mirror of
https://github.com/MirrorNetworking/Mirror.git
synced 2024-11-18 02:50:32 +00:00
STOPWATCH
This commit is contained in:
parent
b2b8adacc2
commit
923c6ef8af
@ -1,8 +1,10 @@
|
|||||||
using System;
|
using System;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
|
using System.Diagnostics;
|
||||||
using System.Linq;
|
using System.Linq;
|
||||||
using Mirror.RemoteCalls;
|
using Mirror.RemoteCalls;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
using Debug = UnityEngine.Debug;
|
||||||
|
|
||||||
namespace Mirror
|
namespace Mirror
|
||||||
{
|
{
|
||||||
@ -1789,6 +1791,7 @@ static void FlushConnections()
|
|||||||
internal static readonly List<NetworkConnectionToClient> connectionsCopy =
|
internal static readonly List<NetworkConnectionToClient> connectionsCopy =
|
||||||
new List<NetworkConnectionToClient>();
|
new List<NetworkConnectionToClient>();
|
||||||
|
|
||||||
|
static Stopwatch watch = new Stopwatch();
|
||||||
static void Broadcast()
|
static void Broadcast()
|
||||||
{
|
{
|
||||||
// copy all connections into a helper collection so that
|
// copy all connections into a helper collection so that
|
||||||
@ -1801,6 +1804,7 @@ static void Broadcast()
|
|||||||
// socket send/recv later.
|
// socket send/recv later.
|
||||||
connectionsCopy.Clear();
|
connectionsCopy.Clear();
|
||||||
connections.Values.CopyTo(connectionsCopy);
|
connections.Values.CopyTo(connectionsCopy);
|
||||||
|
watch.Restart();
|
||||||
|
|
||||||
// broadcast spawned entities
|
// broadcast spawned entities
|
||||||
BroadcastSpawned();
|
BroadcastSpawned();
|
||||||
@ -1808,6 +1812,8 @@ static void Broadcast()
|
|||||||
// flush all connection's batched messages
|
// flush all connection's batched messages
|
||||||
FlushConnections();
|
FlushConnections();
|
||||||
|
|
||||||
|
Debug.Log($"Broadcast took: {watch.Elapsed.TotalMilliseconds:F1} ms");
|
||||||
|
|
||||||
// TODO this is way too slow because we iterate ALL spawned :/
|
// TODO this is way too slow because we iterate ALL spawned :/
|
||||||
// TODO this is way too complicated :/
|
// TODO this is way too complicated :/
|
||||||
// to understand what this tries to prevent, consider this example:
|
// to understand what this tries to prevent, consider this example:
|
||||||
|
Loading…
Reference in New Issue
Block a user