feature: RemoteStatistics tool (#3254)

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mischa 2022-10-31 10:43:10 +01:00 committed by GitHub
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// remote statistics panel from Mirror II to show connections, load, etc.
// server syncs statistics to clients if authenticated.
//
// attach this to a player.
// requires NetworkStatistics component on the Network object.
//
// Unity's OnGUI is the easiest to use solution at the moment.
// * playfab is super complex to set up
// * http servers would be nice, but still need to open ports, live refresh, etc
//
// for safety reasons, let's keep this read-only.
// at least until there's safe authentication.
using System;
using System.IO;
using UnityEngine;
namespace Mirror
{
// server -> client
struct Stats
{
// general
public int connections;
public double uptime;
public int configuredTickRate;
public int actualTickRate;
// traffic
public long sentBytesPerSecond;
public long receiveBytesPerSecond;
// cpu
public float serverTickInterval;
public double fullUpdateAvg;
public double serverEarlyAvg;
public double serverLateAvg;
public double transportEarlyAvg;
public double transportLateAvg;
// C# boilerplate
public Stats(
// general
int connections,
double uptime,
int configuredTickRate,
int actualTickRate,
// traffic
long sentBytesPerSecond,
long receiveBytesPerSecond,
// cpu
float serverTickInterval,
double fullUpdateAvg,
double serverEarlyAvg,
double serverLateAvg,
double transportEarlyAvg,
double transportLateAvg
)
{
// general
this.connections = connections;
this.uptime = uptime;
this.configuredTickRate = configuredTickRate;
this.actualTickRate = actualTickRate;
// traffic
this.sentBytesPerSecond = sentBytesPerSecond;
this.receiveBytesPerSecond = receiveBytesPerSecond;
// cpu
this.serverTickInterval = serverTickInterval;
this.fullUpdateAvg = fullUpdateAvg;
this.serverEarlyAvg = serverEarlyAvg;
this.serverLateAvg = serverLateAvg;
this.transportEarlyAvg = transportEarlyAvg;
this.transportLateAvg = transportLateAvg;
}
}
// [RequireComponent(typeof(NetworkStatistics))] <- needs to be on Network GO, not on NI
public class RemoteStatistics : NetworkBehaviour
{
// components ("fake statics" for similar API)
protected NetworkStatistics NetworkStatistics;
// broadcast to client.
// stats are quite huge, let's only send every few seconds via TargetRpc.
// instead of sending multiple times per second via NB.OnSerialize.
[Tooltip("Send stats every 'interval' seconds to client.")]
public float sendInterval = 1;
double lastSendTime;
[Header("GUI")]
public bool showGui;
public KeyCode hotKey = KeyCode.F11;
Rect windowRect = new Rect(0, 0, 400, 400);
// password can't be stored in code or in Unity project.
// it would be available in clients otherwise.
// this is not perfectly secure. that's why RemoteStatistics is read-only.
[Header("Authentication")]
public string passwordFile = "remote_statistics.txt";
protected bool serverAuthenticated; // client needs to authenticate
protected bool clientAuthenticated; // show GUI until authenticated
protected string serverPassword = null; // null means not found, auth impossible
protected string clientPassword = ""; // for GUI
// statistics synced to client
Stats stats;
void LoadPassword()
{
// TODO only load once, not for all players?
// let's avoid static state for now.
// load the password
string path = Path.GetFullPath(passwordFile);
if (File.Exists(path))
{
// don't spam the server logs for every player's loaded file
// Debug.Log($"RemoteStatistics: loading password file: {path}");
try
{
serverPassword = File.ReadAllText(path);
}
catch (Exception exception)
{
Debug.LogWarning($"RemoteStatistics: failed to read password file: {exception}");
}
}
else
{
Debug.LogWarning($"RemoteStatistics: password file has not been created. Authentication will be impossible. Please save the password in: {path}");
}
}
void OnValidate()
{
syncMode = SyncMode.Owner;
}
// make sure to call base function when overwriting!
