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78 lines
2.6 KiB
C#
78 lines
2.6 KiB
C#
2 weeks ago
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using System;
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using TMPro;
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using Unity.Multiplayer.Tools.NetworkSimulator.Runtime;
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using UnityEngine;
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using Unity.Netcode;
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using Unity.Netcode.Transports.UTP;
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using UnityEngine.Assertions;
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namespace Unity.BossRoom.Utils.Editor
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{
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public class NetworkLatencyWarning : MonoBehaviour
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{
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[SerializeField]
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NetworkSimulator m_NetworkSimulator;
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TextMeshProUGUI m_LatencyText;
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bool m_LatencyTextCreated;
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Color m_TextColor = Color.red;
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bool m_ArtificialLatencyEnabled;
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void Update()
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{
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if (NetworkManager.Singleton != null && (NetworkManager.Singleton.IsClient || NetworkManager.Singleton.IsServer))
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{
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var unityTransport = (UnityTransport)NetworkManager.Singleton.NetworkConfig.NetworkTransport;
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// adding this preprocessor directive check since UnityTransport's simulator tools only inject latency in #UNITY_EDITOR or in #DEVELOPMENT_BUILD
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#if UNITY_EDITOR || DEVELOPMENT_BUILD
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var currentSimulationPreset = m_NetworkSimulator.CurrentPreset;
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m_ArtificialLatencyEnabled = currentSimulationPreset.PacketDelayMs > 0 ||
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currentSimulationPreset.PacketJitterMs > 0 ||
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currentSimulationPreset.PacketLossInterval > 0 ||
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currentSimulationPreset.PacketLossPercent > 0;
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#else
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m_ArtificialLatencyEnabled = false;
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#endif
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if (m_ArtificialLatencyEnabled)
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{
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if (!m_LatencyTextCreated)
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{
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m_LatencyTextCreated = true;
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CreateLatencyText();
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}
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m_TextColor.a = Mathf.PingPong(Time.time, 1f);
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m_LatencyText.color = m_TextColor;
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}
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}
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else
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{
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m_ArtificialLatencyEnabled = false;
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}
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if (!m_ArtificialLatencyEnabled)
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{
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if (m_LatencyTextCreated)
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{
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m_LatencyTextCreated = false;
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Destroy(m_LatencyText);
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}
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}
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}
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// Creating a UI text object and add it to NetworkOverlay canvas
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void CreateLatencyText()
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{
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Assert.IsNotNull(NetworkOverlay.Instance,
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"No NetworkOverlay object part of scene. Add NetworkOverlay prefab to bootstrap scene!");
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NetworkOverlay.Instance.AddTextToUI("UI Latency Warning Text", "Network Latency Enabled", out m_LatencyText);
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}
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}
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}
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