alap
This commit is contained in:
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fileFormatVersion: 2
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||||
guid: fa4cbc6b9c584db4971985cb9f369077
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timeCreated: 1613110605
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@ -0,0 +1,90 @@
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// straight forward Vector3.Distance based interest management.
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using System.Collections.Generic;
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using UnityEngine;
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namespace Mirror
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{
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[AddComponentMenu("Network/ Interest Management/ Distance/Distance Interest Management")]
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public class DistanceInterestManagement : InterestManagement
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{
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[Tooltip("The maximum range that objects will be visible at. Add DistanceInterestManagementCustomRange onto NetworkIdentities for custom ranges.")]
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public int visRange = 500;
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[Tooltip("Rebuild all every 'rebuildInterval' seconds.")]
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public float rebuildInterval = 1;
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double lastRebuildTime;
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// cache custom ranges to avoid runtime TryGetComponent lookups
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readonly Dictionary<NetworkIdentity, DistanceInterestManagementCustomRange> CustomRanges = new Dictionary<NetworkIdentity, DistanceInterestManagementCustomRange>();
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// helper function to get vis range for a given object, or default.
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[ServerCallback]
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int GetVisRange(NetworkIdentity identity)
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{
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return CustomRanges.TryGetValue(identity, out DistanceInterestManagementCustomRange custom) ? custom.visRange : visRange;
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}
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[ServerCallback]
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public override void ResetState()
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{
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lastRebuildTime = 0D;
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CustomRanges.Clear();
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}
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public override void OnSpawned(NetworkIdentity identity)
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{
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if (identity.TryGetComponent(out DistanceInterestManagementCustomRange custom))
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CustomRanges[identity] = custom;
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}
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public override void OnDestroyed(NetworkIdentity identity)
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{
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CustomRanges.Remove(identity);
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}
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public override bool OnCheckObserver(NetworkIdentity identity, NetworkConnectionToClient newObserver)
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{
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int range = GetVisRange(identity);
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return Vector3.Distance(identity.transform.position, newObserver.identity.transform.position) < range;
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}
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public override void OnRebuildObservers(NetworkIdentity identity, HashSet<NetworkConnectionToClient> newObservers)
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{
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// cache range and .transform because both call GetComponent.
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int range = GetVisRange(identity);
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Vector3 position = identity.transform.position;
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// brute force distance check
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// -> only player connections can be observers, so it's enough if we
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// go through all connections instead of all spawned identities.
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// -> compared to UNET's sphere cast checking, this one is orders of
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// magnitude faster. if we have 10k monsters and run a sphere
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// cast 10k times, we will see a noticeable lag even with physics
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// layers. but checking to every connection is fast.
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foreach (NetworkConnectionToClient conn in NetworkServer.connections.Values)
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{
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// authenticated and joined world with a player?
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if (conn != null && conn.isAuthenticated && conn.identity != null)
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{
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// check distance
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if (Vector3.Distance(conn.identity.transform.position, position) < range)
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{
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newObservers.Add(conn);
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}
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}
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}
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}
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// internal so we can update from tests
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[ServerCallback]
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internal void Update()
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{
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// rebuild all spawned NetworkIdentity's observers every interval
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if (NetworkTime.localTime >= lastRebuildTime + rebuildInterval)
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{
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RebuildAll();
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lastRebuildTime = NetworkTime.localTime;
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}
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}
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}
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}
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@ -0,0 +1,11 @@
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fileFormatVersion: 2
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||||
guid: 8f60becab051427fbdd3c8ac9ab4712b
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||||
MonoImporter:
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||||
externalObjects: {}
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||||
serializedVersion: 2
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||||
defaultReferences: []
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||||
executionOrder: 0
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||||
icon: {fileID: 2800000, guid: 7453abfe9e8b2c04a8a47eb536fe21eb, type: 3}
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||||
userData:
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||||
assetBundleName:
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assetBundleVariant:
|
@ -0,0 +1,15 @@
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// add this to NetworkIdentities for custom range if needed.
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// only works with DistanceInterestManagement.
