Unity-WebSocket/Assets/FishNet/Demos/Benchmarks/NetworkTransform/Scripts/PrefabSpawner.cs
2025-06-28 11:28:54 +03:30

93 lines
3.0 KiB
C#

#if UNITY_EDITOR || !UNITY_SERVER
using System;
using FishNet.Component.Utility;
using FishNet.Connection;
using FishNet.Managing.Statistic;
using FishNet.Object;
using UnityEngine;
using UnityEngine.UI;
namespace FishNet.Demo.Benchmarks.NetworkTransforms
{
public class PrefabSpawner : NetworkBehaviour
{
[Header("General")]
[SerializeField]
private NetworkObject _prefab;
[Header("Spawning")]
[SerializeField]
private int _count = 500;
[Header("Display")]
[SerializeField]
private Text _displayText;
// [SerializeField]
// private float _xyRange = 15f;
// [SerializeField]
// private float _zRange = 100f;
private float _resetBandwidthTime = float.NegativeInfinity;
public override void OnStartServer()
{
if (_prefab == null)
{
Debug.LogError($"Prefab is null.");
return;
}
NetworkObject prefab = _prefab;
Vector3 currentPosition = transform.position;
for (int i = 0; i < _count; i++)
{
NetworkObject nob = Instantiate(prefab, currentPosition, Quaternion.identity);
base.Spawn(nob);
}
}
public override void OnSpawnServer(NetworkConnection connection)
{
//Reset bandwidth half a second after spawning in objects for a client.
_resetBandwidthTime = Time.time + 1f;
}
private void Update()
{
if (_displayText == null)
return;
if (!base.IsServerInitialized)
return;
if (_resetBandwidthTime != float.NegativeInfinity && Time.time >= _resetBandwidthTime)
{
_resetBandwidthTime = float.NegativeInfinity;
BandwidthDisplay bd = GameObject.FindObjectOfType<BandwidthDisplay>();
if (bd != null)
{
bd.ResetAverages();
Debug.Log($"Resetting bandwidth averages.");
}
}
uint updateFrequency = (uint)Mathf.FloorToInt((float)base.TimeManager.TickRate / 4f);
if (updateFrequency < 1)
updateFrequency = 1;
if (base.TimeManager.LocalTick % updateFrequency == 0)
{
_displayText.text = "Spawned: " + _count;
_displayText.text += Environment.NewLine + "Tick Rate: " + base.TimeManager.TickRate;
BandwidthDisplay bd = base.NetworkManager.gameObject.GetComponent<BandwidthDisplay>();
ulong serverOutAverage = bd.ServerAverages.GetAverage(inAverage: false);
float perTransformAverage = (float)serverOutAverage / _count;
_displayText.text += Environment.NewLine + "Average Per Transform: " + $"{NetworkTraficStatistics.FormatBytesToLargest(perTransformAverage)}/s";
}
}
}
}
#endif