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// --------------------------------------------------------------------------------------------------------------------
// <copyright file="PhotonLagSimulationGui.cs" company="Exit Games GmbH">
// Part of: Photon Unity Utilities,
// </copyright>
// <summary>
// This MonoBehaviour is a basic GUI for the Photon client's network-simulation feature.
// It can modify lag (fixed delay), jitter (random lag) and packet loss.
// Part of the [Optional GUI](@ref optionalGui).
// </summary>
// <author>developer@exitgames.com</author>
// --------------------------------------------------------------------------------------------------------------------
using UnityEngine;
using Photon.Pun;
using Photon.Realtime;
using ExitGames.Client.Photon;
namespace Photon.Pun.UtilityScripts
{
/// <summary>
/// This MonoBehaviour is a basic GUI for the Photon client's network-simulation feature.
/// It can modify lag (fixed delay), jitter (random lag) and packet loss.
/// </summary>
/// \ingroup optionalGui
public class PhotonLagSimulationGui : MonoBehaviour
{
/// <summary>Positioning rect for window.</summary>
public Rect WindowRect = new Rect(0, 100, 120, 100);
/// <summary>Unity GUI Window ID (must be unique or will cause issues).</summary>
public int WindowId = 101;
/// <summary>Shows or hides GUI (does not affect settings).</summary>
public bool Visible = true;
/// <summary>The peer currently in use (to set the network simulation).</summary>
public PhotonPeer Peer { get; set; }
public void Start()
{
this.Peer = PhotonNetwork.NetworkingClient.LoadBalancingPeer;
}
public void OnGUI()
{
if (!this.Visible)
{
return;
}
if (this.Peer == null)
{
this.WindowRect = GUILayout.Window(this.WindowId, this.WindowRect, this.NetSimHasNoPeerWindow, "Netw. Sim.");
}
else
{
this.WindowRect = GUILayout.Window(this.WindowId, this.WindowRect, this.NetSimWindow, "Netw. Sim.");
}
}
private void NetSimHasNoPeerWindow(int windowId)
{
GUILayout.Label("No peer to communicate with. ");
}
private void NetSimWindow(int windowId)
{
GUILayout.Label(string.Format("Rtt:{0,4} +/-{1,3}", this.Peer.RoundTripTime, this.Peer.RoundTripTimeVariance));
bool simEnabled = this.Peer.IsSimulationEnabled;
bool newSimEnabled = GUILayout.Toggle(simEnabled, "Simulate");
if (newSimEnabled != simEnabled)
{
this.Peer.IsSimulationEnabled = newSimEnabled;
}
float inOutLag = this.Peer.NetworkSimulationSettings.IncomingLag;
GUILayout.Label("Lag " + inOutLag);
inOutLag = GUILayout.HorizontalSlider(inOutLag, 0, 500);
this.Peer.NetworkSimulationSettings.IncomingLag = (int)inOutLag;
this.Peer.NetworkSimulationSettings.OutgoingLag = (int)inOutLag;
float inOutJitter = this.Peer.NetworkSimulationSettings.IncomingJitter;
GUILayout.Label("Jit " + inOutJitter);
inOutJitter = GUILayout.HorizontalSlider(inOutJitter, 0, 100);
this.Peer.NetworkSimulationSettings.IncomingJitter = (int)inOutJitter;
this.Peer.NetworkSimulationSettings.OutgoingJitter = (int)inOutJitter;
float loss = this.Peer.NetworkSimulationSettings.IncomingLossPercentage;
GUILayout.Label("Loss " + loss);
loss = GUILayout.HorizontalSlider(loss, 0, 10);
this.Peer.NetworkSimulationSettings.IncomingLossPercentage = (int)loss;
this.Peer.NetworkSimulationSettings.OutgoingLossPercentage = (int)loss;
// if anything was clicked, the height of this window is likely changed. reduce it to be layouted again next frame
if (GUI.changed)
{
this.WindowRect.height = 100;
}
GUI.DragWindow();
}
}
}