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using UnityEngine;
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namespace Mirror
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{
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[DisallowMultipleComponent]
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[AddComponentMenu("Network/ Interest Management/ Distance/Distance Custom Range")]
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[HelpURL("https://mirror-networking.gitbook.io/docs/guides/interest-management")]
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public class DistanceInterestManagementCustomRange : NetworkBehaviour
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{
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[Tooltip("The maximum range that objects will be visible at.")]
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public int visRange = 100;
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}
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}
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@ -0,0 +1,11 @@
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fileFormatVersion: 2
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||||
guid: b2e242ee38a14076a39934172a19079b
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||||
MonoImporter:
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externalObjects: {}
|
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serializedVersion: 2
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defaultReferences: []
|
||||
executionOrder: 0
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icon: {fileID: 2800000, guid: 7453abfe9e8b2c04a8a47eb536fe21eb, type: 3}
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||||
userData:
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||||
assetBundleName:
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assetBundleVariant:
|
3
Assets/Mirror/Components/InterestManagement/Match.meta
Normal file
3
Assets/Mirror/Components/InterestManagement/Match.meta
Normal file
@ -0,0 +1,3 @@
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fileFormatVersion: 2
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||||
guid: 5eca5245ae6bb460e9a92f7e14d5493a
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timeCreated: 1622649517
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@ -0,0 +1,164 @@
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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namespace Mirror
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{
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[AddComponentMenu("Network/ Interest Management/ Match/Match Interest Management")]
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public class MatchInterestManagement : InterestManagement
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{
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[Header("Diagnostics")]
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[ReadOnly, SerializeField]
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internal ushort matchCount;
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readonly Dictionary<Guid, HashSet<NetworkMatch>> matchObjects =
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new Dictionary<Guid, HashSet<NetworkMatch>>();
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readonly HashSet<Guid> dirtyMatches = new HashSet<Guid>();
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// LateUpdate so that all spawns/despawns/changes are done
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[ServerCallback]
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void LateUpdate()
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{
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// Rebuild all dirty matches
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// dirtyMatches will be empty if no matches changed members
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// by spawning or destroying or changing matchId in this frame.
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foreach (Guid dirtyMatch in dirtyMatches)
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{
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// rebuild always, even if matchObjects[dirtyMatch] is empty.
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// Players might have left the match, but they may still be spawned.
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RebuildMatchObservers(dirtyMatch);
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// clean up empty entries in the dict
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if (matchObjects[dirtyMatch].Count == 0)
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matchObjects.Remove(dirtyMatch);
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}
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dirtyMatches.Clear();
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matchCount = (ushort)matchObjects.Count;
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}
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[ServerCallback]
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void RebuildMatchObservers(Guid matchId)
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{
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foreach (NetworkMatch networkMatch in matchObjects[matchId])
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if (networkMatch.netIdentity != null)
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NetworkServer.RebuildObservers(networkMatch.netIdentity, false);
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}
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// called by NetworkMatch.matchId setter
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[ServerCallback]
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internal void OnMatchChanged(NetworkMatch networkMatch, Guid oldMatch)
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{
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// This object is in a new match so observers in the prior match
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// and the new match need to rebuild their respective observers lists.
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// Remove this object from the hashset of the match it just left
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// Guid.Empty is never a valid matchId
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if (oldMatch != Guid.Empty)
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{
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dirtyMatches.Add(oldMatch);
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matchObjects[oldMatch].Remove(networkMatch);
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}
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// Guid.Empty is never a valid matchId
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if (networkMatch.matchId == Guid.Empty)
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return;
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dirtyMatches.Add(networkMatch.matchId);
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// Make sure this new match is in the dictionary
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if (!matchObjects.ContainsKey(networkMatch.matchId))
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matchObjects[networkMatch.matchId] = new HashSet<NetworkMatch>();
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// Add this object to the hashset of the new match
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matchObjects[networkMatch.matchId].Add(networkMatch);
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}
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[ServerCallback]
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public override void OnSpawned(NetworkIdentity identity)
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{
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if (!identity.TryGetComponent(out NetworkMatch networkMatch))
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return;
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Guid networkMatchId = networkMatch.matchId;
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// Guid.Empty is never a valid matchId...do not add to matchObjects collection
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if (networkMatchId == Guid.Empty)
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return;
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// Debug.Log($"MatchInterestManagement.OnSpawned({identity.name}) currentMatch: {currentMatch}");
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if (!matchObjects.TryGetValue(networkMatchId, out HashSet<NetworkMatch> objects))
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{
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objects = new HashSet<NetworkMatch>();
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matchObjects.Add(networkMatchId, objects);
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}
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objects.Add(networkMatch);
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// Match ID could have been set in NetworkBehaviour::OnStartServer on this object.
