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Client Connection Ids and Game Object registration #863

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Original file line number Diff line number Diff line change
Expand Up @@ -96,13 +96,13 @@ internal void InvokeNamedMessage(ulong hash, ulong sender, Stream stream)
if (m_NamedMessageHandlers32.TryGetValue(hash, out HandleNamedMessageDelegate messageHandler32))
{
messageHandler32(sender, stream);
m_NetworkManager.NetworkMetrics.TrackNamedMessageReceived(m_MessageHandlerNameLookup32[hash], bytesCount);
m_NetworkManager.NetworkMetrics.TrackNamedMessageReceived(sender, m_MessageHandlerNameLookup32[hash], bytesCount);
}

if (m_NamedMessageHandlers64.TryGetValue(hash, out HandleNamedMessageDelegate messageHandler64))
{
messageHandler64(sender, stream);
m_NetworkManager.NetworkMetrics.TrackNamedMessageReceived(m_MessageHandlerNameLookup64[hash], bytesCount);
m_NetworkManager.NetworkMetrics.TrackNamedMessageReceived(sender, m_MessageHandlerNameLookup64[hash], bytesCount);
}
}
else
Expand All @@ -114,14 +114,14 @@ internal void InvokeNamedMessage(ulong hash, ulong sender, Stream stream)
if (m_NamedMessageHandlers32.TryGetValue(hash, out HandleNamedMessageDelegate messageHandler32))
{
messageHandler32(sender, stream);
m_NetworkManager.NetworkMetrics.TrackNamedMessageReceived(m_MessageHandlerNameLookup32[hash], bytesCount);
m_NetworkManager.NetworkMetrics.TrackNamedMessageReceived(sender, m_MessageHandlerNameLookup32[hash], bytesCount);
}
break;
case HashSize.VarIntEightBytes:
if (m_NamedMessageHandlers64.TryGetValue(hash, out HandleNamedMessageDelegate messageHandler64))
{
messageHandler64(sender, stream);
m_NetworkManager.NetworkMetrics.TrackNamedMessageReceived(m_MessageHandlerNameLookup64[hash], bytesCount);
m_NetworkManager.NetworkMetrics.TrackNamedMessageReceived(sender, m_MessageHandlerNameLookup64[hash], bytesCount);
}
break;
}
Expand Down Expand Up @@ -190,8 +190,8 @@ public void SendNamedMessage(string name, ulong clientId, Stream stream, Network

m_NetworkManager.MessageSender.Send(clientId, NetworkConstants.NAMED_MESSAGE, networkChannel, messageBuffer);
PerformanceDataManager.Increment(ProfilerConstants.NamedMessageSent);
m_NetworkManager.NetworkMetrics.TrackNamedMessageSent(name, (ulong)messageBuffer.Length);

m_NetworkManager.NetworkMetrics.TrackNamedMessageSent(clientId, name, (ulong)messageBuffer.Length);
}
}

Expand Down Expand Up @@ -235,7 +235,7 @@ public void SendNamedMessage(string name, List<ulong> clientIds, Stream stream,
m_NetworkManager.MessageSender.Send(NetworkConstants.NAMED_MESSAGE, networkChannel, clientIds, messageBuffer);
PerformanceDataManager.Increment(ProfilerConstants.NamedMessageSent);

m_NetworkManager.NetworkMetrics.TrackNamedMessageSent(name, (ulong)messageBuffer.Length);
m_NetworkManager.NetworkMetrics.TrackNamedMessageSent(clientIds, name, (ulong)messageBuffer.Length);
}
}
}
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -83,7 +83,6 @@ public void HandleConnectionApproved(ulong clientId, Stream stream, float receiv

NetworkManager.ConnectedClients.Add(NetworkManager.LocalClientId, new NetworkClient { ClientId = NetworkManager.LocalClientId });


void DelayedSpawnAction(Stream continuationStream)
{
using (var continuationReader = PooledNetworkReader.Get(continuationStream))
Expand Down Expand Up @@ -408,7 +407,7 @@ public void HandleNamedMessage(ulong clientId, Stream stream)
{
PerformanceDataManager.Increment(ProfilerConstants.NamedMessageReceived);
ProfilerStatManager.NamedMessage.Record();

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Please leave these types of changes out since it's just whitespace, I'm guessing you modified this and then undid the changes later but no need to touch the file with this

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It was a mistake. I'll revert that.

