//#define ProfileAstar
using UnityEngine;
using System.Text;
namespace Pathfinding {
[AddComponentMenu("Pathfinding/Pathfinding Debugger")]
[ExecuteInEditMode]
///
/// Debugger for the A* Pathfinding Project.
/// This class can be used to profile different parts of the pathfinding system
/// and the whole game as well to some extent.
///
/// Clarification of the labels shown when enabled.
/// All memory related things profiles the whole game not just the A* Pathfinding System.\n
/// - Currently allocated: memory the GC (garbage collector) says the application has allocated right now.
/// - Peak allocated: maximum measured value of the above.
/// - Last collect peak: the last peak of 'currently allocated'.
/// - Allocation rate: how much the 'currently allocated' value increases per second. This value is not as reliable as you can think
/// it is often very random probably depending on how the GC thinks this application is using memory.
/// - Collection frequency: how often the GC is called. Again, the GC might decide it is better with many small collections
/// or with a few large collections. So you cannot really trust this variable much.
/// - Last collect fps: FPS during the last garbage collection, the GC will lower the fps a lot.
///
/// - FPS: current FPS (not updated every frame for readability)
/// - Lowest FPS (last x): As the label says, the lowest fps of the last x frames.
///
/// - Size: Size of the path pool.
/// - Total created: Number of paths of that type which has been created. Pooled paths are not counted twice.
/// If this value just keeps on growing and growing without an apparent stop, you are are either not pooling any paths
/// or you have missed to pool some path somewhere in your code.
///
/// See: pooling
///
/// TODO: Add field showing how many graph updates are being done right now
///
[HelpURL("http://arongranberg.com/astar/docs/class_pathfinding_1_1_astar_debugger.php")]
public class AstarDebugger : VersionedMonoBehaviour {
public int yOffset = 5;
public bool show = true;
public bool showInEditor = false;
public bool showFPS = false;
public bool showPathProfile = false;
public bool showMemProfile = false;
public bool showGraph = false;
public int graphBufferSize = 200;
///
/// Font to use.
/// A monospaced font is the best
///
public Font font = null;
public int fontSize = 12;
StringBuilder text = new StringBuilder();
string cachedText;
float lastUpdate = -999;
private GraphPoint[] graph;
struct GraphPoint {
public float fps, memory;
public bool collectEvent;
}
private float delayedDeltaTime = 1;
private float lastCollect = 0;
private float lastCollectNum = 0;
private float delta = 0;
private float lastDeltaTime = 0;
private int allocRate = 0;
private int lastAllocMemory = 0;
private float lastAllocSet = -9999;
private int allocMem = 0;
private int collectAlloc = 0;
private int peakAlloc = 0;
private int fpsDropCounterSize = 200;
private float[] fpsDrops;
private Rect boxRect;
private GUIStyle style;
private Camera cam;
float graphWidth = 100;
float graphHeight = 100;
float graphOffset = 50;
public void Start () {
useGUILayout = false;
fpsDrops = new float[fpsDropCounterSize];
cam = GetComponent();
if (cam == null) {
cam = Camera.main;
}
graph = new GraphPoint[graphBufferSize];
if (Time.unscaledDeltaTime > 0) {
for (int i = 0; i < fpsDrops.Length; i++) {
fpsDrops[i] = 1F / Time.unscaledDeltaTime;
}
}
}
int maxVecPool = 0;
int maxNodePool = 0;
PathTypeDebug[] debugTypes = new PathTypeDebug[] {
new PathTypeDebug("ABPath", () => PathPool.GetSize(typeof(ABPath)), () => PathPool.GetTotalCreated(typeof(ABPath)))
