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Examples: added BenchmarkIdle demo to test with 80% idle objects
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@ -0,0 +1,98 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
namespace Mirror.Examples.BenchmarkIdle
|
||||||
|
{
|
||||||
|
[AddComponentMenu("")]
|
||||||
|
public class BenchmarkIdleNetworkManager : NetworkManager
|
||||||
|
{
|
||||||
|
[Header("Spawns")]
|
||||||
|
public int spawnAmount = 10_000;
|
||||||
|
public float interleave = 1;
|
||||||
|
public GameObject spawnPrefab;
|
||||||
|
|
||||||
|
// player spawn positions should be spread across the world.
|
||||||
|
// not all at one place.
|
||||||
|
// but _some_ at the same place.
|
||||||
|
// => deterministic random is ideal
|
||||||
|
[Range(0, 1)] public float spawnPositionRatio = 0.01f;
|
||||||
|
|
||||||
|
System.Random random = new System.Random(42);
|
||||||
|
|
||||||
|
void SpawnAll()
|
||||||
|
{
|
||||||
|
// clear previous player spawn positions in case we start twice
|
||||||
|
foreach (Transform position in startPositions)
|
||||||
|
Destroy(position.gameObject);
|
||||||
|
|
||||||
|
startPositions.Clear();
|
||||||
|
|
||||||
|
// calculate sqrt so we can spawn N * N = Amount
|
||||||
|
float sqrt = Mathf.Sqrt(spawnAmount);
|
||||||
|
|
||||||
|
// calculate spawn xz start positions
|
||||||
|
// based on spawnAmount * distance
|
||||||
|
float offset = -sqrt / 2 * interleave;
|
||||||
|
|
||||||
|
// spawn exactly the amount, not one more.
|
||||||
|
int spawned = 0;
|
||||||
|
for (int spawnX = 0; spawnX < sqrt; ++spawnX)
|
||||||
|
{
|
||||||
|
for (int spawnZ = 0; spawnZ < sqrt; ++spawnZ)
|
||||||
|
{
|
||||||
|
// spawn exactly the amount, not any more
|
||||||
|
// (our sqrt method isn't 100% precise)
|
||||||
|
if (spawned < spawnAmount)
|
||||||
|
{
|
||||||
|
// spawn & position
|
||||||
|
GameObject go = Instantiate(spawnPrefab);
|
||||||
|
float x = offset + spawnX * interleave;
|
||||||
|
float z = offset + spawnZ * interleave;
|
||||||
|
Vector3 position = new Vector3(x, 0, z);
|
||||||
|
go.transform.position = position;
|
||||||
|
|
||||||
|
// spawn
|
||||||
|
NetworkServer.Spawn(go);
|
||||||
|
++spawned;
|
||||||
|
|
||||||
|
// add random spawn position for players.
|
||||||
|
// don't have them all in the same place.
|
||||||
|
if (random.NextDouble() <= spawnPositionRatio)
|
||||||
|
{
|
||||||
|
GameObject spawnGO = new GameObject("Spawn");
|
||||||
|
spawnGO.transform.position = position;
|
||||||
|
spawnGO.AddComponent<NetworkStartPosition>();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// overwrite random spawn position selection:
|
||||||
|
// - needs to be deterministic so every CCU test results in the same
|
||||||
|
// - needs to be random so not only are the spawn positions spread out
|
||||||
|
// randomly, we also have a random amount of players per spawn position
|
||||||
|
public override Transform GetStartPosition()
|
||||||
|
{
|
||||||
|
// first remove any dead transforms
|
||||||
|
startPositions.RemoveAll(t => t == null);
|
||||||
|
|
||||||
|
if (startPositions.Count == 0)
|
||||||
|
return null;
|
||||||
|
|
||||||
|
// pick a random one
|
||||||
|
int index = random.Next(0, startPositions.Count); // DETERMINISTIC
|
||||||
|
return startPositions[index];
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void OnStartServer()
|
||||||
|
{
|
||||||
|
base.OnStartServer();
|
||||||
|
SpawnAll();
|
||||||
|
|
||||||
|
// disable rendering on server to reduce noise in profiling.
|
||||||
|
// keep enabled in host mode though.
|
||||||
|
if (mode == NetworkManagerMode.ServerOnly)
|
||||||
|
Camera.main.enabled = false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
@ -0,0 +1,11 @@
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|
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39
Assets/Mirror/Examples/BenchmarkIdle/Npc.cs
Normal file
39
Assets/Mirror/Examples/BenchmarkIdle/Npc.cs
Normal file
@ -0,0 +1,39 @@
|
|||||||
|
// idle object that rarely gets dirty
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
namespace Mirror.Examples.BenchmarkIdle
|
||||||
|
{
|
||||||
|
public class Npc : NetworkBehaviour
|
||||||
|
{
|
||||||
|
// component to assign in inspector
|
||||||
|
public Renderer rend;
|
||||||
|
|
||||||
|
// the value to set dirty
|
||||||
|
[SyncVar] ulong value;
|
||||||
|
|
||||||
|
[Tooltip("Probability that this object just sleeps the whole time without ever getting dirty. (Npcs, Item drops, etc.)")]
|
||||||
|
[Range(0, 1)] public float sleepingProbability = 0.80f; // 80% of the objects are sleeping
|
||||||
|
bool sleeping;
|
||||||
|
|
||||||
|
[Header("Colors")]
|
||||||
|
public Color activeColor = Color.white;
|
||||||
|
public Color sleepingColor = Color.red;
|
||||||
|
|
||||||
|
public override void OnStartServer()
|
||||||
|
{
|
||||||
|
sleeping = Random.value < sleepingProbability;
|
||||||
|
|
||||||
|
// color coding
|
||||||
|
// can't do this in update, it's too expensive
|
||||||
|
rend.material.color = sleeping ? sleepingColor : activeColor;
|
||||||
|
}
|
||||||
|
|
||||||
|
[ServerCallback]
|
||||||
|
void Update()
|
||||||
|
{
|
||||||
|
// set dirty if not sleeping.
