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if (this._instance._config.debugConfig) {
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this._instance._config.debugConfig.enabled = false;
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}
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}
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/**
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* 获取调试数据
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*
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* @returns 当前调试数据,如果调试未启用则返回null
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*/
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public static getDebugData(): any {
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if (!this._instance?._debugReporter) {
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return null;
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}
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return this._instance._debugReporter.getDebugData();
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}
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/**
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* 检查调试是否启用
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*
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* @returns 调试状态
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*/
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public static get isDebugEnabled(): boolean {
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return this._instance?._config.debugConfig?.enabled || false;
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}
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/**
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* 场景切换回调
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*
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@@ -297,6 +392,11 @@ export class Core {
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const scene = this._scene as any;
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this._ecsAPI = createECSAPI(scene, scene.querySystem, scene.eventSystem);
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}
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// 通知调试报告器场景已变更
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if (this._debugReporter) {
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this._debugReporter.onSceneChanged();
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}
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}
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/**
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@@ -234,4 +234,207 @@ export interface IPerformanceEventData extends IEventData {
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memoryUsage?: number;
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/** 额外数据 */
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metadata?: Record<string, any>;
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}
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/**
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* ECS调试配置接口
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*/
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export interface IECSDebugConfig {
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/** 是否启用调试 */
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enabled: boolean;
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/** WebSocket服务器URL */
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websocketUrl: string;
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/** 是否自动重连 */
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autoReconnect?: boolean;
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/** 数据更新间隔(毫秒) */
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updateInterval?: number;
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/** 数据通道配置 */
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channels: {
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entities: boolean;
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systems: boolean;
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performance: boolean;
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components: boolean;
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scenes: boolean;
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};
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}
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/**
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* Core配置接口
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*/
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export interface ICoreConfig {
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/** 是否启用调试模式 */
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debug?: boolean;
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/** 是否启用实体系统 */
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enableEntitySystems?: boolean;
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/** 调试配置 */
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debugConfig?: IECSDebugConfig;
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}
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/**
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* ECS调试数据接口
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*/
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export interface IECSDebugData {
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/** 时间戳 */
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timestamp: number;
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/** 框架版本 */
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frameworkVersion?: string;
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/** 是否正在运行 */
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isRunning: boolean;
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/** 框架是否已加载 */