};
struct PathTypeDebug {
string name;
System.Func getSize;
System.Func getTotalCreated;
public PathTypeDebug (string name, System.Func getSize, System.Func getTotalCreated) {
this.name = name;
this.getSize = getSize;
this.getTotalCreated = getTotalCreated;
}
public void Print (StringBuilder text) {
int totCreated = getTotalCreated();
if (totCreated > 0) {
text.Append("\n").Append((" " + name).PadRight(25)).Append(getSize()).Append("/").Append(totCreated);
}
}
}
public void LateUpdate () {
if (!show || (!Application.isPlaying && !showInEditor)) return;
if (Time.unscaledDeltaTime <= 0.0001f)
return;
int collCount = System.GC.CollectionCount(0);
if (lastCollectNum != collCount) {
lastCollectNum = collCount;
delta = Time.realtimeSinceStartup-lastCollect;
lastCollect = Time.realtimeSinceStartup;
lastDeltaTime = Time.unscaledDeltaTime;
collectAlloc = allocMem;
}
allocMem = (int)System.GC.GetTotalMemory(false);
bool collectEvent = allocMem < peakAlloc;
peakAlloc = !collectEvent ? allocMem : peakAlloc;
if (Time.realtimeSinceStartup - lastAllocSet > 0.3F || !Application.isPlaying) {
int diff = allocMem - lastAllocMemory;
lastAllocMemory = allocMem;
lastAllocSet = Time.realtimeSinceStartup;
delayedDeltaTime = Time.unscaledDeltaTime;
if (diff >= 0) {
allocRate = diff;
}
}
if (Application.isPlaying) {
fpsDrops[Time.frameCount % fpsDrops.Length] = Time.unscaledDeltaTime > 0.00001f ? 1F / Time.unscaledDeltaTime : 0;
int graphIndex = Time.frameCount % graph.Length;
graph[graphIndex].fps = Time.unscaledDeltaTime < 0.00001f ? 1F / Time.unscaledDeltaTime : 0;
graph[graphIndex].collectEvent = collectEvent;
graph[graphIndex].memory = allocMem;
}
if (Application.isPlaying && cam != null && showGraph) {
graphWidth = cam.pixelWidth*0.8f;
float minMem = float.PositiveInfinity, maxMem = 0, minFPS = float.PositiveInfinity, maxFPS = 0;
for (int i = 0; i < graph.Length; i++) {
minMem = Mathf.Min(graph[i].memory, minMem);
maxMem = Mathf.Max(graph[i].memory, maxMem);
minFPS = Mathf.Min(graph[i].fps, minFPS);
maxFPS = Mathf.Max(graph[i].fps, maxFPS);
}
int currentGraphIndex = Time.frameCount % graph.Length;
Matrix4x4 m = Matrix4x4.TRS(new Vector3((cam.pixelWidth - graphWidth)/2f, graphOffset, 1), Quaternion.identity, new Vector3(graphWidth, graphHeight, 1));
for (int i = 0; i < graph.Length-1; i++) {
if (i == currentGraphIndex) continue;
DrawGraphLine(i, m, i/(float)graph.Length, (i+1)/(float)graph.Length, Mathf.InverseLerp(minMem, maxMem, graph[i].memory), Mathf.InverseLerp(minMem, maxMem, graph[i+1].memory), Color.blue);
DrawGraphLine(i, m, i/(float)graph.Length, (i+1)/(float)graph.Length, Mathf.InverseLerp(minFPS, maxFPS, graph[i].fps), Mathf.InverseLerp(minFPS, maxFPS, graph[i+1].fps), Color.green);
}
}
}
void DrawGraphLine (int index, Matrix4x4 m, float x1, float x2, float y1, float y2, Color color) {
Debug.DrawLine(cam.ScreenToWorldPoint(m.MultiplyPoint3x4(new Vector3(x1, y1))), cam.ScreenToWorldPoint(m.MultiplyPoint3x4(new Vector3(x2, y2))), color);
}
public void OnGUI () {
if (!show || (!Application.isPlaying && !showInEditor)) return;
if (style == null) {
style = new GUIStyle();
style.normal.textColor = Color.white;
style.padding = new RectOffset(5, 5, 5, 5);
}
if (Time.realtimeSinceStartup - lastUpdate > 0.5f || cachedText == null || !Application.isPlaying) {
lastUpdate = Time.realtimeSinceStartup;
boxRect = new Rect(5, yOffset, 310, 40);
text.Length = 0;
text.AppendLine("A* Pathfinding Project Debugger");
text.Append("A* Version: ").Append(AstarPath.Version.ToString());
if (showMemProfile) {
boxRect.height += 200;