// public so it can also be called from tests (and be overwritten by users)
public override void OnStartServer()
{
NetworkStatistics = NetworkManager.singleton.GetComponent<NetworkStatistics>();
if (NetworkStatistics == null) throw new Exception($"RemoteStatistics requires a NetworkStatistics component on {NetworkManager.singleton.name}!");
// server needs to load the password
LoadPassword();
}
public override void OnStartLocalPlayer()
{
// center the window initially
windowRect.x = Screen.width / 2 - windowRect.width / 2;
windowRect.y = Screen.height / 2 - windowRect.height / 2;
}
[TargetRpc]
void TargetRpcSync(Stats v)
{
// store stats and flag as authenticated
clientAuthenticated = true;
stats = v;
}
[Command]
public void CmdAuthenticate(string v)
{
// was a valid password loaded on the server,
// and did the client send the correct one?
if (!string.IsNullOrWhiteSpace(serverPassword) &&
serverPassword.Equals(v))
{
serverAuthenticated = true;
Debug.Log($"RemoteStatistics: connectionId {connectionToClient.connectionId} authenticated with player {name}");
}
}
void UpdateServer()
{
// only sync if client has authenticated on the server
if (!serverAuthenticated) return;
// double for long running servers
if (Time.timeAsDouble >= lastSendTime + sendInterval)
{
lastSendTime = Time.timeAsDouble;
// target rpc to owner client
TargetRpcSync(new Stats(
// general
NetworkServer.connections.Count,
Time.realtimeSinceStartupAsDouble,
NetworkServer.tickRate,
NetworkServer.actualTickRate,
// traffic
NetworkStatistics.serverSentBytesPerSecond,
NetworkStatistics.serverReceivedBytesPerSecond,
// cpu
NetworkServer.tickInterval,
NetworkServer.fullUpdateDuration.average,
NetworkServer.earlyUpdateDuration.average,
NetworkServer.lateUpdateDuration.average,
0, // TODO ServerTransport.earlyUpdateDuration.average,
0 // TODO ServerTransport.lateUpdateDuration.average
));
}
}
void UpdateClient()
{
if (Input.GetKeyDown(hotKey))
showGui = !showGui;
}
void Update()
{
if (isServer) UpdateServer();
if (isLocalPlayer) UpdateClient();
}
void OnGUI()
{
if (!isLocalPlayer) return;
if (!showGui) return;
windowRect = GUILayout.Window(0, windowRect, OnWindow, "Remote Statistics");
windowRect = Utils.KeepInScreen(windowRect);
}
// Text: value
void GUILayout_TextAndValue(string text, string value)
{
GUILayout.BeginHorizontal();
GUILayout.Label(text);
GUILayout.FlexibleSpace();
GUILayout.Label(value);
GUILayout.EndHorizontal();
}
// fake a progress bar via horizontal scroll bar with ratio as width
void GUILayout_ProgressBar(double ratio, int width)
{
// clamp ratio, otherwise >1 would make it extremely large
ratio = Mathd.Clamp01(ratio);
GUILayout.HorizontalScrollbar(0, (float)ratio, 0, 1, GUILayout.Width(width));
}
// need to specify progress bar & caption width,
// otherwise differently sized captions would always misalign the
// progress bars.
void GUILayout_TextAndProgressBar(string text, double ratio, int progressbarWidth, string caption, int captionWidth, Color captionColor)
{
GUILayout.BeginHorizontal();
GUILayout.Label(text);
GUILayout.FlexibleSpace();
GUILayout_ProgressBar(ratio, progressbarWidth);
// coloring the caption is enough. otherwise it's too much.