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frameworkLoaded: boolean;
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/** 当前场景名称 */
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currentScene: string;
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/** 实体数据 */
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entities?: IEntityDebugData;
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/** 系统数据 */
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systems?: ISystemDebugData;
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/** 性能数据 */
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performance?: IPerformanceDebugData;
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/** 组件数据 */
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components?: IComponentDebugData;
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/** 场景数据 */
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scenes?: ISceneDebugData;
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}
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/**
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* 实体调试数据接口
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*/
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export interface IEntityDebugData {
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/** 总实体数 */
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totalEntities: number;
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/** 激活实体数 */
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activeEntities: number;
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/** 待添加实体数 */
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pendingAdd: number;
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/** 待移除实体数 */
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pendingRemove: number;
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/** 按Archetype分组的实体分布 */
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entitiesPerArchetype: Array<{
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signature: string;
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count: number;
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memory: number;
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}>;
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/** 组件数量最多的前几个实体 */
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topEntitiesByComponents: Array<{
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id: string;
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name: string;
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componentCount: number;
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memory: number;
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}>;
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/** 实体详情列表 */
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entityDetails?: Array<{
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id: string | number;
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name?: string;
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tag?: string;
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enabled: boolean;
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componentCount: number;
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components: string[];
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}>;
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}
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/**
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* 系统调试数据接口
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*/
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export interface ISystemDebugData {
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/** 总系统数 */
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totalSystems: number;
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/** 系统信息列表 */
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systemsInfo: Array<{
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name: string;
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type: string;
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entityCount: number;
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executionTime?: number;
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averageExecutionTime?: number;
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minExecutionTime?: number;
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maxExecutionTime?: number;
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executionTimeHistory?: number[];
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memoryUsage?: number;
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updateOrder: number;
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enabled: boolean;
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lastUpdateTime?: number;
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}>;
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}
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/**
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* 性能调试数据接口
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*/
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export interface IPerformanceDebugData {
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/** ECS框架执行时间(毫秒) */
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frameTime: number;
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/** 引擎总帧时间(毫秒) */
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engineFrameTime?: number;
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/** ECS占总帧时间百分比 */
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ecsPercentage?: number;
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/** 内存使用量(MB) */
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memoryUsage: number;
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/** FPS */
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fps: number;
