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using UnityEngine;
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namespace Mirror.Examples.PredictionBenchmark
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{
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[AddComponentMenu("")]
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public class NetworkManagerStackedPrediction : NetworkManager
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{
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[Header("Spawns")]
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public int spawnAmount = 1000;
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public GameObject spawnPrefab;
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public float interleave = 1;
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// 500 objects need around 100 iterations to be stable
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[Tooltip("Stacked Cubes are only stable if solver iterations are high enough!\nDefault is 1, max is 255.")]
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public int solverIterations = 200;
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public int solverVelocityIterations = 1;
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public override void Awake()
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{
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base.Awake();
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// ensure vsync is disabled for the benchmark, otherwise results are capped
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QualitySettings.vSyncCount = 0;
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// stacked cubes are only stable if solver iteration is high enough!
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int before = Physics.defaultSolverIterations;
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Physics.defaultSolverIterations = solverIterations;
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Debug.Log($"Physics.defaultSolverIterations: {before} -> {Physics.defaultSolverIterations}");
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before = Physics.defaultSolverVelocityIterations;
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Physics.defaultSolverVelocityIterations = solverVelocityIterations;
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Debug.Log($"Physics.defaultSolverVelocityIterations: {before} -> {Physics.defaultSolverVelocityIterations}");
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}
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void SpawnAll()
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{
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// calculate sqrt so we can spawn N * N = Amount
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float sqrt = Mathf.Sqrt(spawnAmount);
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// calculate spawn xz start positions
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// based on spawnAmount * distance
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float offset = -sqrt / 2 * interleave;
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// spawn exactly the amount, not one more.
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int spawned = 0;
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for (int spawnX = 0; spawnX < sqrt; ++spawnX)
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{
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for (int spawnY = 0; spawnY < sqrt; ++spawnY)
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{
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// spawn exactly the amount, not any more
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// (our sqrt method isn't 100% precise)
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if (spawned < spawnAmount)
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{
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// it's important to have them at least 'Physics.defaultContactOffset' apart.
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// otherwise the physics engine will detect collisions and make them unstable.
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float spacing = interleave + Physics.defaultContactOffset;
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float x = offset + spawnX * spacing;
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float y = spawnY * spacing;
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// instantiate & position
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GameObject go = Instantiate(spawnPrefab);
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go.transform.position = new Vector3(x, y, 0);
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// spawn
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NetworkServer.Spawn(go);
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++spawned;
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}
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}
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}
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}
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public override void OnStartServer()
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{
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base.OnStartServer();
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SpawnAll();
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// disable rendering on server to reduce noise in profiling.
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// keep enabled in host mode though.
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// if (mode == NetworkManagerMode.ServerOnly)
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// Camera.main.enabled = false;
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}
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}
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}
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