slowpoker/Assets/Mirror/Components/RemoteStatistics.cs

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2024-10-17 17:23:05 +03:00
// remote statistics panel from Mirror II to show connections, load, etc.
// server syncs statistics to clients if authenticated.
//
// attach this to a player.
// requires NetworkStatistics component on the Network object.
//
// Unity's OnGUI is the easiest to use solution at the moment.
// * playfab is super complex to set up
// * http servers would be nice, but still need to open ports, live refresh, etc
//
// for safety reasons, let's keep this read-only.
// at least until there's safe authentication.
using System;
using System.IO;
using UnityEngine;
namespace Mirror
{
// server -> client
struct Stats
{
// general
public int connections;
public double uptime;
public int configuredTickRate;
public int actualTickRate;
// traffic
public long sentBytesPerSecond;
public long receiveBytesPerSecond;
// cpu
public float serverTickInterval;
public double fullUpdateAvg;
public double serverEarlyAvg;
public double serverLateAvg;
public double transportEarlyAvg;
public double transportLateAvg;
// C# boilerplate
public Stats(
// general
int connections,
double uptime,
int configuredTickRate,
int actualTickRate,
// traffic
long sentBytesPerSecond,
long receiveBytesPerSecond,
// cpu
float serverTickInterval,
double fullUpdateAvg,
double serverEarlyAvg,
double serverLateAvg,
double transportEarlyAvg,
double transportLateAvg
)
{
// general
this.connections = connections;
this.uptime = uptime;
this.configuredTickRate = configuredTickRate;
this.actualTickRate = actualTickRate;
// traffic
this.sentBytesPerSecond = sentBytesPerSecond;
this.receiveBytesPerSecond = receiveBytesPerSecond;
// cpu
this.serverTickInterval = serverTickInterval;
this.fullUpdateAvg = fullUpdateAvg;
this.serverEarlyAvg = serverEarlyAvg;
this.serverLateAvg = serverLateAvg;
this.transportEarlyAvg = transportEarlyAvg;
this.transportLateAvg = transportLateAvg;
}
}
// [RequireComponent(typeof(NetworkStatistics))] <- needs to be on Network GO, not on NI
public class RemoteStatistics : NetworkBehaviour
{
// components ("fake statics" for similar API)
protected NetworkStatistics NetworkStatistics;
// broadcast to client.
// stats are quite huge, let's only send every few seconds via TargetRpc.
// instead of sending multiple times per second via NB.OnSerialize.
[Tooltip("Send stats every 'interval' seconds to client.")]
public float sendInterval = 1;
double lastSendTime;
[Header("GUI")]
public bool showGui;
public KeyCode hotKey = KeyCode.F11;
Rect windowRect = new Rect(0, 0, 400, 400);
// password can't be stored in code or in Unity project.
// it would be available in clients otherwise.
// this is not perfectly secure. that's why RemoteStatistics is read-only.
[Header("Authentication")]
public string passwordFile = "remote_statistics.txt";
protected bool serverAuthenticated; // client needs to authenticate
protected bool clientAuthenticated; // show GUI until authenticated
protected string serverPassword = null; // null means not found, auth impossible
protected string clientPassword = ""; // for GUI
// statistics synced to client
Stats stats;
void LoadPassword()
{
// TODO only load once, not for all players?
// let's avoid static state for now.
// load the password
string path = Path.GetFullPath(passwordFile);
if (File.Exists(path))
{
// don't spam the server logs for every player's loaded file
// Debug.Log($"RemoteStatistics: loading password file: {path}");
try
{
serverPassword = File.ReadAllText(path);
}
catch (Exception exception)
{
Debug.LogWarning($"RemoteStatistics: failed to read password file: {exception}");
}
}
else
{
Debug.LogWarning($"RemoteStatistics: password file has not been created. Authentication will be impossible. Please save the password in: {path}");
}
}
protected override void OnValidate()
{
base.OnValidate();
syncMode = SyncMode.Owner;
}
// make sure to call base function when overwriting!
