Files
TheDeclineOfWarriors/Assets/FishNet/Runtime/Generated/Component/Utility/BandwidthDisplay.cs
T
2026-03-30 20:11:57 +07:00

421 lines
14 KiB
C#

using System;
using FishNet.Editing;
using FishNet.Managing;
using FishNet.Managing.Statistic;
using FishNet.Managing.Timing;
using GameKit.Dependencies.Utilities;
using GameKit.Dependencies.Utilities.Types;
using UnityEngine;
namespace FishNet.Component.Utility
{
/// <summary>
/// Add to any object to display current ping(round trip time).
/// </summary>
[AddComponentMenu("FishNet/Component/BandwidthDisplay")]
public class BandwidthDisplay : MonoBehaviour
{
#region Types.
private enum Corner
{
TopLeft,
TopRight,
BottomLeft,
BottomRight
}
public class InOutAverage
{
private RingBuffer<ulong> _in;
private RingBuffer<ulong> _out;
public InOutAverage(int ticks)
{
_in = new(ticks);
_out = new(ticks);
}
public void AddIn(ulong value) => _in.Add(value);
public void AddOut(ulong value) => _out.Add(value);
public float GetAverage(bool inBuffer)
{
RingBuffer<ulong> buffer = GetBuffer(inBuffer);
int bufferCount = buffer.Count;
if (bufferCount == 0)
return 0;
ulong total = GetTotal(inBuffer);
return (float)total / bufferCount;
}
public ulong GetTotal(bool inBuffer)
{
RingBuffer<ulong> buffer = GetBuffer(inBuffer);
ulong total = 0;
foreach (ulong v in buffer)
total += v;
return total;
}
private RingBuffer<ulong> GetBuffer(bool inBuffer) => inBuffer ? _in : _out;
public void ResetState()
{
_in.Clear();
_out.Clear();
}
public void InitializeState(int capacity)
{
_in.Initialize(capacity);
_out.Initialize(capacity);
}
}
#endregion
#region Public.
#if UNITY_EDITOR || !UNITY_SERVER
/// <summary>
/// Averages for client.
/// </summary>
public InOutAverage ClientAverages { get; private set; }
/// <summary>
/// Averages for server.
/// </summary>
public InOutAverage ServerAverages { get; private set; }
#endif
#endregion
#region Serialized.
[Header("Misc")]
/// <summary>
/// True to operate while in release. This may cause allocations and impact performance.
/// </summary>
[Tooltip("True to operate while in release. This may cause allocations and impact performance.")]
[SerializeField]
private bool _runInRelease;
[Header("Timing")]
/// <summary>
/// Number of seconds used to gather data per second. Lower values will show more up to date usage per second while higher values provide a better over-all estimate.
/// </summary>
[Tooltip("Number of seconds used to gather data per second. Lower values will show more up to date usage per second while higher values provide a better over-all estimate.")]
[SerializeField]
[Range(1, byte.MaxValue)]
private byte _secondsAveraged = 1;
/// <summary>
/// How often to update displayed text.
/// </summary>
[Tooltip("How often to update displayed text.")]
[Range(0f, 10f)]
[SerializeField]
private float _updateInterval = 1f;
[Header("Appearance")]
/// <summary>
/// Color for text.
/// </summary>
[Tooltip("Color for text.")]
[SerializeField]
private Color _color = Color.white;
/// <summary>
/// Which corner to display network statistics in.
/// </summary>
[Tooltip("Which corner to display network statistics in.")]
[SerializeField]
private Corner _placement = Corner.TopRight;
/// <summary>
/// rue to show outgoing data bytes.
/// </summary>
[Tooltip("True to show outgoing data bytes.")]
[SerializeField]
private bool _showOutgoing = true;
/// <summary>
/// Sets ShowOutgoing value.
/// </summary>
/// <param name = "value"></param>
public void SetShowOutgoing(bool value) => _showOutgoing = value;
/// <summary>
/// True to show incoming data bytes.
/// </summary>
[Tooltip("True to show incoming data bytes.")]
[SerializeField]
private bool _showIncoming = true;
/// <summary>
/// Sets ShowIncoming value.
