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feature: RemoteStatistics tool (#3254)
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Assets/Mirror/Components/RemoteStatistics.cs
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440
Assets/Mirror/Components/RemoteStatistics.cs
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@ -0,0 +1,440 @@
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// remote statistics panel from Mirror II to show connections, load, etc.
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// server syncs statistics to clients if authenticated.
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//
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// attach this to a player.
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// requires NetworkStatistics component on the Network object.
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//
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// Unity's OnGUI is the easiest to use solution at the moment.
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// * playfab is super complex to set up
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// * http servers would be nice, but still need to open ports, live refresh, etc
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//
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// for safety reasons, let's keep this read-only.
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// at least until there's safe authentication.
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using System;
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using System.IO;
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using UnityEngine;
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namespace Mirror
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{
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// server -> client
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struct Stats
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{
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// general
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public int connections;
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public double uptime;
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public int configuredTickRate;
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public int actualTickRate;
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// traffic
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public long sentBytesPerSecond;
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public long receiveBytesPerSecond;
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// cpu
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public float serverTickInterval;
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public double fullUpdateAvg;
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public double serverEarlyAvg;
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public double serverLateAvg;
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public double transportEarlyAvg;
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public double transportLateAvg;
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// C# boilerplate
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public Stats(
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// general
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int connections,
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double uptime,
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int configuredTickRate,
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int actualTickRate,
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// traffic
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long sentBytesPerSecond,
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long receiveBytesPerSecond,
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// cpu
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float serverTickInterval,
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double fullUpdateAvg,
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double serverEarlyAvg,
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double serverLateAvg,
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double transportEarlyAvg,
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double transportLateAvg
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)
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{
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// general
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this.connections = connections;
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this.uptime = uptime;
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this.configuredTickRate = configuredTickRate;
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this.actualTickRate = actualTickRate;
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// traffic
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this.sentBytesPerSecond = sentBytesPerSecond;
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this.receiveBytesPerSecond = receiveBytesPerSecond;
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// cpu
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this.serverTickInterval = serverTickInterval;
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this.fullUpdateAvg = fullUpdateAvg;
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this.serverEarlyAvg = serverEarlyAvg;
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this.serverLateAvg = serverLateAvg;
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this.transportEarlyAvg = transportEarlyAvg;
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this.transportLateAvg = transportLateAvg;
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}
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}
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// [RequireComponent(typeof(NetworkStatistics))] <- needs to be on Network GO, not on NI
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public class RemoteStatistics : NetworkBehaviour
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{
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// components ("fake statics" for similar API)
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protected NetworkStatistics NetworkStatistics;
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// broadcast to client.
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// stats are quite huge, let's only send every few seconds via TargetRpc.
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// instead of sending multiple times per second via NB.OnSerialize.
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[Tooltip("Send stats every 'interval' seconds to client.")]
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public float sendInterval = 1;
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double lastSendTime;
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[Header("GUI")]
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public bool showGui;
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public KeyCode hotKey = KeyCode.F11;
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Rect windowRect = new Rect(0, 0, 400, 400);
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// password can't be stored in code or in Unity project.
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// it would be available in clients otherwise.
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// this is not perfectly secure. that's why RemoteStatistics is read-only.
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[Header("Authentication")]
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public string passwordFile = "remote_statistics.txt";
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protected bool serverAuthenticated; // client needs to authenticate
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protected bool clientAuthenticated; // show GUI until authenticated
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protected string serverPassword = null; // null means not found, auth impossible
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protected string clientPassword = ""; // for GUI
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// statistics synced to client
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Stats stats;
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void LoadPassword()
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{
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// TODO only load once, not for all players?
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// let's avoid static state for now.
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// load the password
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string path = Path.GetFullPath(passwordFile);
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if (File.Exists(path))
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{
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// don't spam the server logs for every player's loaded file
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// Debug.Log($"RemoteStatistics: loading password file: {path}");
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try
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{
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serverPassword = File.ReadAllText(path);
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}
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catch (Exception exception)
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{
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Debug.LogWarning($"RemoteStatistics: failed to read password file: {exception}");
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}
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}
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else
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{
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Debug.LogWarning($"RemoteStatistics: password file has not been created. Authentication will be impossible. Please save the password in: {path}");
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}
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}
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void OnValidate()
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{
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syncMode = SyncMode.Owner;
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}
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// make sure to call base function when overwriting!