GUI.color = captionColor;
GUILayout.Label(caption, GUILayout.Width(captionWidth));
GUI.color = Color.white;
GUILayout.EndHorizontal();
}
void GUI_Authenticate()
{
GUILayout.BeginVertical("Box"); // start general
GUILayout.Label("<b>Authentication</b>");
// warning if insecure connection
// if (ClientTransport.IsEncrypted())
// {
// GUILayout.Label("<i>Connection is encrypted!</i>");
// }
// else
// {
GUILayout.Label("<i>Connection is not encrypted. Use with care!</i>");
// }
// input
clientPassword = GUILayout.PasswordField(clientPassword, '*');
// button
GUI.enabled = !string.IsNullOrWhiteSpace(clientPassword);
if (GUILayout.Button("Authenticate"))
{
CmdAuthenticate(clientPassword);
}
GUI.enabled = true;
GUILayout.EndVertical(); // end general
}
void GUI_General(
int connections,
double uptime,
int configuredTickRate,
int actualTickRate)
{
GUILayout.BeginVertical("Box"); // start general
GUILayout.Label("<b>General</b>");
// connections
GUILayout_TextAndValue("Connections:", $"<b>{connections}</b>");
// uptime
GUILayout_TextAndValue("Uptime:", $"<b>{Utils.PrettySeconds(uptime)}</b>"); // TODO
// tick rate
// might be lower under heavy load.
// might be higher in editor if targetFrameRate can't be set.
GUI.color = actualTickRate < configuredTickRate ? Color.red : Color.green;
GUILayout_TextAndValue("Tick Rate:", $"<b>{actualTickRate} Hz / {configuredTickRate} Hz</b>");
GUI.color = Color.white;
GUILayout.EndVertical(); // end general
}
void GUI_Traffic(
long serverSentBytesPerSecond,
long serverReceivedBytesPerSecond)
{
GUILayout.BeginVertical("Box");
GUILayout.Label("<b>Network</b>");
GUILayout_TextAndValue("Outgoing:", $"<b>{Utils.PrettyBytes(serverSentBytesPerSecond) }/s</b>");
GUILayout_TextAndValue("Incoming:", $"<b>{Utils.PrettyBytes(serverReceivedBytesPerSecond)}/s</b>");
GUILayout.EndVertical();
}
void GUI_Cpu(
float serverTickInterval,
double fullUpdateAvg,
double serverEarlyAvg,
double serverLateAvg,
double transportEarlyAvg,
double transportLateAvg)
{
const int barWidth = 120;
const int captionWidth = 90;
GUILayout.BeginVertical("Box");
GUILayout.Label("<b>CPU</b>");
// unity update
// happens every 'tickInterval'. progress bar shows it in relation.
// <= 90% load is green, otherwise red
double fullRatio = fullUpdateAvg / serverTickInterval;
GUILayout_TextAndProgressBar(
"World Update Avg:",
fullRatio,
barWidth, $"<b>{fullUpdateAvg * 1000:F1} ms</b>",
captionWidth,
fullRatio <= 0.9 ? Color.green : Color.red);
// server update
// happens every 'tickInterval'. progress bar shows it in relation.
// <= 90% load is green, otherwise red
double serverRatio = (serverEarlyAvg + serverLateAvg) / serverTickInterval;
GUILayout_TextAndProgressBar(
"Server Update Avg:",
serverRatio,
barWidth, $"<b>{serverEarlyAvg * 1000:F1} + {serverLateAvg * 1000:F1} ms</b>",
captionWidth,
serverRatio <= 0.9 ? Color.green : Color.red);
// transport: early + late update milliseconds.
// for threaded transport, this is the thread's update time.
// happens every 'tickInterval'. progress bar shows it in relation.
// <= 90% load is green, otherwise red
// double transportRatio = (transportEarlyAvg + transportLateAvg) / serverTickInterval;
// GUILayout_TextAndProgressBar(
// "Transport Avg:",
// transportRatio,
// barWidth,
// $"<b>{transportEarlyAvg * 1000:F1} + {transportLateAvg * 1000:F1} ms</b>",
// captionWidth,
// transportRatio <= 0.9 ? Color.green : Color.red);
GUILayout.EndVertical();
}
void GUI_Notice()
{
// for security reasons, let's keep this read-only for now.
