FNetworkProfiler

Network profiler, using serialized token emission like e.g. script and malloc profiler.

Windows
MacOS
Linux

References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Public/Net/NetworkProfiler.h

Include

#include "Net/NetworkProfiler.h"

Syntax

class FNetworkProfiler

Remarks

Network profiler, using serialized token emission like e.g. script and malloc profiler.

Constructors

Name Description

Public function

FNetworkProfiler()

Constructor, initializing members.

Constructor, initializing member variables.

Functions

Name Description

Public function

void

 

EnableTracking

(
    bool bShouldEnableTracking
)

Enables/ disables tracking. Emits a session changes if disabled.

Public function

bool

 

Exec

(
    UWorld* InWorld,
    const TCHAR* Cmd,
    FOutputDevice& Ar
)

Processes any network profiler specific exec commands

Public function

void

 

FlushOutgoingBunches

(
    UNetConnection* Connection
)

Writes all the outgoing bunches for a connection in the stack to the profiler data stream.

Public function

void

 

FlushQueuedRPCs

(
    UNetConnection* Connection,
    UObject* TargetObject
)

Writes all queued RPCs for the connection to the profiler stream

Public function Const

bool

 

IsComparisonTrackingEnabled()

Public function Const

bool

 

IsTrackingEnabled()

Public function

FOnNetworkPr...

 

OnNetworkProfileFinished()

Return the network profile finished delegate

Public function

void

 

PopSendBunch

(
    UNetConnection* Connection
)

Pops the latest bunch for a connection, since it is going to be merged with the next bunch.

Public function

void

 

PushSendBunch

(
    UNetConnection* Connection,
    FOutBunch* OutBunch,
    uint16 NumHeaderBits,
    uint16 NumPayloadBits
)

Add a sent bunch to the stack.

Public function

void

 

SetCurrentConnection

(
    UNetConnection* Connection
)

Tracks when connection address changes

Public function

void

 

TrackBeginContentBlock

(
    UObject* Object,
    uint16 NumBits,
    UNetConnection* Connection
)

Track actor content block headers

Public function

void

 

TrackCompareProperties

(
    const UObject* Object,
    uint32 Cycles,
    TBitArray<>& PropertiesCompared,
    TBitArray<>& PropertiesThatChanged,
    const TArray< T >& PropertyNameCon...,
    ProjectionType PropertyNameProjecti...
)

Track time used to compare properties for a given object.

Public function

void

 

TrackEndContentBlock

(
    UObject* Object,
    uint16 NumBits,
    UNetConnection* Connection
)

Track actor content block headers

Public function

void

 

TrackEvent

(
    const FString& EventName,
    const FString& EventDescription,
    UNetConnection* Connection
)

Track event occuring, like e.g. client join/ leave

Public function

void

 

TrackExportBunch

(
    uint16 NumBits,
    UNetConnection* Connection
)

Track NetGUID export bunches.

Public function

void

 

TrackFrameBegin()

Marks the beginning of a frame.

Public function

void

 

TrackMustBeMappedGuids

(
    uint16 NumGuids,
    uint16 NumBits,
    UNetConnection* Connection
)

Track "must be mapped" GUIDs

Public function

void

 

TrackQueuedRPC

(
    UNetConnection* Connection,
    UObject* TargetObject,
    const AActor* Actor,
    const UFunction* Function,
    uint32 NumHeaderBits,
    uint32 NumParameterBits,
    uint32 NumFooterBits
)

Tracks queued RPCs (unreliable multicast) being sent.

Public function

void

 

TrackReplicateActor

(
    const AActor* Actor,
    FReplicationFlags RepFlags,
    uint32 Cycles,
    UNetConnection* Connection
)

Track actor being replicated.

Public function

void

 

TrackReplicatePropertiesMetadata

(
    const UObject* Object,
    TBitArray<>& InactiveProperties,
    bool bSentAllProperties,
    UNetConnection* Connection
)

Track a set of metadata for a ReplicateProperties call.

Public function

void

 

TrackReplicateProperty

(
    const FProperty* Property,
    uint16 NumBits,
    UNetConnection* Connection
)

Track property being replicated.

Public function

void

 

TrackSendAck

(
    uint16 NumBits,
    UNetConnection* Connection
)

Track sent acks.

Public function

void

 

TrackSendBunch

(
    FOutBunch* OutBunch,
    uint16 NumBits,
    UNetConnection* Connection
)

Mid level UChannel::SendBunch information.

Public function

void

 

TrackSendRPC

(
    const AActor* Actor,
    const UFunction* Function,
    uint32 NumHeaderBits,
    uint32 NumParameterBits,
    uint32 NumFooterBits,
    UNetConnection* Connection
)

Tracks and RPC being sent.

Tracks and RPC being sent.

Public function

void

 

TrackSessionChange

(
    bool bShouldContinueTracking,
    const FURL& InURL
)

Called when the server first starts listening and on round changes or other similar game events.

Public function

void

 

TrackSocketSend

(
    const FString& SocketDesc,
    const void* Data,
    uint16 BytesSent
)

Low level FSocket::Send information.

Public function

void

 

TrackSocketSendTo

(
    const FString& SocketDesc,
    const void* Data,
    uint16 BytesSent,
    uint16 NumPacketIdBits,
    uint16 NumBunchBits,
    uint16 NumAckBits,
    uint16 NumPaddingBits,
    UNetConnection* Connection
)

Low level FSocket::SendTo information.

Public function

void

 

TrackSocketSendToCore

(
    const FString& SocketDesc,
    const void* Data,
    uint16 BytesSent,
    uint16 NumPacketIdBits,
    uint16 NumBunchBits,
    uint16 NumAckBits,
    uint16 NumPaddingBits,
    UNetConnection* Connection
)

Low level FSocket::SendTo information.

Public function

void

 

TrackWritePropertyHandle

(
    uint16 NumBits,
    UNetConnection* Connection
)

Track property handles

Public function

void

 

TrackWritePropertyHeader

(
    const FProperty* Property,
    uint16 NumBits,
    UNetConnection* Connection
)

Track property header being written.

Constants

Name

Description

bIsComparisonTrackingEnabled

Whether or not want to track granular information about comparisons. This can be very expensive.

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