fishnet installed

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2023-05-31 11:32:21 -04:00
parent 47b25269f1
commit a001fe1b04
1291 changed files with 126631 additions and 1 deletions

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using FishNet.Managing.Statistic;
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
}
#endregion
#region Serialized.
/// <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
#region Private.
/// <summary>
/// Style for drawn ping.
/// </summary>
private GUIStyle _style = new GUIStyle();
/// <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 NetworkTraficStatistics _networkTrafficStatistics;
#endregion
private void Start()
{
_networkTrafficStatistics = InstanceFinder.NetworkManager.StatisticsManager.NetworkTraffic;
//Subscribe to both traffic updates.
_networkTrafficStatistics.OnClientNetworkTraffic += NetworkTraffic_OnClientNetworkTraffic;
_networkTrafficStatistics.OnServerNetworkTraffic += NetworkTraffic_OnServerNetworkTraffic;
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.");
}
private void OnDestroy()
{
if (_networkTrafficStatistics != null)
{
_networkTrafficStatistics.OnClientNetworkTraffic -= NetworkTraffic_OnClientNetworkTraffic;
_networkTrafficStatistics.OnServerNetworkTraffic -= NetworkTraffic_OnClientNetworkTraffic;
}
}
/// <summary>
/// Called when client network traffic is updated.
/// </summary>
private void NetworkTraffic_OnClientNetworkTraffic(NetworkTrafficArgs obj)
{
string nl = System.Environment.NewLine;
string result = string.Empty;
if (_showIncoming)
result += $"Client In: {NetworkTraficStatistics.FormatBytesToLargest(obj.FromServerBytes)}/s{nl}";
if (_showOutgoing)
result += $"Client Out: {NetworkTraficStatistics.FormatBytesToLargest(obj.ToServerBytes)}/s{nl}";
_clientText = result;
}
/// <summary>
/// Called when client network traffic is updated.
/// </summary>
private void NetworkTraffic_OnServerNetworkTraffic(NetworkTrafficArgs obj)
{
string nl = System.Environment.NewLine;
string result = string.Empty;
if (_showIncoming)
result += $"Server In: {NetworkTraficStatistics.FormatBytesToLargest(obj.ToServerBytes)}/s{nl}";
if (_showOutgoing)
result += $"Server Out: {NetworkTraficStatistics.FormatBytesToLargest(obj.FromServerBytes)}/s{nl}";
_serverText = result;
}
private void OnGUI()
{
//No need to perform these actions on server.
#if !UNITY_EDITOR && UNITY_SERVER
return;
#endif
_style.normal.textColor = _color;
_style.fontSize = 15;
float width = 100f;
float height = 0f;
if (_showIncoming)
height += 15f;
if (_showOutgoing)
height += 15f;
bool isClient = InstanceFinder.IsClient;
bool isServer = InstanceFinder.IsServer;
if (!isClient)
_clientText = string.Empty;
if (!isServer)
_serverText = string.Empty;
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 Rect(horizontal, vertical, width, height), (_clientText + _serverText), _style);
}
}
}