// single line keeps input & visuals simple
// GUILayout.BeginVertical("Box");
// GUILayout.Label("<b>Global Notice</b>");
// notice = GUILayout.TextField(notice);
// if (GUILayout.Button("Send"))
// {
// // TODO
// }
// GUILayout.EndVertical();
}
void OnWindow(int windowID)
{
if (!clientAuthenticated)
{
GUI_Authenticate();
}
else
{
GUI_General(
stats.connections,
stats.uptime,
stats.configuredTickRate,
stats.actualTickRate
);
GUI_Traffic(
stats.sentBytesPerSecond,
stats.receiveBytesPerSecond
);
GUI_Cpu(
stats.serverTickInterval,
stats.fullUpdateAvg,
stats.serverEarlyAvg,
stats.serverLateAvg,
stats.transportEarlyAvg,
stats.transportLateAvg
);
GUI_Notice();
}
// dragable window in any case
GUI.DragWindow(new Rect(0, 0, 10000, 10000));
}
}
}

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fileFormatVersion: 2
guid: ba360e4ff6b44fc6898f56322b90c6c8
timeCreated: 1663219738

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@ -74,6 +74,23 @@ public static partial class NetworkServer
public static Action<NetworkConnectionToClient> OnDisconnectedEvent;
public static Action<NetworkConnectionToClient, TransportError, string> OnErrorEvent;
// keep track of actual achieved tick rate.
// might become lower under heavy load.
// very useful for profiling etc.
// measured over 1s each, same as frame rate. no EMA here.
public static int actualTickRate;
static double actualTickRateStart; // start time when counting
static int actualTickRateCounter; // current counter since start
// profiling
// includes transport update time, because transport calls handlers etc.
// averaged over 1s by passing 'tickRate' to constructor.
public static TimeSample earlyUpdateDuration;
public static TimeSample lateUpdateDuration;
// capture full Unity update time from before Early- to after LateUpdate
public static TimeSample fullUpdateDuration;
// initialization / shutdown ///////////////////////////////////////////
static void Initialize()
{
@ -96,6 +113,11 @@ static void Initialize()
AddTransportHandlers();
initialized = true;
// profiling
earlyUpdateDuration = new TimeSample(sendRate);
lateUpdateDuration = new TimeSample(sendRate);
fullUpdateDuration = new TimeSample(sendRate);
}
static void AddTransportHandlers()
@ -1786,6 +1808,13 @@ static void Broadcast()
// (we add this to the UnityEngine in NetworkLoop)
internal static void NetworkEarlyUpdate()
{
// measure update time for profiling.
if (active)
{
earlyUpdateDuration.Begin();
fullUpdateDuration.Begin();
}
// process all incoming messages first before updating the world
if (Transport.active != null)
Transport.active.ServerEarlyUpdate();
@ -1793,13 +1822,18 @@ internal static void NetworkEarlyUpdate()
// step each connection's local time interpolation in early update.
foreach (NetworkConnectionToClient connection in connections.Values)
connection.UpdateTimeInterpolation();
if (active) earlyUpdateDuration.End();
}
internal static void NetworkLateUpdate()
{
// only broadcast world if active
if (active)
{
// measure update time for profiling.
lateUpdateDuration.Begin();
// only broadcast world if active
// broadcast every sendInterval.
// AccurateInterval to avoid update frequency inaccuracy issues:
// https://github.com/vis2k/Mirror/pull/3153
@ -1829,6 +1863,26 @@ internal static void NetworkLateUpdate()
// (even if not active. still want to process disconnects etc.)
if (Transport.active != null)
Transport.active.ServerLateUpdate();
// measure actual tick rate every second.
if (active)
{
++actualTickRateCounter;
if (Time.timeAsDouble >= actualTickRateStart + 1)
{
// calculate avg by exact elapsed time.