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/** 平均ECS执行时间(毫秒) */
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averageFrameTime: number;
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/** 最小ECS执行时间(毫秒) */
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minFrameTime: number;
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/** 最大ECS执行时间(毫秒) */
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maxFrameTime: number;
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/** ECS执行时间历史记录 */
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frameTimeHistory: number[];
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/** 系统性能详情 */
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systemPerformance: Array<{
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systemName: string;
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averageTime: number;
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maxTime: number;
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minTime: number;
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samples: number;
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percentage?: number; // 系统占ECS总时间的百分比
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}>;
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/** 内存分配详情 */
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memoryDetails?: {
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entities: number;
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components: number;
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systems: number;
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pooled: number;
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totalMemory: number;
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usedMemory: number;
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freeMemory: number;
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gcCollections: number;
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};
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}
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/**
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* 组件调试数据接口
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*/
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export interface IComponentDebugData {
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/** 组件类型数 */
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componentTypes: number;
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/** 组件实例总数 */
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componentInstances: number;
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/** 组件分布统计 */
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componentStats: Array<{
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typeName: string;
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instanceCount: number;
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memoryPerInstance: number;
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totalMemory: number;
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poolSize: number;
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poolUtilization: number;
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averagePerEntity?: number;
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}>;
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}
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/**
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* 场景调试数据接口
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*/
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export interface ISceneDebugData {
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/** 当前场景名称 */
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currentSceneName: string;
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/** 场景是否已初始化 */
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isInitialized: boolean;
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/** 场景运行时间(秒) */
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sceneRunTime: number;
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/** 场景实体数 */
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sceneEntityCount: number;
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/** 场景系统数 */
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sceneSystemCount: number;
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/** 场景内存使用量 */
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sceneMemory: number;
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/** 场景启动时间 */
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sceneUptime: number;
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}
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900
src/Utils/DebugReporter.ts
Normal file
900
src/Utils/DebugReporter.ts
Normal file
@@ -0,0 +1,900 @@
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import {
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IECSDebugConfig,
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IECSDebugData,
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IEntityDebugData,
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ISystemDebugData,
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IPerformanceDebugData,
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IComponentDebugData,
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ISceneDebugData
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} from '../Types';
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import { Core } from '../Core';
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import { Time } from './Time';
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/**
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* ECS调试报告器 - WebSocket模式
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*
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* 负责收集ECS框架的运行时调试数据并通过WebSocket发送到调试服务器
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*/