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using FishNet.Connection;
using FishNet.Managing;
using FishNet.Managing.Logging;
using FishNet.Managing.Scened;
using FishNet.Transporting;
using FishNet.Utility;
using System.IO;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnitySceneManager = UnityEngine.SceneManagement.SceneManager;
/// <summary>
/// Add to a NetworkManager object to change between Online and Offline scene based on connection states of the server or client.
/// </summary>
[AddComponentMenu("FishNet/Component/DefaultScene")]
public class DefaultScene : MonoBehaviour
{
#region Serialized.
[Tooltip("True to load the online scene as global, false to load it as connection.")]
[SerializeField]
private bool _useGlobalScenes = true;
/// <summary>
/// True to replace all scenes with the offline scene immediately.
/// </summary>
[Tooltip("True to replace all scenes with the offline scene immediately.")]
[SerializeField]
private bool _startInOffline;
/// <summary>
///
/// </summary>
[Tooltip("Scene to load when disconnected. Server and client will load this scene.")]
[SerializeField, Scene]
private string _offlineScene;
/// <summary>
/// Sets which offline scene to use.
/// </summary>
/// <param name="sceneName">Scene name to use as the offline scene.</param>
public void SetOfflineScene(string sceneName) => _offlineScene = sceneName;
/// <summary>
/// Scene to load when disconnected. Server and client will load this scene.
/// </summary>
/// <returns></returns>
public string GetOfflineScene() => _offlineScene;
/// <summary>
///
/// </summary>
[Tooltip("Scene to load when connected. Server and client will load this scene.")]
[SerializeField, Scene]
private string _onlineScene;
/// <summary>
/// Sets which online scene to use.
/// </summary>
/// <param name="sceneName">Scene name to use as the online scene.</param>
public void SetOnlineScene(string sceneName) => _onlineScene = sceneName;
/// <summary>
/// Scene to load when connected. Server and client will load this scene.
/// </summary>
/// <returns></returns>
public string GetOnlineScene() => _onlineScene;
/// <summary>
/// Which scenes to replace when loading into OnlineScene.
/// </summary>
[Tooltip("Which scenes to replace when loading into OnlineScene.")]
[SerializeField]
private ReplaceOption _replaceScenes = ReplaceOption.All;
#endregion
#region Private.
/// <summary>
/// NetworkManager for this component.
/// </summary>
private NetworkManager _networkManager;
#endregion
private void Awake()
{
InitializeOnce();
}
private void OnDestroy()
{
if (!ApplicationState.IsQuitting() && _networkManager != null && _networkManager.Initialized)
{
_networkManager.ClientManager.OnClientConnectionState -= ClientManager_OnClientConnectionState;
_networkManager.ServerManager.OnServerConnectionState -= ServerManager_OnServerConnectionState;
_networkManager.SceneManager.OnLoadEnd -= SceneManager_OnLoadEnd;
_networkManager.ServerManager.OnAuthenticationResult -= ServerManager_OnAuthenticationResult;
}
}
/// <summary>
/// Initializes this script for use.
/// </summary>
private void InitializeOnce()
{
_networkManager = GetComponentInParent<NetworkManager>();
if (_networkManager == null)
{
NetworkManager.StaticLogError($"NetworkManager not found on {gameObject.name} or any parent objects. DefaultScene will not work.");
return;
}
//A NetworkManager won't be initialized if it's being destroyed.
if (!_networkManager.Initialized)
return;
if (_onlineScene == string.Empty || _offlineScene == string.Empty)
{
NetworkManager.StaticLogWarning("Online or Offline scene is not specified. Default scenes will not load.");
return;
}
_networkManager.ClientManager.OnClientConnectionState += ClientManager_OnClientConnectionState;
_networkManager.ServerManager.OnServerConnectionState += ServerManager_OnServerConnectionState;
_networkManager.SceneManager.OnLoadEnd += SceneManager_OnLoadEnd;
_networkManager.ServerManager.OnAuthenticationResult += ServerManager_OnAuthenticationResult;
if (_startInOffline)
LoadOfflineScene();
}
/// <summary>
/// Called when a scene load ends.
/// </summary>
private void SceneManager_OnLoadEnd(SceneLoadEndEventArgs obj)
{
bool onlineLoaded = false;
foreach (Scene s in obj.LoadedScenes)
{
if (s.name == GetSceneName(_onlineScene))
{
onlineLoaded = true;
break;
}
}
//If online scene was loaded then unload offline.
if (onlineLoaded)
UnloadOfflineScene();
}
/// <summary>
/// Called after the local server connection state changes.
/// </summary>
private void ServerManager_OnServerConnectionState(ServerConnectionStateArgs obj)
{
/* When server starts load online scene as global.
* Since this is a global scene clients will automatically
* join it when connecting. */
if (obj.ConnectionState == LocalConnectionState.Started)
{
/* If not exactly one server is started then
* that means either none are started, which isnt true because
* we just got a started callback, or two+ are started.
* When a server has already started there's no reason to load
* scenes again. */
if (!_networkManager.ServerManager.OneServerStarted())
return;
//If here can load scene.
SceneLoadData sld = new SceneLoadData(GetSceneName(_onlineScene));
sld.ReplaceScenes = _replaceScenes;
if (_useGlobalScenes)
_networkManager.SceneManager.LoadGlobalScenes(sld);
else
_networkManager.SceneManager.LoadConnectionScenes(sld);
}
//When server stops load offline scene.
else if (obj.ConnectionState == LocalConnectionState.Stopped)
{
LoadOfflineScene();
}
}
/// <summary>
/// Called after the local client connection state changes.
/// </summary>
private void ClientManager_OnClientConnectionState(ClientConnectionStateArgs obj)
{
if (obj.ConnectionState == LocalConnectionState.Stopped)
{
//Only load offline scene if not also server.
if (!_networkManager.IsServer)
LoadOfflineScene();
}
}
/// <summary>
/// Called when a client completes authentication.
/// </summary>
private void ServerManager_OnAuthenticationResult(NetworkConnection arg1, bool authenticated)
{
/* This is only for loading connection scenes.
* If using global there is no need to continue. */
if (_useGlobalScenes)
return;
if (!authenticated)
return;
SceneLoadData sld = new SceneLoadData(GetSceneName(_onlineScene));
_networkManager.SceneManager.LoadConnectionScenes(arg1, sld);
}
/// <summary>
/// Loads offlineScene as single.
/// </summary>
private void LoadOfflineScene()
{
//Already in offline scene.
if (UnitySceneManager.GetActiveScene().name == GetSceneName(_offlineScene))
return;
//Only use scene manager if networking scenes. I may add something in later to do both local and networked.
UnitySceneManager.LoadScene(_offlineScene);
}
/// <summary>
/// Unloads the offline scene.
/// </summary>
private void UnloadOfflineScene()
{
Scene s = UnitySceneManager.GetSceneByName(GetSceneName(_offlineScene));
if (string.IsNullOrEmpty(s.name))
return;
UnitySceneManager.UnloadSceneAsync(s);
}
/// <summary>
/// Returns a scene name from fullPath.
/// </summary>
/// <param name="fullPath"></param>
/// <returns></returns>
private string GetSceneName(string fullPath)
{
return Path.GetFileNameWithoutExtension(fullPath);
}
}