// public so it can also be called from tests (and be overwritten by users)
public override void OnStartServer()
{
NetworkStatistics = NetworkManager.singleton.GetComponent<NetworkStatistics>();
if (NetworkStatistics == null) throw new Exception($"RemoteStatistics requires a NetworkStatistics component on {NetworkManager.singleton.name}!");
// server needs to load the password
LoadPassword();
}
public override void OnStartLocalPlayer()
{
// center the window initially
windowRect.x = Screen.width / 2 - windowRect.width / 2;
windowRect.y = Screen.height / 2 - windowRect.height / 2;
}
[TargetRpc]
void TargetRpcSync(Stats v)
{
// store stats and flag as authenticated
clientAuthenticated = true;
stats = v;
}
[Command]
public void CmdAuthenticate(string v)
{
// was a valid password loaded on the server,
// and did the client send the correct one?
if (!string.IsNullOrWhiteSpace(serverPassword) &&
serverPassword.Equals(v))
{
serverAuthenticated = true;
Debug.Log($"RemoteStatistics: connectionId {connectionToClient.connectionId} authenticated with player {name}");
}
}
void UpdateServer()
{
// only sync if client has authenticated on the server
if (!serverAuthenticated) return;
// NetworkTime.localTime has defines for 2019 / 2020 compatibility
if (NetworkTime.localTime >= lastSendTime + sendInterval)
{
lastSendTime = NetworkTime.localTime;
// target rpc to owner client
TargetRpcSync(new Stats(
// general
NetworkServer.connections.Count,
NetworkTime.time,
NetworkServer.tickRate,
NetworkServer.actualTickRate,
// traffic
NetworkStatistics.serverSentBytesPerSecond,
NetworkStatistics.serverReceivedBytesPerSecond,
// cpu
NetworkServer.tickInterval,
NetworkServer.fullUpdateDuration.average,
NetworkServer.earlyUpdateDuration.average,
NetworkServer.lateUpdateDuration.average,
0, // TODO ServerTransport.earlyUpdateDuration.average,
0 // TODO ServerTransport.lateUpdateDuration.average
));
}
}
void UpdateClient()
{
if (Input.GetKeyDown(hotKey))
showGui = !showGui;
}
void Update()
{
if (isServer) UpdateServer();
if (isLocalPlayer) UpdateClient();
}
void OnGUI()
{
if (!isLocalPlayer) return;
if (!showGui) return;
windowRect = GUILayout.Window(0, windowRect, OnWindow, "Remote Statistics");
windowRect = Utils.KeepInScreen(windowRect);
}
// Text: value
void GUILayout_TextAndValue(string text, string value)
{
GUILayout.BeginHorizontal();
GUILayout.Label(text);
GUILayout.FlexibleSpace();
GUILayout.Label(value);
GUILayout.EndHorizontal();
}
// fake a progress bar via horizontal scroll bar with ratio as width
void GUILayout_ProgressBar(double ratio, int width)
{
// clamp ratio, otherwise >1 would make it extremely large
ratio = Mathd.Clamp01(ratio);
GUILayout.HorizontalScrollbar(0, (float)ratio, 0, 1, GUILayout.Width(width));
}
// need to specify progress bar & caption width,
// otherwise differently sized captions would always misalign the
// progress bars.
void GUILayout_TextAndProgressBar(string text, double ratio, int progressbarWidth, string caption, int captionWidth, Color captionColor)
{
GUILayout.BeginHorizontal();
GUILayout.Label(text);
GUILayout.FlexibleSpace();
GUILayout_ProgressBar(ratio, progressbarWidth);
// coloring the caption is enough. otherwise it's too much.
GUI.color = captionColor;
GUILayout.Label(caption, GUILayout.Width(captionWidth));
GUI.color = Color.white;
GUILayout.EndHorizontal();
}
void GUI_Authenticate()
{
GUILayout.BeginVertical("Box"); // start general
GUILayout.Label("<b>Authentication</b>");
// warning if insecure connection
// if (ClientTransport.IsEncrypted())
// {
// GUILayout.Label("<i>Connection is encrypted!</i>");
// }
// else
// {
GUILayout.Label("<i>Connection is not encrypted. Use with care!</i>");
// }
// input
clientPassword = GUILayout.PasswordField(clientPassword, '*');
// button
GUI.enabled = !string.IsNullOrWhiteSpace(clientPassword);
if (GUILayout.Button("Authenticate"))
{
CmdAuthenticate(clientPassword);
}
GUI.enabled = true;
GUILayout.EndVertical(); // end general
}
void GUI_General(
int connections,
double uptime,
int configuredTickRate,
int actualTickRate)
{
GUILayout.BeginVertical("Box"); // start general
GUILayout.Label("<b>General</b>");
// connections
GUILayout_TextAndValue("Connections:", $"<b>{connections}</b>");
// uptime
GUILayout_TextAndValue("Uptime:", $"<b>{Utils.PrettySeconds(uptime)}</b>"); // TODO
// tick rate
// might be lower under heavy load.