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export class DebugReporter {
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private config: IECSDebugConfig;
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private core: Core;
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private timer?: any;
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private ws?: WebSocket;
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private lastFrameTime: number = 0;
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private frameCount: number = 0;
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private lastFpsTime: number = 0;
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private fps: number = 0;
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private sceneStartTime: number = 0;
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private isConnected: boolean = false;
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private reconnectAttempts: number = 0;
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private maxReconnectAttempts: number = 5;
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private frameTimeHistory: number[] = [];
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private maxHistoryLength: number = 60; // 保存60帧的历史数据
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/**
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* 构造函数
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* @param core Core实例
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* @param config 调试配置
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*/
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constructor(core: Core, config: IECSDebugConfig) {
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this.core = core;
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this.config = config;
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this.sceneStartTime = Date.now();
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if (this.config.enabled) {
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this.start();
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}
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}
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/**
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* 启动调试报告器
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*/
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private start(): void {
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this.connectWebSocket();
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}
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/**
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* 停止调试报告器
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*/
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public stop(): void {
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if (this.timer) {
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clearInterval(this.timer);
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this.timer = null;
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}
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if (this.ws) {
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this.ws.close();
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this.ws = undefined;
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}
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this.isConnected = false;
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}
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/**
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* 更新配置
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* @param newConfig 新配置
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*/
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public updateConfig(newConfig: IECSDebugConfig): void {
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const wasEnabled = this.config.enabled;
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const urlChanged = this.config.websocketUrl !== newConfig.websocketUrl;
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this.config = newConfig;
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if (!newConfig.enabled && wasEnabled) {
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this.stop();
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} else if (newConfig.enabled && (!wasEnabled || urlChanged)) {
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this.stop();
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this.start();
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}
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}
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/**
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* 连接WebSocket
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*/
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private connectWebSocket(): void {
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if (!this.config.websocketUrl) {
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console.error('[ECS Debug] WebSocket URL not provided');
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return;
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}
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try {
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this.ws = new WebSocket(this.config.websocketUrl);
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this.ws.onopen = () => {
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this.isConnected = true;
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this.reconnectAttempts = 0;
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this.startDataStream();
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// 发送初始化消息
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this.send({
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type: 'init',
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data: {