text.AppendLine();
text.AppendLine();
text.Append("Currently allocated".PadRight(25));
text.Append((allocMem/1000000F).ToString("0.0 MB"));
text.AppendLine();
text.Append("Peak allocated".PadRight(25));
text.Append((peakAlloc/1000000F).ToString("0.0 MB")).AppendLine();
text.Append("Last collect peak".PadRight(25));
text.Append((collectAlloc/1000000F).ToString("0.0 MB")).AppendLine();
text.Append("Allocation rate".PadRight(25));
text.Append((allocRate/1000000F).ToString("0.0 MB")).AppendLine();
text.Append("Collection frequency".PadRight(25));
text.Append(delta.ToString("0.00"));
text.Append("s\n");
text.Append("Last collect fps".PadRight(25));
text.Append((1F/lastDeltaTime).ToString("0.0 fps"));
text.Append(" (");
text.Append(lastDeltaTime.ToString("0.000 s"));
text.Append(")");
}
if (showFPS) {
text.AppendLine();
text.AppendLine();
var delayedFPS = delayedDeltaTime > 0.00001f ? 1F/delayedDeltaTime : 0;
text.Append("FPS".PadRight(25)).Append(delayedFPS.ToString("0.0 fps"));
float minFps = Mathf.Infinity;
for (int i = 0; i < fpsDrops.Length; i++) if (fpsDrops[i] < minFps) minFps = fpsDrops[i];
text.AppendLine();
text.Append(("Lowest fps (last " + fpsDrops.Length + ")").PadRight(25)).Append(minFps.ToString("0.0"));
}
if (showPathProfile) {
AstarPath astar = AstarPath.active;
text.AppendLine();
if (astar == null) {
text.Append("\nNo AstarPath Object In The Scene");
} else {
#if ProfileAstar
double searchSpeed = (double)AstarPath.TotalSearchedNodes*10000 / (double)AstarPath.TotalSearchTime;
text.Append("\nSearch Speed (nodes/ms) ").Append(searchSpeed.ToString("0")).Append(" ("+AstarPath.TotalSearchedNodes+" / ").Append(((double)AstarPath.TotalSearchTime/10000F).ToString("0")+")");
#endif
if (Pathfinding.Util.ListPool.GetSize() > maxVecPool) maxVecPool = Pathfinding.Util.ListPool.GetSize();
if (Pathfinding.Util.ListPool.GetSize() > maxNodePool) maxNodePool = Pathfinding.Util.ListPool.GetSize();
text.Append("\nPool Sizes (size/total created)");
for (int i = 0; i < debugTypes.Length; i++) {
debugTypes[i].Print(text);
}
}
}
cachedText = text.ToString();
}
if (font != null) {
style.font = font;
style.fontSize = fontSize;
}
boxRect.height = style.CalcHeight(new GUIContent(cachedText), boxRect.width);
GUI.Box(boxRect, "");
GUI.Label(boxRect, cachedText, style);
if (showGraph) {
float minMem = float.PositiveInfinity, maxMem = 0, minFPS = float.PositiveInfinity, maxFPS = 0;
for (int i = 0; i < graph.Length; i++) {
minMem = Mathf.Min(graph[i].memory, minMem);
maxMem = Mathf.Max(graph[i].memory, maxMem);
minFPS = Mathf.Min(graph[i].fps, minFPS);
maxFPS = Mathf.Max(graph[i].fps, maxFPS);
}
float line;
GUI.color = Color.blue;
// Round to nearest x.x MB
line = Mathf.RoundToInt(maxMem/(100.0f*1000));
GUI.Label(new Rect(5, Screen.height - AstarMath.MapTo(minMem, maxMem, 0 + graphOffset, graphHeight + graphOffset, line*1000*100) - 10, 100, 20), (line/10.0f).ToString("0.0 MB"));
line = Mathf.Round(minMem/(100.0f*1000));
GUI.Label(new Rect(5, Screen.height - AstarMath.MapTo(minMem, maxMem, 0 + graphOffset, graphHeight + graphOffset, line*1000*100) - 10, 100, 20), (line/10.0f).ToString("0.0 MB"));
GUI.color = Color.green;
// Round to nearest x.x MB
line = Mathf.Round(maxFPS);
GUI.Label(new Rect(55, Screen.height - AstarMath.MapTo(minFPS, maxFPS, 0 + graphOffset, graphHeight + graphOffset, line) - 10, 100, 20), line.ToString("0 FPS"));
line = Mathf.Round(minFPS);
GUI.Label(new Rect(55, Screen.height - AstarMath.MapTo(minFPS, maxFPS, 0 + graphOffset, graphHeight + graphOffset, line) - 10, 100, 20), line.ToString("0 FPS"));
}
}
}
}