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// public so it can also be called from tests (and be overwritten by users)
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public override void OnStartServer()
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{
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NetworkStatistics = NetworkManager.singleton.GetComponent<NetworkStatistics>();
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if (NetworkStatistics == null) throw new Exception($"RemoteStatistics requires a NetworkStatistics component on {NetworkManager.singleton.name}!");
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// server needs to load the password
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LoadPassword();
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}
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public override void OnStartLocalPlayer()
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{
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// center the window initially
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windowRect.x = Screen.width / 2 - windowRect.width / 2;
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windowRect.y = Screen.height / 2 - windowRect.height / 2;
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}
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[TargetRpc]
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void TargetRpcSync(Stats v)
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{
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// store stats and flag as authenticated
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clientAuthenticated = true;
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stats = v;
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}
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[Command]
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public void CmdAuthenticate(string v)
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{
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// was a valid password loaded on the server,
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// and did the client send the correct one?
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if (!string.IsNullOrWhiteSpace(serverPassword) &&
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serverPassword.Equals(v))
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{
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serverAuthenticated = true;
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Debug.Log($"RemoteStatistics: connectionId {connectionToClient.connectionId} authenticated with player {name}");
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}
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}
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void UpdateServer()
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{
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// only sync if client has authenticated on the server
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if (!serverAuthenticated) return;
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// double for long running servers
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if (Time.timeAsDouble >= lastSendTime + sendInterval)
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{
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lastSendTime = Time.timeAsDouble;
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// target rpc to owner client
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TargetRpcSync(new Stats(
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// general
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NetworkServer.connections.Count,
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Time.realtimeSinceStartupAsDouble,
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NetworkServer.tickRate,
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NetworkServer.actualTickRate,
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// traffic
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NetworkStatistics.serverSentBytesPerSecond,
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NetworkStatistics.serverReceivedBytesPerSecond,
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// cpu
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NetworkServer.tickInterval,
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NetworkServer.fullUpdateDuration.average,
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NetworkServer.earlyUpdateDuration.average,
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NetworkServer.lateUpdateDuration.average,
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0, // TODO ServerTransport.earlyUpdateDuration.average,
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0 // TODO ServerTransport.lateUpdateDuration.average
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));
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}
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}
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void UpdateClient()
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{
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if (Input.GetKeyDown(hotKey))
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showGui = !showGui;
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}
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void Update()
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{
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if (isServer) UpdateServer();
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if (isLocalPlayer) UpdateClient();
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}
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void OnGUI()
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{
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if (!isLocalPlayer) return;
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if (!showGui) return;
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windowRect = GUILayout.Window(0, windowRect, OnWindow, "Remote Statistics");
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windowRect = Utils.KeepInScreen(windowRect);
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}
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// Text: value
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void GUILayout_TextAndValue(string text, string value)
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{
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GUILayout.BeginHorizontal();
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GUILayout.Label(text);
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GUILayout.FlexibleSpace();
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GUILayout.Label(value);
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GUILayout.EndHorizontal();
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}
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// fake a progress bar via horizontal scroll bar with ratio as width
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void GUILayout_ProgressBar(double ratio, int width)
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{
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// clamp ratio, otherwise >1 would make it extremely large
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ratio = Mathd.Clamp01(ratio);
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GUILayout.HorizontalScrollbar(0, (float)ratio, 0, 1, GUILayout.Width(width));
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}
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// need to specify progress bar & caption width,
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// otherwise differently sized captions would always misalign the
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// progress bars.
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void GUILayout_TextAndProgressBar(string text, double ratio, int progressbarWidth, string caption, int captionWidth, Color captionColor)
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{
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GUILayout.BeginHorizontal();
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GUILayout.Label(text);
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GUILayout.FlexibleSpace();
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GUILayout_ProgressBar(ratio, progressbarWidth);
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// coloring the caption is enough. otherwise it's too much.
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GUI.color = captionColor;
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GUILayout.Label(caption, GUILayout.Width(captionWidth));
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GUI.color = Color.white;
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GUILayout.EndHorizontal();
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}
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void GUI_Authenticate()
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{
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GUILayout.BeginVertical("Box"); // start general
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GUILayout.Label("<b>Authentication</b>");
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// warning if insecure connection
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// if (ClientTransport.IsEncrypted())
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// {
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// GUILayout.Label("<i>Connection is encrypted!</i>");
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// }
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// else
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// {
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GUILayout.Label("<i>Connection is not encrypted. Use with care!</i>");
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// }
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// input
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clientPassword = GUILayout.PasswordField(clientPassword, '*');
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// button
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GUI.enabled = !string.IsNullOrWhiteSpace(clientPassword);
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if (GUILayout.Button("Authenticate"))
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{
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CmdAuthenticate(clientPassword);
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}
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GUI.enabled = true;
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GUILayout.EndVertical(); // end general
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}
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void GUI_General(
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int connections,
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double uptime,
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int configuredTickRate,
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int actualTickRate)
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{
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GUILayout.BeginVertical("Box"); // start general
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GUILayout.Label("<b>General</b>");
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// connections
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GUILayout_TextAndValue("Connections:", $"<b>{connections}</b>");
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// uptime
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GUILayout_TextAndValue("Uptime:", $"<b>{Utils.PrettySeconds(uptime)}</b>"); // TODO
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// tick rate
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// might be lower under heavy load.