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frameworkVersion: this.getFrameworkVersion(),
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timestamp: Date.now()
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}
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});
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};
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this.ws.onmessage = (event) => {
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try {
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const message = JSON.parse(event.data);
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this.handleMessage(message);
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} catch (error) {
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console.error('[ECS Debug] Failed to parse message:', error);
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}
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};
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this.ws.onclose = (event) => {
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this.isConnected = false;
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if (this.timer) {
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clearInterval(this.timer);
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this.timer = null;
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}
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// 自动重连
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if (this.config.autoReconnect !== false && this.reconnectAttempts < this.maxReconnectAttempts) {
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this.reconnectAttempts++;
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const delay = Math.min(1000 * Math.pow(2, this.reconnectAttempts - 1), 10000);
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setTimeout(() => this.connectWebSocket(), delay);
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}
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};
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this.ws.onerror = (error) => {
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console.error('[ECS Debug] WebSocket error:', error);
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};
|
||||
} catch (error) {
|
||||
console.error('[ECS Debug] Failed to create WebSocket:', error);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 启动数据流
|
||||
*/
|
||||
private startDataStream(): void {
|
||||
const interval = this.config.updateInterval || 1000;
|
||||
|
||||
this.timer = setInterval(() => {
|
||||
if (this.isConnected) {
|
||||
try {
|
||||
const data = this.collectDebugData();
|
||||
this.send({ type: 'debug_data', data });
|
||||
} catch (error) {
|
||||
console.error('[ECS Debug] Failed to send debug data:', error);
|
||||
}
|
||||
}
|
||||
}, interval);
|
||||
}
|
||||
|
||||
/**
|
||||
* 发送消息
|
||||
*/
|
||||
private send(message: any): void {
|
||||
if (this.ws && this.ws.readyState === WebSocket.OPEN) {
|
||||
this.ws.send(JSON.stringify(message));
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 处理接收到的消息
|
||||
* @param message 消息内容
|
||||
*/
|
||||
private handleMessage(message: any): void {
|
||||
switch (message.type) {
|
||||
case 'get_debug_data':
|
||||
const data = this.collectDebugData();
|
||||
this.send({ type: 'debug_data_response', data, requestId: message.requestId });
|
||||
break;
|
||||
|
||||
case 'update_config':
|
||||
if (message.config) {
|
||||
this.updateConfig(message.config);
|
||||
this.send({ type: 'config_updated', success: true });
|
||||
}
|
||||
break;
|
||||
|
||||
case 'ping':
|
||||
this.send({ type: 'pong', timestamp: Date.now() });
|
||||
break;
|
||||
|
||||
default:
|
||||
console.warn('[ECS Debug] Unknown message type:', message.type);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 收集调试数据
|
||||
* @returns 调试数据对象
|
||||
*/
|
||||
private collectDebugData(): IECSDebugData {
|
||||
const currentTime = Date.now();
|
||||
|
||||
// 更新FPS计算
|
||||
this.updateFPS(currentTime);
|
||||
|
||||
const data: IECSDebugData = {
|
||||
timestamp: currentTime,
|
||||
frameworkVersion: this.getFrameworkVersion(),
|
||||
isRunning: true,
|
||||
frameworkLoaded: true,
|
||||
currentScene: this.getCurrentSceneName()
|
||||
};
|
||||
|
||||
// 根据配置收集不同类型的数据
|
||||
if (this.config.channels.entities) {
|
||||
data.entities = this.collectEntityData();
|
||||
}
|
||||
|
||||
if (this.config.channels.systems) {
|
||||
data.systems = this.collectSystemData();
|
||||
}
|
||||
|
||||
if (this.config.channels.performance) {
|
||||
data.performance = this.collectPerformanceData();
|
||||
}
|
||||
|
||||
if (this.config.channels.components) {
|
||||
data.components = this.collectComponentData();
|
||||
}
|
||||
|
||||
if (this.config.channels.scenes) {
|
||||
data.scenes = this.collectSceneData();
|
||||
}
|
||||
|
||||
return data;
|
||||
}
|
||||
|
||||
/**
|
||||
* 更新FPS计算
|
||||
*/
|
||||
private updateFPS(currentTime: number): void {
|
||||
this.frameCount++;
|
||||
|
||||
if (currentTime - this.lastFpsTime >= 1000) {
|
||||
this.fps = this.frameCount;
|
||||
this.frameCount = 0;
|
||||
this.lastFpsTime = currentTime;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取框架版本
|
||||
*/
|
||||
private getFrameworkVersion(): string {
|
||||
return '1.0.0';
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取当前场景名称
|
||||
*/
|
||||
private getCurrentSceneName(): string {
|
||||
const scene = Core.scene;
|
||||
return scene ? (scene as any).name || 'Unnamed Scene' : 'No Scene';
|
||||
}
|
||||
|
||||
/**
|
||||
* 收集实体数据
|
||||
*/
|
||||
private collectEntityData(): IEntityDebugData {
|
||||
const scene = Core.scene;
|
||||
if (!scene) {
|
||||
return {
|
||||
totalEntities: 0,
|
||||
activeEntities: 0,
|
||||
pendingAdd: 0,
|
||||
pendingRemove: 0,
|
||||
entitiesPerArchetype: [],
|
||||
topEntitiesByComponents: []
|
||||
};
|
||||
}
|
||||
|
||||
const entityList = (scene as any).entities;
|
||||
if (!entityList) {
|
||||