// assuming 1s wouldn't be accurate, usually a few more ms passed.
float elapsed = (float)(Time.timeAsDouble - actualTickRateStart);
actualTickRate = Mathf.RoundToInt(actualTickRateCounter / elapsed);
actualTickRateStart = Time.timeAsDouble;
actualTickRateCounter = 0;
}
// measure total update time. including transport.
// because in early update, transport update calls handlers.
lateUpdateDuration.End();
fullUpdateDuration.End();
}
}
}
}

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// TimeSample from Mirror II.
// simple profiling sample, averaged for display in statistics.
// usable in builds without unitiy profiler overhead etc.
//
// .average may safely be called from main thread while Begin/End is in another.
// i.e. worker threads, transport, etc.
using System.Diagnostics;
using System.Threading;
namespace Mirror
{
public struct TimeSample
{
// UnityEngine.Time isn't thread safe. use stopwatch instead.
readonly Stopwatch watch;
// remember when Begin was called
double beginTime;
// keep accumulating times over the given interval.
// (not readonly. we modify its contents.)
ExponentialMovingAverage ema;
// average in seconds.
// code often runs in sub-millisecond time. float is more precise.
//
// set with Interlocked for thread safety.
// can be read from main thread while sampling happens in other thread.
public double average; // THREAD SAFE
// average over N begin/end captures
public TimeSample(int n)
{
watch = new Stopwatch();
watch.Start();
ema = new ExponentialMovingAverage(n);
beginTime = 0;
average = 0;
}
// begin is called before the code to be sampled
public void Begin()
{
// remember when Begin was called.
// keep StopWatch running so we can average over the given interval.
beginTime = watch.Elapsed.TotalSeconds;
// Debug.Log($"Begin @ {beginTime:F4}");
}
// end is called after the code to be sampled
public void End()
{
// add duration in seconds to accumulated durations
double elapsed = watch.Elapsed.TotalSeconds - beginTime;
ema.Add(elapsed);
// expose new average thread safely
Interlocked.Exchange(ref average, ema.Value);
}
}
}

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@ -14,6 +14,7 @@ GameObject:
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- component: {fileID: 3679374677650722848}
- component: {fileID: 8691745481282286165}
- component: {fileID: 8079286830074380037}
m_Layer: 0
m_Name: Player
m_TagString: Untagged
@ -152,3 +153,22 @@ MonoBehaviour:
movementProbability: 0.5
movementDistance: 20
manualSpeed: 10
--- !u!114 &8079286830074380037
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
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m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: ba360e4ff6b44fc6898f56322b90c6c8, type: 3}
m_Name:
m_EditorClassIdentifier:
syncDirection: 0
syncMode: 1
syncInterval: 0.1
sendInterval: 1
showGui: 0
hotKey: 292
passwordFile: remote_statistics.txt

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using NUnit.Framework;
using System.Threading;
namespace Mirror.Tests.Editor
{
public class TimeSampleTests
{
[Test]
public void Sample3()
{
// sample over 3 measurements
TimeSample sample = new TimeSample(3);
// initial without any values
Assert.That(sample.average, Is.EqualTo(0));
// measure 10ms. average should be 10ms.
sample.Begin();
Thread.Sleep(10);
sample.End();
Assert.That(sample.average, Is.EqualTo(0.010).Within(0.002));
// measure 5ms. average should be 7.5ms
sample.Begin();
Thread.Sleep(5);
sample.End();
Assert.That(sample.average, Is.EqualTo(0.0075).Within(0.002));
// measure 0ms. average should be 5ms.
sample.Begin();
Thread.Sleep(0);
sample.End();
Assert.That(sample.average, Is.EqualTo(0.005).Within(0.002));
}
}
}

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timeCreated: 1663221162

1
remote_statistics.txt Normal file
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Mirror!