7502018d20
There is an asset in the store I grabbed. the coding is WAY above my head, I got about half of it and integrated and adapted what I can to it. im going as far as I can with it and ill come back in a few month when I understand t better.
90 lines
2.6 KiB
C#
90 lines
2.6 KiB
C#
using System;
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using System.Collections.Generic;
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using UnityEngine.ResourceManagement.Diagnostics;
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namespace UnityEditor.AddressableAssets.Diagnostics.Data
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{
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[Serializable]
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class EventDataPlayerSessionCollection
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{
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List<EventDataPlayerSession> m_PlayerSessions = new List<EventDataPlayerSession>();
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Func<DiagnosticEvent, bool> m_OnRecordEvent;
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public EventDataPlayerSessionCollection(Func<DiagnosticEvent, bool> onRecordEvent)
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{
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m_OnRecordEvent = onRecordEvent;
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}
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internal bool RecordEvent(DiagnosticEvent e)
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{
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if (m_OnRecordEvent != null)
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return m_OnRecordEvent(e);
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return false;
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}
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public bool ProcessEvent(DiagnosticEvent diagnosticEvent, int sessionId)
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{
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var session = GetPlayerSession(sessionId, true);
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bool entryCreated = false;
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session.AddSample(diagnosticEvent, RecordEvent(diagnosticEvent), ref entryCreated);
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return entryCreated;
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}
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public EventDataPlayerSession GetSessionByIndex(int index)
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{
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if (m_PlayerSessions.Count == 0 || m_PlayerSessions.Count <= index)
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return null;
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return m_PlayerSessions[index];
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}
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internal int GetSessionIndexById(int playerId)
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{
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return m_PlayerSessions.FindIndex(edps => edps.PlayerId == playerId);
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}
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public EventDataPlayerSession GetPlayerSession(int playerId, bool create)
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{
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foreach (var c in m_PlayerSessions)
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if (c.PlayerId == playerId)
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return c;
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if (create)
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{
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var c = new EventDataPlayerSession("Player " + playerId, playerId);
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m_PlayerSessions.Add(c);
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return c;
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}
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return null;
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}
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internal void RemoveSession(int playerId)
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{
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m_PlayerSessions.RemoveAll(edps => edps.PlayerId == playerId);
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}
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public string[] GetConnectionNames()
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{
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string[] names = new string[m_PlayerSessions.Count];
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for (int i = 0; i < m_PlayerSessions.Count; i++)
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names[i] = m_PlayerSessions[i].EventName;
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return names;
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}
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internal int GetSessionCount()
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{
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return m_PlayerSessions.Count;
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}
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public void AddSession(string name, int id)
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{
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m_PlayerSessions.Add(new EventDataPlayerSession(name, id));
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}
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public void Update()
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{
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foreach (var s in m_PlayerSessions)
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s.Update();
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}
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}
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}
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