return {
|
||||
totalEntities: 0,
|
||||
activeEntities: 0,
|
||||
pendingAdd: 0,
|
||||
pendingRemove: 0,
|
||||
entitiesPerArchetype: [],
|
||||
topEntitiesByComponents: []
|
||||
};
|
||||
}
|
||||
|
||||
const allEntities = entityList.buffer || [];
|
||||
const activeEntities = allEntities.filter((e: any) => e.enabled && !e._isDestroyed);
|
||||
|
||||
return {
|
||||
totalEntities: allEntities.length,
|
||||
activeEntities: activeEntities.length,
|
||||
pendingAdd: entityList.toAdd?.length || 0,
|
||||
pendingRemove: entityList.toRemove?.length || 0,
|
||||
entitiesPerArchetype: this.getArchetypeDistribution({ entities: allEntities }),
|
||||
topEntitiesByComponents: this.getTopEntitiesByComponents({ entities: allEntities }),
|
||||
entityDetails: this.getEntityDetails({ entities: allEntities })
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取实体详情
|
||||
*/
|
||||
private getEntityDetails(entityContainer: any): Array<any> {
|
||||
if (!entityContainer.entities) return [];
|
||||
|
||||
return entityContainer.entities.slice(0, 100).map((entity: any) => ({
|
||||
id: entity.id,
|
||||
name: entity.name || `Entity_${entity.id}`,
|
||||
tag: entity.tag,
|
||||
enabled: entity.enabled,
|
||||
componentCount: entity.components?.length || 0,
|
||||
components: entity.components?.map((c: any) => c.constructor.name) || []
|
||||
}));
|
||||
}
|
||||
|
||||
/**
|
||||
* 收集系统数据
|
||||
*/
|
||||
private collectSystemData(): ISystemDebugData {
|
||||
const scene = Core.scene;
|
||||
if (!scene) {
|
||||
return {
|
||||
totalSystems: 0,
|
||||
systemsInfo: []
|
||||
};
|
||||
}
|
||||
|
||||
const entityProcessors = (scene as any).entityProcessors;
|
||||
if (!entityProcessors) {
|
||||
return {
|
||||
totalSystems: 0,
|
||||
systemsInfo: []
|
||||
};
|
||||
}
|
||||
|
||||
const systems = entityProcessors.processors || [];
|
||||
|
||||
// 获取性能监控数据
|
||||
const monitor = this.core._performanceMonitor;
|
||||
let systemStats: Map<string, any> = new Map();
|
||||
let systemData: Map<string, any> = new Map();
|
||||
|
||||
if (monitor) {
|
||||
try {
|
||||
systemStats = monitor.getAllSystemStats();
|
||||
systemData = monitor.getAllSystemData();
|
||||
} catch (error) {
|
||||
// 忽略错误,使用空的Map
|
||||
}
|
||||
}
|
||||
|
||||
return {
|
||||
totalSystems: systems.length,
|
||||
systemsInfo: systems.map((system: any) => {
|
||||
const systemName = system.systemName || system.constructor.name;
|
||||
const stats = systemStats.get(systemName);
|
||||
const data = systemData.get(systemName);
|
||||
|
||||
return {
|
||||
name: systemName,
|
||||
type: system.constructor.name,
|
||||
entityCount: system.entities?.length || 0,
|
||||
executionTime: stats?.averageTime || data?.executionTime || 0,
|
||||
minExecutionTime: stats?.minTime === Number.MAX_VALUE ? 0 : (stats?.minTime || 0),
|
||||
maxExecutionTime: stats?.maxTime || 0,
|
||||
executionTimeHistory: stats?.recentTimes || [],
|
||||
updateOrder: system.updateOrder || 0,
|
||||
enabled: system.enabled !== false,
|
||||
lastUpdateTime: data?.lastUpdateTime || 0
|
||||
};
|
||||
})
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* 收集性能数据
|
||||
*/
|
||||
private collectPerformanceData(): IPerformanceDebugData {
|
||||
const frameTimeSeconds = Time.deltaTime;
|
||||
const engineFrameTimeMs = frameTimeSeconds * 1000;
|
||||
const currentFps = frameTimeSeconds > 0 ? Math.round(1 / frameTimeSeconds) : 0;
|
||||
|
||||
const ecsPerformanceData = this.getECSPerformanceData();
|
||||
const ecsExecutionTimeMs = ecsPerformanceData.totalExecutionTime;
|
||||
const ecsPercentage = engineFrameTimeMs > 0 ? (ecsExecutionTimeMs / engineFrameTimeMs * 100) : 0;
|
||||
|
||||
let memoryUsage = 0;
|
||||
if ((performance as any).memory) {
|
||||
memoryUsage = (performance as any).memory.usedJSHeapSize / 1024 / 1024;
|
||||
}
|
||||
|
||||
// 更新ECS执行时间历史记录
|
||||
this.frameTimeHistory.push(ecsExecutionTimeMs);
|
||||
if (this.frameTimeHistory.length > this.maxHistoryLength) {
|
||||
this.frameTimeHistory.shift();
|
||||
}
|
||||
|
||||
// 计算ECS执行时间统计
|
||||
const history = this.frameTimeHistory.filter(t => t >= 0);
|
||||
const averageECSTime = history.length > 0 ? history.reduce((a, b) => a + b, 0) / history.length : ecsExecutionTimeMs;
|
||||
const minECSTime = history.length > 0 ? Math.min(...history) : ecsExecutionTimeMs;
|
||||
const maxECSTime = history.length > 0 ? Math.max(...history) : ecsExecutionTimeMs;
|
||||
|
||||
return {
|
||||
frameTime: ecsExecutionTimeMs,
|
||||
engineFrameTime: engineFrameTimeMs,
|
||||
ecsPercentage: ecsPercentage,
|
||||
memoryUsage: memoryUsage,
|
||||
fps: currentFps,
|
||||
averageFrameTime: averageECSTime, // ECS平均执行时间
|
||||
minFrameTime: minECSTime, // ECS最短执行时间
|
||||
maxFrameTime: maxECSTime, // ECS最长执行时间
|
||||
frameTimeHistory: [...this.frameTimeHistory],
|
||||
systemPerformance: this.getSystemPerformance(),
|
||||
memoryDetails: this.getMemoryDetails()
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取ECS框架整体性能数据
|
||||
*/
|
||||
private getECSPerformanceData(): { totalExecutionTime: number; systemBreakdown: Array<any> } {
|
||||
const monitor = this.core._performanceMonitor;
|
||||
if (!monitor) {
|
||||
return { totalExecutionTime: 0, systemBreakdown: [] };
|
||||
}
|
||||
|
||||
try {
|
||||
let totalTime = 0;
|
||||
const systemBreakdown = [];
|
||||
|
||||
const stats = monitor.getAllSystemStats();
|
||||
|
||||
// 计算各系统的执行时间
|
||||
for (const [systemName, stat] of stats.entries()) {
|
||||
const systemTime = stat.averageTime || 0;
|
||||
|
||||
totalTime += systemTime;
|
||||
systemBreakdown.push({
|
||||
systemName: systemName,
|
||||
executionTime: systemTime,
|
||||
percentage: 0 // 后面计算
|
||||
});
|
||||
}
|
||||
|
||||
// 计算各系统占ECS总时间的百分比
|
||||
systemBreakdown.forEach(system => {
|
||||
system.percentage = totalTime > 0 ? (system.executionTime / totalTime * 100) : 0;
|
||||
});
|
||||
|
||||
// 按执行时间排序
|
||||
systemBreakdown.sort((a, b) => b.executionTime - a.executionTime);
|
||||
|
||||
return {
|
||||