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// might be higher in editor if targetFrameRate can't be set.
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GUI.color = actualTickRate < configuredTickRate ? Color.red : Color.green;
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GUILayout_TextAndValue("Tick Rate:", $"<b>{actualTickRate} Hz / {configuredTickRate} Hz</b>");
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GUI.color = Color.white;
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GUILayout.EndVertical(); // end general
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}
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void GUI_Traffic(
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long serverSentBytesPerSecond,
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long serverReceivedBytesPerSecond)
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{
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GUILayout.BeginVertical("Box");
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GUILayout.Label("<b>Network</b>");
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GUILayout_TextAndValue("Outgoing:", $"<b>{Utils.PrettyBytes(serverSentBytesPerSecond) }/s</b>");
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GUILayout_TextAndValue("Incoming:", $"<b>{Utils.PrettyBytes(serverReceivedBytesPerSecond)}/s</b>");
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GUILayout.EndVertical();
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}
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void GUI_Cpu(
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float serverTickInterval,
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double fullUpdateAvg,
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double serverEarlyAvg,
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double serverLateAvg,
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double transportEarlyAvg,
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double transportLateAvg)
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{
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const int barWidth = 120;
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const int captionWidth = 90;
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GUILayout.BeginVertical("Box");
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GUILayout.Label("<b>CPU</b>");
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// unity update
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// happens every 'tickInterval'. progress bar shows it in relation.
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// <= 90% load is green, otherwise red
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double fullRatio = fullUpdateAvg / serverTickInterval;
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GUILayout_TextAndProgressBar(
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"World Update Avg:",
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fullRatio,
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barWidth, $"<b>{fullUpdateAvg * 1000:F1} ms</b>",
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captionWidth,
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fullRatio <= 0.9 ? Color.green : Color.red);
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// server update
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// happens every 'tickInterval'. progress bar shows it in relation.
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// <= 90% load is green, otherwise red
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double serverRatio = (serverEarlyAvg + serverLateAvg) / serverTickInterval;
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GUILayout_TextAndProgressBar(
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"Server Update Avg:",
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serverRatio,
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barWidth, $"<b>{serverEarlyAvg * 1000:F1} + {serverLateAvg * 1000:F1} ms</b>",
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captionWidth,
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serverRatio <= 0.9 ? Color.green : Color.red);
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// transport: early + late update milliseconds.
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// for threaded transport, this is the thread's update time.
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// happens every 'tickInterval'. progress bar shows it in relation.
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// <= 90% load is green, otherwise red
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// double transportRatio = (transportEarlyAvg + transportLateAvg) / serverTickInterval;
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// GUILayout_TextAndProgressBar(
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// "Transport Avg:",
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// transportRatio,
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// barWidth,
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// $"<b>{transportEarlyAvg * 1000:F1} + {transportLateAvg * 1000:F1} ms</b>",
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// captionWidth,
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// transportRatio <= 0.9 ? Color.green : Color.red);
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GUILayout.EndVertical();
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}
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void GUI_Notice()
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{
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// for security reasons, let's keep this read-only for now.
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// single line keeps input & visuals simple
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// GUILayout.BeginVertical("Box");
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// GUILayout.Label("<b>Global Notice</b>");
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// notice = GUILayout.TextField(notice);
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// if (GUILayout.Button("Send"))
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// {
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// // TODO
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// }
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// GUILayout.EndVertical();
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}
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void OnWindow(int windowID)
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{
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if (!clientAuthenticated)
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{
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GUI_Authenticate();
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}
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else
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{
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GUI_General(
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stats.connections,
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stats.uptime,
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stats.configuredTickRate,
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stats.actualTickRate
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);
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GUI_Traffic(
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stats.sentBytesPerSecond,
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stats.receiveBytesPerSecond
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);
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GUI_Cpu(
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stats.serverTickInterval,
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stats.fullUpdateAvg,
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stats.serverEarlyAvg,
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stats.serverLateAvg,
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stats.transportEarlyAvg,
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stats.transportLateAvg
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);
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GUI_Notice();
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}
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// dragable window in any case
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GUI.DragWindow(new Rect(0, 0, 10000, 10000));
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}
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}
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}
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3
Assets/Mirror/Components/RemoteStatistics.cs.meta
Normal file
3
Assets/Mirror/Components/RemoteStatistics.cs.meta
Normal file
@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: ba360e4ff6b44fc6898f56322b90c6c8
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timeCreated: 1663219738
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@ -74,6 +74,23 @@ public static partial class NetworkServer
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public static Action<NetworkConnectionToClient> OnDisconnectedEvent;
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public static Action<NetworkConnectionToClient, TransportError, string> OnErrorEvent;
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// keep track of actual achieved tick rate.
