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using Mirror;
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using StinkySteak.NetcodeBenchmark;
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using UnityEngine;
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namespace StinkySteak.MirrorBenchmark
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{
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public class GUIGame : BaseGUIGame
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{
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[SerializeField] private NetworkManager _networkManagerPrefab;
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private NetworkManager _networkManager;
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protected override void Initialize()
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{
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base.Initialize();
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_networkManager = Instantiate(_networkManagerPrefab);
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RegisterPrefabs(new StressTestEssential[] { _test_1, _test_2, _test_3 });
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}
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private void RegisterPrefabs(StressTestEssential[] stressTestEssential)
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{
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for (int i = 0; i < stressTestEssential.Length; i++)
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{
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_networkManager.spawnPrefabs.Add(stressTestEssential[i].Prefab);
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}
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}
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// MIRROR CHANGE: OnGUI instead of Canvas + TextMeshPro
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protected override void OnCustomGUI()
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{
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if (GUILayout.Button("Start Client"))
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{
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_networkManager.StartClient();
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}
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if (GUILayout.Button("Start Server"))
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{
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_networkManager.StartServer();
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}
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}
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// END MIRROR CHANGE
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protected override void StressTest(StressTestEssential stressTest)
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{
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for (int i = 0; i < stressTest.SpawnCount; i++)
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{
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GameObject go = Instantiate(stressTest.Prefab);
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NetworkServer.Spawn(go);
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}
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}
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protected override void UpdateNetworkStats()
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{
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if (_networkManager == null) return;
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if (!_networkManager.isNetworkActive) return;
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if (_networkManager.mode == NetworkManagerMode.ServerOnly)
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{
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_textLatency = ("Latency: 0ms (Server)"); // MIRROR CHANGE: Canvas + TextMeshPro -> OnGUI
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return;
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}
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_textLatency = ($"Latency: {NetworkTime.rtt * 1_000}ms"); // MIRROR CHANGE: Canvas + TextMeshPro -> OnGUI
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}
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}
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}
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