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using FishNet.Managing.Timing;
using UnityEngine;
namespace FishNet.Component.Utility
{
/// <summary>
/// Add to any object to display current ping(round trip time).
/// </summary>
[AddComponentMenu("FishNet/Component/PingDisplay")]
public class PingDisplay : MonoBehaviour
{
#region Types.
private enum Corner
{
TopLeft,
TopRight,
BottomLeft,
BottomRight
}
#endregion
#region Serialized.
/// <summary>
/// Color for text.
/// </summary>
[Tooltip("Color for text.")]
[SerializeField]
private Color _color = Color.white;
/// <summary>
/// Which corner to display ping in.
/// </summary>
[Tooltip("Which corner to display ping in.")]
[SerializeField]
private Corner _placement = Corner.TopRight;
/// <summary>
/// True to show the real ping. False to include tick rate latency within the ping.
/// </summary>
[Tooltip("True to show the real ping. False to include tick rate latency within the ping.")]
[SerializeField]
private bool _hideTickRate = true;
#endregion
#region Private.
/// <summary>
/// Style for drawn ping.
/// </summary>
private GUIStyle _style = new GUIStyle();
#endregion
private void OnGUI()
{
//No need to perform these actions on server.
#if !UNITY_EDITOR && UNITY_SERVER
return;
#endif
//Only clients can see pings.
if (!InstanceFinder.IsClient)
return;
_style.normal.textColor = _color;
_style.fontSize = 15;
float width = 85f;
float height = 15f;
float edge = 10f;
float horizontal;
float vertical;
if (_placement == Corner.TopLeft)
{
horizontal = 10f;
vertical = 10f;
}
else if (_placement == Corner.TopRight)
{
horizontal = Screen.width - width - edge;
vertical = 10f;
}
else if (_placement == Corner.BottomLeft)
{
horizontal = 10f;
vertical = Screen.height - height - edge;
}
else
{
horizontal = Screen.width - width - edge;
vertical = Screen.height - height - edge;
}
long ping;
TimeManager tm = InstanceFinder.TimeManager;
if (tm == null)
{
ping = 0;
}
else
{
ping = tm.RoundTripTime;
long deduction = 0;
if (_hideTickRate)
{
deduction = (long)(tm.TickDelta * 1000d);
/* If host subtract two ticks, if client only subtract one tick.
* This will reflect the users real ping without the tick rate latency. */
if (InstanceFinder.IsHost)
deduction *= 2;
}
ping = (long)Mathf.Max(0, ping - deduction);
}
GUI.Label(new Rect(horizontal, vertical, width, height), $"Ping: {ping}ms", _style);
}
}
}

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