using (var reader = PooledNetworkReader.Get(stream))
{
ulong hash = reader.ReadUInt64Packed();
Expand Down
56 changes: 44 additions & 12 deletions com.unity.multiplayer.mlapi/Runtime/Metrics/NetworkMetrics.cs
Original file line number Diff line number Diff line change
@@ -1,4 +1,6 @@
using Unity.Multiplayer.NetStats.Dispatch;
using System.Collections.Generic;
using MLAPI.Connection;
using Unity.Multiplayer.NetStats.Dispatch;
using Unity.Multiplayer.NetStats.Metrics;
using Unity.Multiplayer.NetworkProfiler;
using Unity.Multiplayer.NetworkProfiler.Models;
Expand All @@ -7,28 +9,40 @@ namespace MLAPI.Metrics
{
public interface INetworkMetrics
{
void TrackNamedMessageSent(string messageName, ulong bytesCount);
void TrackNetworkObject(NetworkObject networkObject);

void TrackNamedMessageReceived(string messageName, ulong bytesCount);
void TrackNamedMessageSent(ulong receiver, string messageName, ulong bytesCount);

void TrackNamedMessageSent(IReadOnlyCollection<ulong> receivers, string messageName, ulong bytesCount);

void TrackNamedMessageReceived(ulong sender, string messageName, ulong bytesCount);

void DispatchFrame();
}

public class NullNetworkMetrics : INetworkMetrics
{
public void TrackNamedMessageSent(string messageName, ulong bytesCount)
public void TrackNetworkObject(NetworkObject networkObject)
{
}

public void TrackNamedMessageSent(ulong receiver, string messageName, ulong bytesCount)
{
}

public void TrackNamedMessageReceived(string messageName, ulong bytesCount)
public void TrackNamedMessageSent(IReadOnlyCollection<ulong> receivers, string messageName, ulong bytesCount)
{
}

public void TrackNamedMessageReceived(ulong sender, string messageName, ulong bytesCount)
{
}

public void DispatchFrame()
{
}
}

#if true
public class NetworkMetrics : INetworkMetrics
{
Expand All @@ -38,24 +52,42 @@ public class NetworkMetrics : INetworkMetrics
private EventMetric<NamedMessageEvent> m_NamedMessageSentEvent = new EventMetric<NamedMessageEvent>("Named Message Sent");
private EventMetric<NamedMessageEvent> m_NamedMessageReceivedEvent = new EventMetric<NamedMessageEvent>("Named Message Received");

private Dictionary<ulong, NetworkObjectIdentifier> m_NetworkGameObjects = new Dictionary<ulong, NetworkObjectIdentifier>();

public NetworkMetrics(NetworkManager networkManager)
{
m_NetworkManager = networkManager;
m_Dispatcher = new MetricDispatcherBuilder()
.WithMetricEvents(m_NamedMessageSentEvent, m_NamedMessageReceivedEvent)
.Build();

m_Dispatcher.RegisterObserver(MLAPIObserver.Observer);
}

public void TrackNamedMessageSent(string messageName, ulong bytesCount)
public void TrackNetworkObject(NetworkObject networkObject)
{
if (!m_NetworkGameObjects.ContainsKey(networkObject.NetworkObjectId))
{
m_NetworkGameObjects[networkObject.NetworkObjectId] = new NetworkObjectIdentifier(networkObject.name, networkObject.NetworkObjectId);
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I'm not sure if NetworkObjectIdentifier needs to be cached like this. It is a struct so creating the instance is free. Also this means that changes to the network object's name will not appear in the profiler.

Although .name might allocate memory since it pulls from native - in which case cashing might still be preferred to avoid the allocation?

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This sort of thing add complexity, and we can only guess at the benefits. I'm a fan of keeping this stuff as simple as possible, and then optimizing when we have cold hard data to back it up.

If we have to optimize part of this, the solution might turn out to be something else entirely.

Make it work, make it clean, make it fast. In that order.

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Yes I was under that impression that caching would be beneficial if we're going to be reusing the structures a lot.

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I think the cost isn't worth the incidental complexity it adds to the code.

}
}

public void TrackNamedMessageSent(ulong receiver, string messageName, ulong bytesCount)
{
m_NamedMessageSentEvent.Mark(new NamedMessageEvent(new ConnectionInfo(receiver), messageName, bytesCount));
}

public void TrackNamedMessageSent(IReadOnlyCollection<ulong> receivers, string messageName, ulong bytesCount)
{
m_NamedMessageSentEvent.Mark(new NamedMessageEvent(new ConnectionInfo(m_NetworkManager.LocalClientId), messageName, bytesCount));
foreach (var receiver in receivers)
{
TrackNamedMessageSent(receiver, messageName, bytesCount);
}
}

public void TrackNamedMessageReceived(string messageName, ulong bytesCount)
public void TrackNamedMessageReceived(ulong sender, string messageName, ulong bytesCount)
{
m_NamedMessageReceivedEvent.Mark(new NamedMessageEvent(new ConnectionInfo(m_NetworkManager.LocalClientId), messageName, bytesCount));
m_NamedMessageReceivedEvent.Mark(new NamedMessageEvent(new ConnectionInfo(sender), messageName, bytesCount));
}

public void DispatchFrame()
Expand All @@ -74,4 +106,4 @@ static MLAPIObserver()
}
}
#endif
}
}
Original file line number Diff line number Diff line change
Expand Up @@ -302,6 +302,8 @@ internal void SpawnNetworkObjectLocally(NetworkObject networkObject, ulong netwo
SpawnedObjects.Add(networkObject.NetworkObjectId, networkObject);
SpawnedObjectsList.Add(networkObject);

NetworkManager.Singleton.NetworkMetrics.TrackNetworkObject(networkObject);

if (ownerClientId != null)
{
if (NetworkManager.IsServer)
Expand Down