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// Since that's after OnCheckObserver is called it would be missed, so force Rebuild here.
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// Add the current match to dirtyMatches for LateUpdate to rebuild it.
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dirtyMatches.Add(networkMatchId);
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}
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[ServerCallback]
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public override void OnDestroyed(NetworkIdentity identity)
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{
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// Don't RebuildSceneObservers here - that will happen in LateUpdate.
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// Multiple objects could be destroyed in same frame and we don't
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// want to rebuild for each one...let LateUpdate do it once.
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// We must add the current match to dirtyMatches for LateUpdate to rebuild it.
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if (identity.TryGetComponent(out NetworkMatch currentMatch))
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{
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if (currentMatch.matchId != Guid.Empty &&
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matchObjects.TryGetValue(currentMatch.matchId, out HashSet<NetworkMatch> objects) &&
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objects.Remove(currentMatch))
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dirtyMatches.Add(currentMatch.matchId);
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}
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}
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||||
[ServerCallback]
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||||
public override bool OnCheckObserver(NetworkIdentity identity, NetworkConnectionToClient newObserver)
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||||
{
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// Never observed if no NetworkMatch component
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if (!identity.TryGetComponent(out NetworkMatch identityNetworkMatch))
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return false;
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// Guid.Empty is never a valid matchId
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if (identityNetworkMatch.matchId == Guid.Empty)
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||||
return false;
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||||
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||||
// Never observed if no NetworkMatch component
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if (!newObserver.identity.TryGetComponent(out NetworkMatch newObserverNetworkMatch))
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return false;
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||||
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||||
// Guid.Empty is never a valid matchId
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if (newObserverNetworkMatch.matchId == Guid.Empty)
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||||
return false;
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||||
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||||
return identityNetworkMatch.matchId == newObserverNetworkMatch.matchId;
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||||
}
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||||
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||||
[ServerCallback]
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||||
public override void OnRebuildObservers(NetworkIdentity identity, HashSet<NetworkConnectionToClient> newObservers)
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||||
{
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if (!identity.TryGetComponent(out NetworkMatch networkMatch))
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||||
return;
|
||||
|
||||
// Guid.Empty is never a valid matchId
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if (networkMatch.matchId == Guid.Empty)
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return;
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||||
|
||||
// Abort if this match hasn't been created yet by OnSpawned or OnMatchChanged
|
||||
if (!matchObjects.TryGetValue(networkMatch.matchId, out HashSet<NetworkMatch> objects))
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||||
return;
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|
||||
// Add everything in the hashset for this object's current match
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||||
foreach (NetworkMatch netMatch in objects)
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if (netMatch.netIdentity != null && netMatch.netIdentity.connectionToClient != null)
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||||
newObservers.Add(netMatch.netIdentity.connectionToClient);
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||||
}
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||||
}
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||||
}
|
@ -0,0 +1,11 @@
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||||
fileFormatVersion: 2
|
||||
guid: d09f5c8bf2f4747b7a9284ef5d9ce2a7
|
||||
MonoImporter:
|
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externalObjects: {}
|
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serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
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icon: {fileID: 2800000, guid: 7453abfe9e8b2c04a8a47eb536fe21eb, type: 3}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -0,0 +1,42 @@
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// simple component that holds match information
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||||
using System;
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using UnityEngine;
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||||
|
||||
namespace Mirror
|
||||
{
|
||||
[DisallowMultipleComponent]
|
||||
[AddComponentMenu("Network/ Interest Management/ Match/Network Match")]
|
||||
[HelpURL("https://mirror-networking.gitbook.io/docs/guides/interest-management")]
|
||||
public class NetworkMatch : NetworkBehaviour
|
||||
{
|
||||
Guid _matchId;
|
||||
|
||||
#pragma warning disable IDE0052 // Suppress warning for unused field...this is for debugging purposes
|
||||
[SerializeField, ReadOnly]
|
||||
[Tooltip("Match ID is shown here on server for debugging purposes.")]