/// </summary>
/// <param name = "value"></param>
public void SetShowIncoming(bool value) => _showIncoming = value;
#endregion
#if UNITY_EDITOR || !UNITY_SERVER
#region Private.
/// <summary>
/// Style for drawn ping.
/// </summary>
private readonly GUIStyle _style = new();
/// <summary>
/// Text to show for client in/out data.
/// </summary>
private string _clientText;
/// <summary>
/// Text to show for server in/out data.
/// </summary>
private string _serverText;
/// <summary>
/// First found NetworkTrafficStatistics.
/// </summary>
private NetworkTrafficStatistics _networkTrafficStatistics;
/// <summary>
/// Next time the server text can be updated.
/// </summary>
private float _nextServerTextUpdateTime;
/// <summary>
/// Next time the server text can be updated.
/// </summary>
private float _nextClientTextUpdateTime;
/// <summary>
/// True if component is initialized.
/// </summary>
private bool _initialized;
#endregion
private void Start()
{
// Requires a UI, so exit if server build.
#if UNITY_SERVER
return;
#endif
// If release build, check if able to run in release.
#if !DEVELOPMENT_BUILD && !UNITY_EDITOR
if (!_runInRelease)
return;
#endif
// Not enabled.
if (!InstanceFinder.NetworkManager.StatisticsManager.TryGetNetworkTrafficStatistics(out _networkTrafficStatistics))
return;
if (!_networkTrafficStatistics.UpdateClient && !_networkTrafficStatistics.UpdateServer)
{
Debug.LogWarning($"StatisticsManager.NetworkTraffic is not updating for client nor server. To see results ensure your NetworkManager has a StatisticsManager component added with the NetworkTraffic values configured.");
return;
}
SetSecondsAveraged(_secondsAveraged);
_networkTrafficStatistics.OnNetworkTraffic += NetworkTrafficStatistics_OnNetworkTraffic;
_initialized = true;
}
private void OnDestroy()
{
if (_networkTrafficStatistics != null)
_networkTrafficStatistics.OnNetworkTraffic -= NetworkTrafficStatistics_OnNetworkTraffic;
}
/// <summary>
/// Sets a new number of seconds to average from.
/// </summary>
public void SetSecondsAveraged(byte seconds)
{
// Get to ticks.
NetworkManager manager = InstanceFinder.NetworkManager;
if (manager == null)
return;
if (seconds <= 0)
seconds = 1;
//Convert to milliseconds.
long ms = seconds * 1000;
uint ticks = manager.TimeManager.TimeToTicks(ms, TickRounding.RoundUp);
// Should not ever be possible.
if (ticks <= 0)
ticks = 60;
ClientAverages = new((int)ticks);
ServerAverages = new((int)ticks);
}
/// <summary>
/// Called when new traffic statistics are received.
/// </summary>
private void NetworkTrafficStatistics_OnNetworkTraffic(uint tick, BidirectionalNetworkTraffic serverTraffic, BidirectionalNetworkTraffic clientTraffic)
{
if (!_initialized)
return;
ServerAverages.AddIn(serverTraffic.InboundTraffic.Bytes);
ServerAverages.AddOut(serverTraffic.OutboundTraffic.Bytes);
ClientAverages.AddIn(clientTraffic.InboundTraffic.Bytes);
ClientAverages.AddOut(clientTraffic.OutboundTraffic.Bytes);
if (Time.time < _nextServerTextUpdateTime)
return;
_nextServerTextUpdateTime = Time.time + _updateInterval;
string nl = System.Environment.NewLine;
string result = string.Empty;
if (_showIncoming)
result += $"Server In: {NetworkTrafficStatistics.FormatBytesToLargest(ServerAverages.GetTotal(inBuffer: true))}/s{nl}";
if (_showOutgoing)
result += $"Server Out: {NetworkTrafficStatistics.FormatBytesToLargest(ServerAverages.GetTotal(inBuffer: false))}/s{nl}";
_serverText = result;
result = string.Empty;
if (_showIncoming)
result += $"Client In: {NetworkTrafficStatistics.FormatBytesToLargest(ClientAverages.GetTotal(inBuffer: true))}/s{nl}";
if (_showOutgoing)
result += $"Client Out: {NetworkTrafficStatistics.FormatBytesToLargest(ClientAverages.GetTotal(inBuffer: false))}/s{nl}";
_clientText = result;
}
/// <summary>
/// Called when client network traffic is updated.