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// might become lower under heavy load.
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// very useful for profiling etc.
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// measured over 1s each, same as frame rate. no EMA here.
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public static int actualTickRate;
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static double actualTickRateStart; // start time when counting
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static int actualTickRateCounter; // current counter since start
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// profiling
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// includes transport update time, because transport calls handlers etc.
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// averaged over 1s by passing 'tickRate' to constructor.
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public static TimeSample earlyUpdateDuration;
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public static TimeSample lateUpdateDuration;
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// capture full Unity update time from before Early- to after LateUpdate
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public static TimeSample fullUpdateDuration;
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// initialization / shutdown ///////////////////////////////////////////
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static void Initialize()
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{
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@ -96,6 +113,11 @@ static void Initialize()
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AddTransportHandlers();
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initialized = true;
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// profiling
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earlyUpdateDuration = new TimeSample(sendRate);
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lateUpdateDuration = new TimeSample(sendRate);
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fullUpdateDuration = new TimeSample(sendRate);
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}
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static void AddTransportHandlers()
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@ -1786,6 +1808,13 @@ static void Broadcast()
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// (we add this to the UnityEngine in NetworkLoop)
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internal static void NetworkEarlyUpdate()
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{
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// measure update time for profiling.
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if (active)
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{
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earlyUpdateDuration.Begin();
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fullUpdateDuration.Begin();
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}
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// process all incoming messages first before updating the world
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if (Transport.active != null)
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Transport.active.ServerEarlyUpdate();
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@ -1793,13 +1822,18 @@ internal static void NetworkEarlyUpdate()
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// step each connection's local time interpolation in early update.
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foreach (NetworkConnectionToClient connection in connections.Values)
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connection.UpdateTimeInterpolation();
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if (active) earlyUpdateDuration.End();
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}
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internal static void NetworkLateUpdate()
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{
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// only broadcast world if active
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if (active)
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{
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// measure update time for profiling.
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lateUpdateDuration.Begin();
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// only broadcast world if active
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// broadcast every sendInterval.
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// AccurateInterval to avoid update frequency inaccuracy issues:
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// https://github.com/vis2k/Mirror/pull/3153
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@ -1829,6 +1863,26 @@ internal static void NetworkLateUpdate()
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// (even if not active. still want to process disconnects etc.)
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if (Transport.active != null)
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Transport.active.ServerLateUpdate();
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// 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();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
61
Assets/Mirror/Core/TimeSample.cs
Normal file
61
Assets/Mirror/Core/TimeSample.cs
Normal file
@ -0,0 +1,61 @@
|
||||
// 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);
|
||||
}
|
||||
}
|
||||
}
|
11
Assets/Mirror/Core/TimeSample.cs.meta
Normal file
11
Assets/Mirror/Core/TimeSample.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 26c32f6429554546a88d800c846c74ed
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {fileID: 2800000, guid: 7453abfe9e8b2c04a8a47eb536fe21eb, type: 3}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -14,6 +14,7 @@ GameObject:
|
||||
- component: {fileID: 1078519278818213949}
|
||||
- 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}
|
||||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_GameObject: {fileID: 449802645721213856}
|
||||
m_Enabled: 1
|
||||
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
|
||||
|
36
Assets/Mirror/Tests/Editor/TimeSampleTests.cs
Normal file
36
Assets/Mirror/Tests/Editor/TimeSampleTests.cs
Normal file
@ -0,0 +1,36 @@
|
||||
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));
|
||||
}
|
||||
}
|
||||
}
|
3
Assets/Mirror/Tests/Editor/TimeSampleTests.cs.meta
Normal file
3
Assets/Mirror/Tests/Editor/TimeSampleTests.cs.meta
Normal file
@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f52163f56d8e48d49fa9c7164d055019
|
||||
timeCreated: 1663221162
|
1
remote_statistics.txt
Normal file
1
remote_statistics.txt
Normal file
@ -0,0 +1 @@
|
||||
Mirror!
|
Loading…
Reference in New Issue
Block a user