|
||||
string MatchID = string.Empty;
|
||||
#pragma warning restore IDE0052
|
||||
|
||||
///<summary>Set this to the same value on all networked objects that belong to a given match</summary>
|
||||
public Guid matchId
|
||||
{
|
||||
get => _matchId;
|
||||
set
|
||||
{
|
||||
if (!NetworkServer.active)
|
||||
throw new InvalidOperationException("matchId can only be set at runtime on active server");
|
||||
|
||||
if (_matchId == value)
|
||||
return;
|
||||
|
||||
Guid oldMatch = _matchId;
|
||||
_matchId = value;
|
||||
MatchID = value.ToString();
|
||||
|
||||
// Only inform the AOI if this netIdentity has been spawned (isServer) and only if using a MatchInterestManagement
|
||||
if (isServer && NetworkServer.aoi is MatchInterestManagement matchInterestManagement)
|
||||
matchInterestManagement.OnMatchChanged(this, oldMatch);
|
||||
}
|
||||
}
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||||
}
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||||
}
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@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
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guid: 5d17e718851449a6879986e45c458fb7
|
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
|
||||
executionOrder: 0
|
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icon: {fileID: 2800000, guid: 7453abfe9e8b2c04a8a47eb536fe21eb, type: 3}
|
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userData:
|
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assetBundleName:
|
||||
assetBundleVariant:
|
3
Assets/Mirror/Components/InterestManagement/Scene.meta
Normal file
3
Assets/Mirror/Components/InterestManagement/Scene.meta
Normal file
@ -0,0 +1,3 @@
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||||
fileFormatVersion: 2
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||||
guid: 7655d309a46a4bd4860edf964228b3f6
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||||
timeCreated: 1622649517
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@ -0,0 +1,118 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
|
||||
namespace Mirror
|
||||
{
|
||||
[AddComponentMenu("Network/ Interest Management/ Scene/Scene Interest Management")]
|
||||
public class SceneInterestManagement : InterestManagement
|
||||
{
|
||||
// Use Scene instead of string scene.name because when additively
|
||||
// loading multiples of a subscene the name won't be unique
|
||||
readonly Dictionary<Scene, HashSet<NetworkIdentity>> sceneObjects =
|
||||
new Dictionary<Scene, HashSet<NetworkIdentity>>();
|
||||
|
||||
readonly Dictionary<NetworkIdentity, Scene> lastObjectScene =
|
||||
new Dictionary<NetworkIdentity, Scene>();
|
||||
|
||||
HashSet<Scene> dirtyScenes = new HashSet<Scene>();
|
||||
|
||||
[ServerCallback]
|
||||
public override void OnSpawned(NetworkIdentity identity)
|
||||
{
|
||||
Scene currentScene = identity.gameObject.scene;
|
||||
lastObjectScene[identity] = currentScene;
|
||||
// Debug.Log($"SceneInterestManagement.OnSpawned({identity.name}) currentScene: {currentScene}");
|
||||
if (!sceneObjects.TryGetValue(currentScene, out HashSet<NetworkIdentity> objects))
|
||||
{
|
||||
objects = new HashSet<NetworkIdentity>();
|
||||
sceneObjects.Add(currentScene, objects);
|
||||
}
|
||||
|
||||
objects.Add(identity);
|
||||
}
|
||||
|
||||
[ServerCallback]
|
||||
public override void OnDestroyed(NetworkIdentity identity)
|
||||
{
|
||||
// Don't RebuildSceneObservers here - that will happen in Update.
|
||||
// Multiple objects could be destroyed in same frame and we don't
|
||||
// want to rebuild for each one...let Update do it once.
|
||||
// We must add the current scene to dirtyScenes for Update to rebuild it.