totalExecutionTime: totalTime,
|
||||
systemBreakdown: systemBreakdown
|
||||
};
|
||||
} catch (error) {
|
||||
return { totalExecutionTime: 0, systemBreakdown: [] };
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取系统性能数据
|
||||
*/
|
||||
private getSystemPerformance(): Array<any> {
|
||||
const monitor = this.core._performanceMonitor;
|
||||
if (!monitor) {
|
||||
return [];
|
||||
}
|
||||
|
||||
try {
|
||||
const stats = monitor.getAllSystemStats();
|
||||
const systemData = monitor.getAllSystemData();
|
||||
|
||||
return Array.from(stats.entries()).map(([systemName, stat]) => {
|
||||
const data = systemData.get(systemName);
|
||||
return {
|
||||
systemName: systemName,
|
||||
averageTime: stat.averageTime,
|
||||
maxTime: stat.maxTime,
|
||||
minTime: stat.minTime === Number.MAX_VALUE ? 0 : stat.minTime,
|
||||
samples: stat.executionCount,
|
||||
percentage: 0, // 在getECSPerformanceData中计算
|
||||
entityCount: data?.entityCount || 0,
|
||||
lastExecutionTime: data?.executionTime || 0
|
||||
};
|
||||
});
|
||||
} catch (error) {
|
||||
return [];
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取内存详情
|
||||
*/
|
||||
private getMemoryDetails(): any {
|
||||
const scene = Core.scene;
|
||||
if (!scene) {
|
||||
return {
|
||||
entities: 0,
|
||||
components: 0,
|
||||
systems: 0,
|
||||
pooled: 0,
|
||||
totalMemory: 0,
|
||||
usedMemory: 0,
|
||||
freeMemory: 0,
|
||||
gcCollections: 0
|
||||
};
|
||||
}
|
||||
|
||||
try {
|
||||
let entityMemory = 0;
|
||||
let componentMemory = 0;
|
||||
let systemMemory = 0;
|
||||
let pooledMemory = 0;
|
||||
|
||||
const entityManager = (scene as any).entityManager;
|
||||
if (entityManager?.entities) {
|
||||
// 计算实体和组件内存
|
||||
entityManager.entities.forEach((entity: any) => {
|
||||
entityMemory += this.estimateObjectSize(entity);
|
||||
|
||||
if (entity.components) {
|
||||
entity.components.forEach((component: any) => {
|
||||
componentMemory += this.estimateObjectSize(component);
|
||||
});
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
// 计算系统内存(估算)
|
||||
const entitySystems = (scene as any).entitySystems;
|
||||
if (entitySystems?.systems) {
|
||||
entitySystems.systems.forEach((system: any) => {
|
||||
systemMemory += this.estimateObjectSize(system);
|
||||
});
|
||||
}
|
||||
|
||||
// 计算对象池内存(估算)
|
||||
try {
|
||||
const poolManager = this.core._poolManager;
|
||||
if (poolManager) {
|
||||
// 简单估算对象池内存
|
||||
pooledMemory = 1024 * 1024; // 1MB估算值
|
||||
}
|
||||
} catch (error) {
|
||||
// 忽略对象池内存计算错误
|
||||
}
|
||||
|
||||
// 获取浏览器内存信息
|
||||
let totalMemory = 512 * 1024 * 1024; // 默认512MB
|
||||
let usedMemory = entityMemory + componentMemory + systemMemory + pooledMemory;
|
||||
let gcCollections = 0;
|
||||
|
||||
if ((performance as any).memory) {
|
||||
const perfMemory = (performance as any).memory;
|
||||
totalMemory = perfMemory.jsHeapSizeLimit || totalMemory;
|
||||
usedMemory = perfMemory.usedJSHeapSize || usedMemory;
|
||||
}
|
||||
|
||||
return {
|
||||
entities: entityMemory,
|
||||
components: componentMemory,
|
||||
systems: systemMemory,
|
||||
pooled: pooledMemory,
|
||||
totalMemory: totalMemory,
|
||||
usedMemory: usedMemory,
|
||||
freeMemory: totalMemory - usedMemory,
|
||||
gcCollections: gcCollections
|
||||
};
|
||||
} catch (error) {
|
||||
return {
|
||||
entities: 0,
|
||||
components: 0,
|
||||
systems: 0,
|
||||
pooled: 0,
|
||||
totalMemory: 512 * 1024 * 1024,
|
||||
usedMemory: 0,
|
||||
freeMemory: 512 * 1024 * 1024,
|
||||
gcCollections: 0
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 收集组件数据
|
||||
*/
|
||||
private collectComponentData(): IComponentDebugData {
|
||||
const scene = Core.scene;
|
||||
if (!scene) {
|
||||
return {
|
||||
componentTypes: 0,
|
||||
componentInstances: 0,
|
||||
componentStats: []
|
||||
};
|
||||
}
|
||||
|
||||
const entityList = (scene as any).entities;
|
||||
if (!entityList?.buffer) {
|
||||
return {
|
||||
componentTypes: 0,
|
||||
componentInstances: 0,
|
||||
componentStats: []
|
||||
};
|
||||
}
|
||||
|
||||
const componentStats = new Map<string, { count: number; entities: number }>();
|
||||
let totalInstances = 0;
|
||||
|
||||
entityList.buffer.forEach((entity: any) => {
|
||||
if (entity.components) {
|
||||
entity.components.forEach((component: any) => {
|
||||
const typeName = component.constructor.name;
|
||||
const stats = componentStats.get(typeName) || { count: 0, entities: 0 };
|
||||
stats.count++;
|
||||
totalInstances++;
|
||||
componentStats.set(typeName, stats);
|
||||
});
|
||||
}
|
||||
});
|
||||
|
||||
return {
|
||||
componentTypes: componentStats.size,
|
||||
componentInstances: totalInstances,
|
||||
componentStats: Array.from(componentStats.entries()).map(([typeName, stats]) => {
|
||||
const poolSize = this.getComponentPoolSize(typeName);
|
||||
const memoryPerInstance = this.calculateComponentMemorySize(typeName);
|
||||
return {
|
||||
typeName,
|
||||
instanceCount: stats.count,
|
||||
memoryPerInstance: memoryPerInstance,
|
||||
totalMemory: stats.count * memoryPerInstance,
|
||||
poolSize: poolSize,
|
||||
poolUtilization: poolSize > 0 ? (stats.count / poolSize * 100) : 0,
|
||||
averagePerEntity: stats.count / entityList.buffer.length
|
||||
};
|
||||
})
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取组件池大小
|
||||
*/
|
||||
private getComponentPoolSize(typeName: string): number {
|
||||
try {
|
||||
const poolManager = this.core._poolManager;
|
||||
return (poolManager as any).getPoolSize?.(typeName) || 0;
|
||||
} catch (error) {
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 计算组件实际内存大小
|
||||
*/
|
||||
private calculateComponentMemorySize(typeName: string): number {
|
||||
const scene = Core.scene;
|
||||
if (!scene) return 32;
|
||||
|
||||
const entityList = (scene as any).entities;
|
||||
if (!entityList?.buffer) return 32;
|
||||
|
||||
try {
|
||||
// 找到第一个包含此组件的实体,分析组件大小
|
||||
for (const entity of entityList.buffer) {
|
||||
if (entity.components) {
|
||||
const component = entity.components.find((c: any) => c.constructor.name === typeName);