|
||||||
|
// only counts as dirty every 'syncInterval'.
|
||||||
|
if (!sleeping) ++value;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
11
Assets/Mirror/Examples/BenchmarkIdle/Npc.cs.meta
Normal file
11
Assets/Mirror/Examples/BenchmarkIdle/Npc.cs.meta
Normal file
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77
Assets/Mirror/Examples/BenchmarkIdle/Npc.mat
Normal file
77
Assets/Mirror/Examples/BenchmarkIdle/Npc.mat
Normal file
@ -0,0 +1,77 @@
|
|||||||
|
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Assets/Mirror/Examples/BenchmarkIdle/Npc.prefab.meta
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Normal file
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87
Assets/Mirror/Examples/BenchmarkIdle/Player.cs
Normal file
87
Assets/Mirror/Examples/BenchmarkIdle/Player.cs
Normal file
@ -0,0 +1,87 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
namespace Mirror.Examples.BenchmarkIdle
|
||||||
|
{
|
||||||
|
public class Player : NetworkBehaviour
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|
{
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|
// automated movement.
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|
// player may switch to manual movement any time
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[Header("Automated Movement")]
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public bool autoMove = true;
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public float autoSpeed = 2;
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public float movementProbability = 0.5f;
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|
public float movementDistance = 20;
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|
bool moving;
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|
Vector3 start;
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|
Vector3 destination;
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|
|
||||||
|
[Header("Manual Movement")]
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|
public float manualSpeed = 10;
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|
|
||||||
|
// cache .transform for benchmark demo.
|
||||||
|
// Component.get_transform shows in profiler otherwise.
|
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|
Transform tf;
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|
|
||||||
|
public override void OnStartLocalPlayer()
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|
{
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|
tf = transform;
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|
start = tf.position;
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}
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|
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void AutoMove()
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|
{
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|
if (moving)
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|
{
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|
if (Vector3.Distance(tf.position, destination) <= 0.01f)
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{
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moving = false;
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|
}
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else
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|
{
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|
tf.position = Vector3.MoveTowards(tf.position, destination, autoSpeed * Time.deltaTime);
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}
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|
}
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|
else
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|
{
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|
float r = Random.value;
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|
if (r < movementProbability * Time.deltaTime)
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|
{
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|
// calculate a random position in a circle
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|
float circleX = Mathf.Cos(Random.value * Mathf.PI);
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|
float circleZ = Mathf.Sin(Random.value * Mathf.PI);
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|
Vector2 circlePos = new Vector2(circleX, circleZ);
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|
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|
// set destination on random pos in a circle around start.
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|
// (don't want to wander off)
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|
destination = start + dir * movementDistance;
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|
moving = true;
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|
}
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|
}
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|
}
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|
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void ManualMove()
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|
{
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|
float h = Input.GetAxis("Horizontal");
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|
float v = Input.GetAxis("Vertical");
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|
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|
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|
transform.position += direction.normalized * (Time.deltaTime * manualSpeed);
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|
}
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|
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|
static bool Interrupted() =>
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|
Input.GetAxis("Horizontal") != 0 || Input.GetAxis("Vertical") != 0;
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|
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|
void Update()
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|
{
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|
if (!isLocalPlayer) return;
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||||||
|
|
||||||
|
// player may interrupt auto movement to switch to manual
|
||||||
|
if (Interrupted()) autoMove = false;
|
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|
|
||||||
|
// move
|
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|
if (autoMove) AutoMove();
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|
else ManualMove();
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|
}
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|
}
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|
}
|
11
Assets/Mirror/Examples/BenchmarkIdle/Player.cs.meta
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77
Assets/Mirror/Examples/BenchmarkIdle/Player.mat
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7
Assets/Mirror/Examples/BenchmarkIdle/Player.prefab.meta
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7
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9
Assets/Mirror/Examples/BenchmarkIdle/Readme.txt
Normal file
9
Assets/Mirror/Examples/BenchmarkIdle/Readme.txt
Normal file
@ -0,0 +1,9 @@
|
|||||||
|
This is used for CCU tests.
|
||||||
|
White = players, Red = monsters.
|
||||||
|
|
||||||
|
In NetworkManager:
|
||||||
|
- set the server's IP/Port
|
||||||
|
- enable 'auto start headless server', build server binary.
|
||||||
|
- enable 'auto connect headless client', build client binary.
|
||||||
|
|
||||||
|
Launch 1 server with N clients.
|
3
Assets/Mirror/Examples/BenchmarkIdle/Readme.txt.meta
Normal file
3
Assets/Mirror/Examples/BenchmarkIdle/Readme.txt.meta
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|
4
Assets/Mirror/Examples/BenchmarkIdle/_Readme.txt
Normal file
4
Assets/Mirror/Examples/BenchmarkIdle/_Readme.txt
Normal file
@ -0,0 +1,4 @@
|
|||||||
|
Benchmark with majority idle objects to test dirtyObjects technique.
|
||||||
|
|
||||||
|
This is generating large traffic.
|
||||||
|
The test requires Telepathy in order to not disconnect the client.
|
3
Assets/Mirror/Examples/BenchmarkIdle/_Readme.txt.meta
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3
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timeCreated: 1690899527
|
Loading…
Reference in New Issue
Block a user