// might be higher in editor if targetFrameRate can't be set.
GUI.color = actualTickRate < configuredTickRate ? Color.red : Color.green;
GUILayout_TextAndValue("Tick Rate:", $"<b>{actualTickRate} Hz / {configuredTickRate} Hz</b>");
GUI.color = Color.white;
GUILayout.EndVertical(); // end general
}
void GUI_Traffic(
long serverSentBytesPerSecond,
long serverReceivedBytesPerSecond)
{
GUILayout.BeginVertical("Box");
GUILayout.Label("<b>Network</b>");
GUILayout_TextAndValue("Outgoing:", $"<b>{Utils.PrettyBytes(serverSentBytesPerSecond) }/s</b>");
GUILayout_TextAndValue("Incoming:", $"<b>{Utils.PrettyBytes(serverReceivedBytesPerSecond)}/s</b>");
GUILayout.EndVertical();
}
void GUI_Cpu(
float serverTickInterval,
double fullUpdateAvg,
double serverEarlyAvg,
double serverLateAvg,
double transportEarlyAvg,
double transportLateAvg)
{
const int barWidth = 120;
const int captionWidth = 90;
GUILayout.BeginVertical("Box");
GUILayout.Label("<b>CPU</b>");
// unity update
// happens every 'tickInterval'. progress bar shows it in relation.
// <= 90% load is green, otherwise red
double fullRatio = fullUpdateAvg / serverTickInterval;
GUILayout_TextAndProgressBar(
"World Update Avg:",
fullRatio,
barWidth, $"<b>{fullUpdateAvg * 1000:F1} ms</b>",
captionWidth,
fullRatio <= 0.9 ? Color.green : Color.red);
// server update
// happens every 'tickInterval'. progress bar shows it in relation.
// <= 90% load is green, otherwise red
double serverRatio = (serverEarlyAvg + serverLateAvg) / serverTickInterval;
GUILayout_TextAndProgressBar(
"Server Update Avg:",
serverRatio,
barWidth, $"<b>{serverEarlyAvg * 1000:F1} + {serverLateAvg * 1000:F1} ms</b>",
captionWidth,
serverRatio <= 0.9 ? Color.green : Color.red);
// transport: early + late update milliseconds.
// for threaded transport, this is the thread's update time.
// happens every 'tickInterval'. progress bar shows it in relation.
// <= 90% load is green, otherwise red
// double transportRatio = (transportEarlyAvg + transportLateAvg) / serverTickInterval;
// GUILayout_TextAndProgressBar(
// "Transport Avg:",
// transportRatio,
// barWidth,
// $"<b>{transportEarlyAvg * 1000:F1} + {transportLateAvg * 1000:F1} ms</b>",
// captionWidth,
// transportRatio <= 0.9 ? Color.green : Color.red);
GUILayout.EndVertical();
}
void GUI_Notice()
{
// for security reasons, let's keep this read-only for now.
// single line keeps input & visuals simple
// GUILayout.BeginVertical("Box");
// GUILayout.Label("<b>Global Notice</b>");
// notice = GUILayout.TextField(notice);
// if (GUILayout.Button("Send"))
// {
// // TODO
// }
// GUILayout.EndVertical();
}
void OnWindow(int windowID)
{
if (!clientAuthenticated)
{
GUI_Authenticate();
}
else
{
GUI_General(
stats.connections,
stats.uptime,
stats.configuredTickRate,
stats.actualTickRate
);
GUI_Traffic(
stats.sentBytesPerSecond,
stats.receiveBytesPerSecond
);
GUI_Cpu(
stats.serverTickInterval,
stats.fullUpdateAvg,
stats.serverEarlyAvg,
stats.serverLateAvg,
stats.transportEarlyAvg,
stats.transportLateAvg
);
GUI_Notice();
}
// dragable window in any case
GUI.DragWindow(new Rect(0, 0, 10000, 10000));
}
}
}