using UnityEngine;
using Unity.Entities;
namespace Unity.NetCode.Extensions
{
///
/// Collects system information metrics
/// and send all the data to the Info panel UI
///
[WorldSystemFilter(WorldSystemFilterFlags.LocalSimulation | WorldSystemFilterFlags.ClientSimulation, WorldSystemFilterFlags.LocalSimulation | WorldSystemFilterFlags.ClientSimulation)]
[UpdateAfter(typeof(NetCodePanelStats))]
public partial class NetCodePanelStatsPresentation : ComponentSystemGroup
{
}
[UpdateInGroup(typeof(NetCodePanelStatsPresentation))]
public partial struct UpdateNetcodePanelStatsSystem : ISystem, ISystemStartStop
{
private EntityQuery m_TotalPlayersQuery;
private EntityQuery m_TotalEntities;
public void OnCreate(ref SystemState state)
{
m_TotalPlayersQuery = state.GetEntityQuery(ComponentType.ReadOnly());
m_TotalEntities = state.GetEntityQuery(ComponentType.Exclude());
state.RequireForUpdate();
state.RequireForUpdate();
state.RequireForUpdate();
}
public void OnStartRunning(ref SystemState state)
{
if (NetcodePanelStats.Instance == null)
return;
NetcodePanelStats.Instance.Enable();
}
public void OnStopRunning(ref SystemState state)
{
if (NetcodePanelStats.Instance == null)
return;
NetcodePanelStats.Instance.Disable();
}
public void OnUpdate(ref SystemState state)
{
if (NetcodePanelStats.Instance == null)
return;
var playerStats = SystemAPI.GetSingletonRW().ValueRO;
if (!playerStats.ShouldUpdate)
return;
var quality = QualitySettings.names[QualitySettings.GetQualityLevel()];
var ghostCount = SystemAPI.GetSingleton();
var entityCount = m_TotalEntities.CalculateEntityCount();
NetcodePanelStats.Instance.SetFPSLabel(playerStats.FPS);
NetcodePanelStats.Instance.SetNumberOfPlayers(m_TotalPlayersQuery.CalculateEntityCount());
NetcodePanelStats.Instance.SetPingLabel(playerStats.EstimatedRTT, playerStats.DeviationRTT);
NetcodePanelStats.Instance.SetSystemsLabel(playerStats.NumberOfSystems);
NetcodePanelStats.Instance.SetEntitiesLabel(entityCount);
NetcodePanelStats.Instance.UpdateQualityLabel(quality);
NetcodePanelStats.Instance.SetGhostsLabel(ghostCount);
}
}
}