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182 lines
7.3 KiB
C#
182 lines
7.3 KiB
C#
using System.Collections.Generic;
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using TMPro;
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using Unity.Netcode;
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using UnityEngine;
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using UnityEngine.Assertions;
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namespace Unity.BossRoom.Utils
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{
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/// This utility help showing Network statistics at runtime.
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///
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/// This component attaches to any networked object.
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/// It'll spawn all the needed text and canvas.
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///
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/// NOTE: This class will be removed once Unity provides support for this.
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[RequireComponent(typeof(NetworkObject))]
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public class NetworkStats : NetworkBehaviour
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{
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// For a value like RTT an exponential moving average is a better indication of the current rtt and fluctuates less.
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struct ExponentialMovingAverageCalculator
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{
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readonly float m_Alpha;
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float m_Average;
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public float Average => m_Average;
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public ExponentialMovingAverageCalculator(float average)
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{
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m_Alpha = 2f / (k_MaxWindowSize + 1);
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m_Average = average;
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}
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public float NextValue(float value) => m_Average = (value - m_Average) * m_Alpha + m_Average;
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}
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// RTT
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// Client sends a ping RPC to the server and starts it's timer.
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// The server receives the ping and sends a pong response to the client.
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// The client receives that pong response and stops its time.
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// The RPC value is using a moving average, so we don't have a value that moves too much, but is still reactive to RTT changes.
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const int k_MaxWindowSizeSeconds = 3; // it should take x seconds for the value to react to change
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const float k_PingIntervalSeconds = 0.1f;
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const float k_MaxWindowSize = k_MaxWindowSizeSeconds / k_PingIntervalSeconds;
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// Some games are less sensitive to latency than others. For fast-paced games, latency above 100ms becomes a challenge for players while for others 500ms is fine. It's up to you to establish those thresholds.
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const float k_StrugglingNetworkConditionsRTTThreshold = 130;
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const float k_BadNetworkConditionsRTTThreshold = 200;
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ExponentialMovingAverageCalculator m_BossRoomRTT = new ExponentialMovingAverageCalculator(0);
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ExponentialMovingAverageCalculator m_UtpRTT = new ExponentialMovingAverageCalculator(0);
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float m_LastPingTime;
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TextMeshProUGUI m_TextStat;
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TextMeshProUGUI m_TextHostType;
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TextMeshProUGUI m_TextBadNetworkConditions;
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// When receiving pong client RPCs, we need to know when the initiating ping sent it so we can calculate its individual RTT
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int m_CurrentRTTPingId;
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Dictionary<int, float> m_PingHistoryStartTimes = new Dictionary<int, float>();
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RpcParams m_PongClientParams;
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string m_TextToDisplay;
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public override void OnNetworkSpawn()
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{
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bool isClientOnly = IsClient && !IsServer;
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if (!IsOwner && isClientOnly) // we don't want to track player ghost stats, only our own
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{
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enabled = false;
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return;
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}
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if (IsOwner)
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{
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CreateNetworkStatsText();
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}
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m_PongClientParams = RpcTarget.Group(new[] { OwnerClientId }, RpcTargetUse.Persistent);
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}
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// Creating a UI text object and add it to NetworkOverlay canvas
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void CreateNetworkStatsText()
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{
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Assert.IsNotNull(Editor.NetworkOverlay.Instance,
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"No NetworkOverlay object part of scene. Add NetworkOverlay prefab to bootstrap scene!");
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string hostType = IsHost ? "Host" : IsClient ? "Client" : "Unknown";
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Editor.NetworkOverlay.Instance.AddTextToUI("UI Host Type Text", $"Type: {hostType}", out m_TextHostType);
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Editor.NetworkOverlay.Instance.AddTextToUI("UI Stat Text", "No Stat", out m_TextStat);
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Editor.NetworkOverlay.Instance.AddTextToUI("UI Bad Conditions Text", "", out m_TextBadNetworkConditions);
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}
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void FixedUpdate()
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{
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if (!IsServer)
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{
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if (Time.realtimeSinceStartup - m_LastPingTime > k_PingIntervalSeconds)
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{
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// We could have had a ping/pong where the ping sends the pong and the pong sends the ping. Issue with this
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// is the higher the latency, the lower the sampling would be. We need pings to be sent at a regular interval
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ServerPingRpc(m_CurrentRTTPingId);
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m_PingHistoryStartTimes[m_CurrentRTTPingId] = Time.realtimeSinceStartup;
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m_CurrentRTTPingId++;
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m_LastPingTime = Time.realtimeSinceStartup;
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m_UtpRTT.NextValue(NetworkManager.NetworkConfig.NetworkTransport.GetCurrentRtt(NetworkManager.ServerClientId));
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}
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if (m_TextStat != null)
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{
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m_TextToDisplay = $"RTT: {(m_BossRoomRTT.Average * 1000).ToString("0")} ms;\nUTP RTT {m_UtpRTT.Average.ToString("0")} ms";
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if (m_UtpRTT.Average > k_BadNetworkConditionsRTTThreshold)
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{
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m_TextStat.color = Color.red;
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}
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else if (m_UtpRTT.Average > k_StrugglingNetworkConditionsRTTThreshold)
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{
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m_TextStat.color = Color.yellow;
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}
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else
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{
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m_TextStat.color = Color.white;
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}
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}
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if (m_TextBadNetworkConditions != null)
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{
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// Right now, we only base this warning on UTP's RTT metric, but in the future we could watch for packet loss as well, or other metrics.
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// This could be a simple icon instead of doing heavy string manipulations.
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m_TextBadNetworkConditions.text = m_UtpRTT.Average > k_BadNetworkConditionsRTTThreshold ? "Bad Network Conditions Detected!" : "";
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var color = Color.red;
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color.a = Mathf.PingPong(Time.time, 1f);
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m_TextBadNetworkConditions.color = color;
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}
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}
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else
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{
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m_TextToDisplay = $"Connected players: {NetworkManager.Singleton.ConnectedClients.Count.ToString()}";
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}
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if (m_TextStat)
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{
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m_TextStat.text = m_TextToDisplay;
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}
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}
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[Rpc(SendTo.Server)]
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void ServerPingRpc(int pingId, RpcParams serverParams = default)
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{
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ClientPongRpc(pingId, m_PongClientParams);
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}
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[Rpc(SendTo.SpecifiedInParams)]
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void ClientPongRpc(int pingId, RpcParams clientParams = default)
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{
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var startTime = m_PingHistoryStartTimes[pingId];
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m_PingHistoryStartTimes.Remove(pingId);
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m_BossRoomRTT.NextValue(Time.realtimeSinceStartup - startTime);
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}
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public override void OnNetworkDespawn()
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{
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if (m_TextStat != null)
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{
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Destroy(m_TextStat.gameObject);
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}
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if (m_TextHostType != null)
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{
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Destroy(m_TextHostType.gameObject);
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}
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if (m_TextBadNetworkConditions != null)
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{
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Destroy(m_TextBadNetworkConditions.gameObject);
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}
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}
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}
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}
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