|
||||
if (component) {
|
||||
return this.estimateObjectSize(component);
|
||||
}
|
||||
}
|
||||
}
|
||||
} catch (error) {
|
||||
// 忽略错误,使用默认值
|
||||
}
|
||||
|
||||
// 如果无法计算,返回基础大小
|
||||
return 32; // 基础对象开销
|
||||
}
|
||||
|
||||
/**
|
||||
* 估算对象内存大小(字节)
|
||||
*/
|
||||
private estimateObjectSize(obj: any, visited = new WeakSet(), depth = 0): number {
|
||||
// 防止无限递归:限制深度和检测循环引用
|
||||
if (obj === null || obj === undefined || depth > 10) return 0;
|
||||
if (visited.has(obj)) return 0; // 已访问过,避免循环引用
|
||||
|
||||
let size = 0;
|
||||
const type = typeof obj;
|
||||
|
||||
switch (type) {
|
||||
case 'boolean':
|
||||
size = 1;
|
||||
break;
|
||||
case 'number':
|
||||
size = 8; // JavaScript中数字都是64位浮点数
|
||||
break;
|
||||
case 'string':
|
||||
size = Math.min(obj.length * 2, 1024); // UTF-16编码,每字符2字节,限制最大1KB
|
||||
break;
|
||||
case 'object':
|
||||
visited.add(obj); // 标记为已访问
|
||||
|
||||
if (Array.isArray(obj)) {
|
||||
size = 24; // 数组基础开销
|
||||
// 只处理前100个元素,避免大数组导致性能问题
|
||||
const maxItems = Math.min(obj.length, 100);
|
||||
for (let i = 0; i < maxItems; i++) {
|
||||
size += this.estimateObjectSize(obj[i], visited, depth + 1);
|
||||
}
|
||||
} else {
|
||||
size = 24; // 对象基础开销
|
||||
let propertyCount = 0;
|
||||
|
||||
for (const key in obj) {
|
||||
// 只处理前50个属性,避免复杂对象导致性能问题
|
||||
if (propertyCount >= 50) break;
|
||||
|
||||
if (obj.hasOwnProperty(key)) {
|
||||
// 跳过一些可能导致问题的属性
|
||||
if (key === 'scene' || key === 'parent' || key === 'children' ||
|
||||
key === '_scene' || key === '_parent' || key === '_children' ||
|
||||
key === 'entity' || key === '_entity') {
|
||||
continue;
|
||||
}
|
||||
|
||||
try {
|
||||
size += key.length * 2; // 属性名
|
||||
size += this.estimateObjectSize(obj[key], visited, depth + 1); // 属性值
|
||||
propertyCount++;
|
||||
} catch (error) {
|
||||
// 忽略访问错误的属性
|
||||
continue;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
break;
|
||||
default:
|
||||
size = 8; // 其他类型默认8字节
|
||||
}
|
||||
|
||||
return Math.min(size, 10240); // 限制单个对象最大10KB
|
||||
}
|
||||
|
||||
/**
|
||||
* 收集场景数据
|
||||
*/
|
||||
private collectSceneData(): ISceneDebugData {
|
||||
const scene = Core.scene;
|
||||
if (!scene) {
|
||||
return {
|
||||
currentSceneName: 'No Scene',
|
||||
isInitialized: false,
|
||||
sceneRunTime: 0,
|
||||
sceneEntityCount: 0,
|
||||
sceneSystemCount: 0,
|
||||
sceneMemory: 0,
|
||||
sceneUptime: 0
|
||||
};
|
||||
}
|
||||
|
||||
const currentTime = Date.now();
|
||||
const runTime = (currentTime - this.sceneStartTime) / 1000;
|
||||
|
||||
const entityList = (scene as any).entities;
|
||||
const entityProcessors = (scene as any).entityProcessors;
|
||||
|
||||
return {
|
||||
currentSceneName: (scene as any).name || 'Unnamed Scene',
|
||||
isInitialized: (scene as any)._didSceneBegin || false,
|
||||
sceneRunTime: runTime,
|
||||
sceneEntityCount: entityList?.buffer?.length || 0,
|
||||
sceneSystemCount: entityProcessors?.processors?.length || 0,
|
||||
sceneMemory: 0, // TODO: 计算实际场景内存
|
||||
sceneUptime: runTime
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* 手动触发数据收集
|
||||
* @returns 当前调试数据
|
||||
*/
|
||||
public getDebugData(): IECSDebugData {
|
||||
return this.collectDebugData();
|
||||
}
|
||||
|
||||
/**
|
||||
* 重置场景时间
|
||||
*/
|
||||
public onSceneChanged(): void {
|
||||
this.sceneStartTime = Date.now();
|
||||
|
||||
// 发送场景切换事件
|
||||
if (this.isConnected) {
|
||||
this.send({
|
||||
type: 'scene_changed',
|
||||
data: {
|
||||
sceneName: this.getCurrentSceneName(),
|
||||
timestamp: Date.now()
|
||||
}
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取连接状态
|
||||
*/
|
||||
public get connected(): boolean {
|
||||
return this.isConnected;
|
||||
}
|
||||
|
||||
/**
|
||||
* 手动重连
|
||||
*/
|
||||
public reconnect(): void {
|
||||
if (this.ws) {
|
||||
this.ws.close();
|
||||
}
|
||||
this.reconnectAttempts = 0;
|
||||
this.connectWebSocket();
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取Archetype分布
|
||||
*/
|
||||
private getArchetypeDistribution(entityContainer: any): Array<{ signature: string; count: number; memory: number }> {
|
||||
if (!entityContainer.entities) return [];
|
||||
|
||||
const archetypes = new Map<string, { count: number; memory: number }>();
|
||||
|
||||
entityContainer.entities.forEach((entity: any) => {
|
||||
const components = entity.components || [];
|
||||
const signature = components.map((c: any) => c.constructor.name).sort().join(',') || 'Empty';
|
||||
|
||||
const existing = archetypes.get(signature) || { count: 0, memory: 0 };
|
||||
existing.count++;
|
||||
|
||||
// 计算每个组件的实际内存大小
|
||||
let entityMemory = 0;
|
||||
components.forEach((component: any) => {
|
||||
entityMemory += this.estimateObjectSize(component);
|
||||
});
|
||||
existing.memory += entityMemory;
|
||||
|
||||
archetypes.set(signature, existing);
|
||||
});
|
||||
|
||||
return Array.from(archetypes.entries())
|
||||
.map(([signature, data]) => ({ signature, ...data }))
|
||||
.sort((a: any, b: any) => b.count - a.count)
|
||||
.slice(0, 10); // 只返回前10个
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取组件数量最多的实体
|
||||
*/
|
||||
private getTopEntitiesByComponents(entityContainer: any): Array<{ id: string; name: string; componentCount: number; memory: number }> {
|
||||
if (!entityContainer.entities) return [];
|
||||
|
||||
return entityContainer.entities
|
||||
.map((entity: any) => {
|
||||
const components = entity.components || [];
|
||||
let memory = 0;
|
||||
|
||||
// 计算实际内存使用
|
||||
components.forEach((component: any) => {
|
||||
memory += this.estimateObjectSize(component);
|
||||
});
|
||||
|
||||
return {
|
||||
id: entity.id?.toString() || 'unknown',
|
||||
name: entity.name || `Entity_${entity.id}`,
|
||||
componentCount: components.length,
|
||||
memory: memory
|
||||
};
|
||||
})
|
||||
.sort((a: any, b: any) => b.componentCount - a.componentCount)
|
||||
.slice(0, 10); // 只返回前10个
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user