mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2024-12-01 09:27:59 +01:00
97 lines
No EOL
3.2 KiB
C#
97 lines
No EOL
3.2 KiB
C#
#pragma warning disable 1587
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/// \file
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/// <summary>Part of the [Optional GUI](@ref optionalGui).</summary>
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#pragma warning restore 1587
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using ExitGames.Client.Photon;
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using UnityEngine;
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/// <summary>
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/// This MonoBehaviour is a basic GUI for the Photon client's network-simulation feature.
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/// It can modify lag (fixed delay), jitter (random lag) and packet loss.
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/// </summary>
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/// \ingroup optionalGui
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public class PhotonLagSimulationGui : MonoBehaviour
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{
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/// <summary>Positioning rect for window.</summary>
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public Rect WindowRect = new Rect(0, 100, 120, 100);
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/// <summary>Unity GUI Window ID (must be unique or will cause issues).</summary>
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public int WindowId = 101;
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/// <summary>Shows or hides GUI (does not affect settings).</summary>
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public bool Visible = true;
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/// <summary>The peer currently in use (to set the network simulation).</summary>
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public PhotonPeer Peer { get; set; }
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public void Start()
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{
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this.Peer = PhotonNetwork.networkingPeer;
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}
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public void OnGUI()
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{
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if (!this.Visible)
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{
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return;
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}
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if (this.Peer == null)
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{
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this.WindowRect = GUILayout.Window(this.WindowId, this.WindowRect, this.NetSimHasNoPeerWindow, "Netw. Sim.");
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}
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else
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{
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this.WindowRect = GUILayout.Window(this.WindowId, this.WindowRect, this.NetSimWindow, "Netw. Sim.");
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}
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}
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private void NetSimHasNoPeerWindow(int windowId)
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{
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GUILayout.Label("No peer to communicate with. ");
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}
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private void NetSimWindow(int windowId)
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{
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GUILayout.Label(string.Format("Rtt:{0,4} +/-{1,3}", this.Peer.RoundTripTime, this.Peer.RoundTripTimeVariance));
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bool simEnabled = this.Peer.IsSimulationEnabled;
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bool newSimEnabled = GUILayout.Toggle(simEnabled, "Simulate");
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if (newSimEnabled != simEnabled)
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{
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this.Peer.IsSimulationEnabled = newSimEnabled;
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}
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float inOutLag = this.Peer.NetworkSimulationSettings.IncomingLag;
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GUILayout.Label("Lag " + inOutLag);
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inOutLag = GUILayout.HorizontalSlider(inOutLag, 0, 500);
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this.Peer.NetworkSimulationSettings.IncomingLag = (int)inOutLag;
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this.Peer.NetworkSimulationSettings.OutgoingLag = (int)inOutLag;
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float inOutJitter = this.Peer.NetworkSimulationSettings.IncomingJitter;
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GUILayout.Label("Jit " + inOutJitter);
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inOutJitter = GUILayout.HorizontalSlider(inOutJitter, 0, 100);
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this.Peer.NetworkSimulationSettings.IncomingJitter = (int)inOutJitter;
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this.Peer.NetworkSimulationSettings.OutgoingJitter = (int)inOutJitter;
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float loss = this.Peer.NetworkSimulationSettings.IncomingLossPercentage;
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GUILayout.Label("Loss " + loss);
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loss = GUILayout.HorizontalSlider(loss, 0, 10);
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this.Peer.NetworkSimulationSettings.IncomingLossPercentage = (int)loss;
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this.Peer.NetworkSimulationSettings.OutgoingLossPercentage = (int)loss;
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// if anything was clicked, the height of this window is likely changed. reduce it to be layouted again next frame
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if (GUI.changed)
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{
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this.WindowRect.height = 100;
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}
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GUI.DragWindow();
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}
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} |