/// </summary>
private void NetworkTraffic_OnClientNetworkTraffic(BidirectionalNetworkTraffic traffic)
{
if (!_initialized)
return;
ClientAverages.AddIn(traffic.InboundTraffic.Bytes);
ClientAverages.AddOut(traffic.OutboundTraffic.Bytes);
if (Time.time < _nextClientTextUpdateTime)
return;
_nextClientTextUpdateTime = Time.time + _updateInterval;
string nl = System.Environment.NewLine;
string result = string.Empty;
if (_showIncoming)
result += $"Client In: {NetworkTrafficStatistics.FormatBytesToLargest(ClientAverages.GetAverage(inBuffer: true))}/s{nl}";
if (_showOutgoing)
result += $"Client Out: {NetworkTrafficStatistics.FormatBytesToLargest(ClientAverages.GetAverage(inBuffer: false))}/s{nl}";
_clientText = result;
}
/// <summary>
/// Called when server network traffic is updated.
/// </summary>
private void NetworkTraffic_OnServerNetworkTraffic(BidirectionalNetworkTraffic traffic)
{
if (!_initialized)
return;
ServerAverages.AddIn(traffic.InboundTraffic.Bytes);
ServerAverages.AddOut(traffic.OutboundTraffic.Bytes);
if (Time.time < _nextServerTextUpdateTime)
return;
_nextServerTextUpdateTime = Time.time + _updateInterval;
string nl = System.Environment.NewLine;
string result = string.Empty;
if (_showIncoming)
result += $"Server In: {NetworkTrafficStatistics.FormatBytesToLargest(ServerAverages.GetAverage(inBuffer: true))}/s{nl}";
if (_showOutgoing)
result += $"Server Out: {NetworkTrafficStatistics.FormatBytesToLargest(ServerAverages.GetAverage(inBuffer: false))}/s{nl}";
_serverText = result;
}
private void OnGUI()
{
_style.normal.textColor = _color;
_style.fontSize = 15;
float width = 100f;
float height = 0f;
if (_showIncoming)
height += 15f;
if (_showOutgoing)
height += 15f;
bool isClient = InstanceFinder.IsClientStarted;
bool isServer = InstanceFinder.IsServerStarted;
if (!isClient)
ResetCalculationsAndDisplay(forServer: false);
if (!isServer)
ResetCalculationsAndDisplay(forServer: true);
if (isServer && isClient)
height *= 2f;
float edge = 10f;
float horizontal;
float vertical;
if (_placement == Corner.TopLeft)
{
horizontal = 10f;
vertical = 10f;
_style.alignment = TextAnchor.UpperLeft;
}
else if (_placement == Corner.TopRight)
{
horizontal = Screen.width - width - edge;
vertical = 10f;
_style.alignment = TextAnchor.UpperRight;
}
else if (_placement == Corner.BottomLeft)
{
horizontal = 10f;
vertical = Screen.height - height - edge;
_style.alignment = TextAnchor.LowerLeft;
}
else
{
horizontal = Screen.width - width - edge;
vertical = Screen.height - height - edge;
_style.alignment = TextAnchor.LowerRight;
}
GUI.Label(new(horizontal, vertical, width, height), _clientText + _serverText, _style);
}
[ContextMenu("Reset Averages")]
public void ResetAverages()
{
ResetCalculationsAndDisplay(forServer: true);
ResetCalculationsAndDisplay(forServer: false);
}
private void ResetCalculationsAndDisplay(bool forServer)
{
if (!_initialized)
return;
if (forServer)
{
_serverText = string.Empty;
ServerAverages.ResetState();
}
else
{
_clientText = string.Empty;
ClientAverages.ResetState();
}
}
#endif
}
}