feat: CCU test demo

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vis2k 2022-09-24 22:06:49 +07:00
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using UnityEngine;
namespace Mirror.Examples.CCU
{
public class CCUNetworkManager : 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();
}
}
}

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using UnityEngine;
namespace Mirror.Examples.CCU
{
public class Monster : NetworkBehaviour
{
public float speed = 1;
public float movementProbability = 0.5f;
public float movementDistance = 20;
bool moving;
Vector3 start;
Vector3 destination;
// cache .transform for benchmark demo.
// Component.get_transform shows in profiler otherwise.
Transform tf;
public override void OnStartServer()
{
tf = transform;
start = tf.position;
}
[ServerCallback]
void Update()
{
if (moving)
{
if (Vector3.Distance(tf.position, destination) <= 0.01f)
{
moving = false;
}
else
{
tf.position = Vector3.MoveTowards(tf.position, destination, speed * Time.deltaTime);
}
}
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{
float r = Random.value;
if (r < movementProbability * Time.deltaTime)
{
Vector2 circlePos = Random.insideUnitCircle;
Vector3 dir = new Vector3(circlePos.x, 0, circlePos.y);
// set destination on random pos in a circle around start.
// (don't want to wander off)
destination = start + dir * movementDistance;
moving = true;
}
}
}
}
}

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using UnityEngine;
namespace Mirror.Examples.CCU
{
[RequireComponent(typeof(NetworkTransform))] // requires client authority
public class Player : NetworkBehaviour
{
public Vector3 cameraOffset = new Vector3(0, 40, -40);
// automated movement.
// player may switch to manual movement any time
[Header("Automated Movement")]
public bool autoMove = true;
public float autoSpeed = 2;
public float movementProbability = 0.5f;
public float movementDistance = 20;
bool moving;
Vector3 start;
Vector3 destination;
[Header("Manual Movement")]
public float manualSpeed = 10;
// cache .transform for benchmark demo.
// Component.get_transform shows in profiler otherwise.
Transform tf;
public override void OnStartLocalPlayer()
{
tf = transform;
start = tf.position;
// make camera follow
Camera.main.transform.SetParent(transform, false);
Camera.main.transform.localPosition = cameraOffset;
}
public override void OnStopLocalPlayer()
{
// free the camera so we don't destroy it too
Camera.main.transform.SetParent(null, true);
}
void AutoMove()
{
if (moving)
{
if (Vector3.Distance(tf.position, destination) <= 0.01f)
{
moving = false;
}
else
{
tf.position = Vector3.MoveTowards(tf.position, destination, autoSpeed * Time.deltaTime);
}
}
else
{
float r = Random.value;
if (r < movementProbability * Time.deltaTime)
{
// calculate a random position in a circle
float circleX = Mathf.Cos(Random.value * Mathf.PI);
float circleZ = Mathf.Sin(Random.value * Mathf.PI);
Vector2 circlePos = new Vector2(circleX, circleZ);
Vector3 dir = new Vector3(circlePos.x, 0, circlePos.y);
// set destination on random pos in a circle around start.
// (don't want to wander off)
destination = start + dir * movementDistance;
moving = true;
}
}
}
void ManualMove()
{
float h = Input.GetAxis("Horizontal");
float v = Input.GetAxis("Vertical");
Vector3 direction = new Vector3(h, 0, v);
transform.position += direction.normalized * (Time.deltaTime * manualSpeed);
}
static bool Interrupted() =>
Input.GetAxis("Horizontal") != 0 || Input.GetAxis("Vertical") != 0;
void Update()
{
if (!isLocalPlayer) return;
// player may interrupt auto movement to switch to manual
if (Interrupted()) autoMove = false;
// move
if (autoMove) AutoMove();
else ManualMove();
}
}
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