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feat: Headless Benchmark #394

Merged
merged 13 commits into from
Oct 14, 2020
Merged

feat: Headless Benchmark #394

merged 13 commits into from
Oct 14, 2020

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uweeby
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@uweeby uweeby commented Oct 14, 2020

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@uweeby
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uweeby commented Oct 14, 2020

The benchmark can be run in editor using the "editorArgs" or it can be run in a standalone using normal command line args. Example command line arg usage:

.\MirrorNG.exe -transport tcp -server -monster 100 -client 10

image

In its current design at the time of this comment the specified players and monsters will constantly translate and rotate to provide network load. There is also a SyncVar float that will constantly update its value with a random number.

In future changes I would like to make the frequency of the objects moving adjustable and the number of syncvar/rpcs also adjustable to better simulate real gameplay.

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uweeby commented Oct 14, 2020

merge master to fix kcp loading issue

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sonarcloud bot commented Oct 14, 2020

Kudos, SonarCloud Quality Gate passed!

Bug A 0 Bugs
Vulnerability A 0 Vulnerabilities (and Security Hotspot 0 Security Hotspots to review)
Code Smell A 0 Code Smells

No Coverage information No Coverage information
0.0% 0.0% Duplication

@paulpach paulpach merged commit 0546de9 into master Oct 14, 2020
@paulpach paulpach deleted the headlessBenchmark branch October 14, 2020 22:23
github-actions bot pushed a commit that referenced this pull request Oct 14, 2020
# [49.2.0](v49.1.1...v49.2.0) (2020-10-14)

### Bug Fixes

* throw weaver error when trying to use GameObject param ([#395](#395)) ([2726b9e](2726b9e))

### Features

* display FPS every second ([ae62e35](ae62e35))
* Headless Benchmark ([#394](#394)) ([0546de9](0546de9))
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2 participants