|
||||
if (lastObjectScene.TryGetValue(identity, out Scene currentScene))
|
||||
{
|
||||
lastObjectScene.Remove(identity);
|
||||
if (sceneObjects.TryGetValue(currentScene, out HashSet<NetworkIdentity> objects) && objects.Remove(identity))
|
||||
dirtyScenes.Add(currentScene);
|
||||
}
|
||||
}
|
||||
|
||||
// internal so we can update from tests
|
||||
[ServerCallback]
|
||||
internal void Update()
|
||||
{
|
||||
// for each spawned:
|
||||
// if scene changed:
|
||||
// add previous to dirty
|
||||
// add new to dirty
|
||||
foreach (NetworkIdentity identity in NetworkServer.spawned.Values)
|
||||
{
|
||||
if (!lastObjectScene.TryGetValue(identity, out Scene currentScene))
|
||||
continue;
|
||||
|
||||
Scene newScene = identity.gameObject.scene;
|
||||
if (newScene == currentScene)
|
||||
continue;
|
||||
|
||||
// Mark new/old scenes as dirty so they get rebuilt
|
||||
dirtyScenes.Add(currentScene);
|
||||
dirtyScenes.Add(newScene);
|
||||
|
||||
// This object is in a new scene so observers in the prior scene
|
||||
// and the new scene need to rebuild their respective observers lists.
|
||||
|
||||
// Remove this object from the hashset of the scene it just left
|
||||
sceneObjects[currentScene].Remove(identity);
|
||||
|
||||
// Set this to the new scene this object just entered
|
||||
lastObjectScene[identity] = newScene;
|
||||
|
||||
// Make sure this new scene is in the dictionary
|
||||
if (!sceneObjects.ContainsKey(newScene))
|
||||
sceneObjects.Add(newScene, new HashSet<NetworkIdentity>());
|
||||
|
||||
// Add this object to the hashset of the new scene
|
||||
sceneObjects[newScene].Add(identity);
|
||||
}
|
||||
|
||||
// rebuild all dirty scenes
|
||||
foreach (Scene dirtyScene in dirtyScenes)
|
||||
RebuildSceneObservers(dirtyScene);
|
||||
|
||||
dirtyScenes.Clear();
|
||||
}
|
||||
|
||||
void RebuildSceneObservers(Scene scene)
|
||||
{
|
||||
foreach (NetworkIdentity netIdentity in sceneObjects[scene])
|
||||
if (netIdentity != null)
|
||||
NetworkServer.RebuildObservers(netIdentity, false);
|
||||
}
|
||||
|
||||
public override bool OnCheckObserver(NetworkIdentity identity, NetworkConnectionToClient newObserver)
|
||||
{
|
||||
return identity.gameObject.scene == newObserver.identity.gameObject.scene;
|
||||
}
|
||||
|
||||
public override void OnRebuildObservers(NetworkIdentity identity, HashSet<NetworkConnectionToClient> newObservers)
|
||||
{
|
||||
if (!sceneObjects.TryGetValue(identity.gameObject.scene, out HashSet<NetworkIdentity> objects))
|
||||
return;
|
||||
|
||||
// Add everything in the hashset for this object's current scene
|
||||
foreach (NetworkIdentity networkIdentity in objects)
|
||||
if (networkIdentity != null && networkIdentity.connectionToClient != null)
|
||||
newObservers.Add(networkIdentity.connectionToClient);
|
||||
}
|
||||
}
|
||||
}
|
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
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|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {fileID: 2800000, guid: 7453abfe9e8b2c04a8a47eb536fe21eb, type: 3}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: cfa12b73503344d49b398b01bcb07967
|
||||
timeCreated: 1613110634
|
@ -0,0 +1,104 @@
|
||||
// Grid2D from uMMORPG: get/set values of type T at any point
|
||||
// -> not named 'Grid' because Unity already has a Grid type. causes warnings.
|
||||
// -> struct to avoid memory indirection. it's accessed a lot.
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Mirror
|
||||
{
|
||||
// struct to avoid memory indirection. it's accessed a lot.
|
||||
public struct Grid2D<T>
|
||||
{
|
||||
// the grid
|
||||
// note that we never remove old keys.
|
||||
// => over time, HashSet<T>s will be allocated for every possible
|
||||
// grid position in the world
|
||||
// => Clear() doesn't clear them so we don't constantly reallocate the
|
||||
// entries when populating the grid in every Update() call
|
||||
// => makes the code a lot easier too
|
||||
// => this is FINE because in the worst case, every grid position in the
|
||||
// game world is filled with a player anyway!
|
||||
readonly Dictionary<Vector2Int, HashSet<T>> grid;
|
||||
|
||||
// cache a 9 neighbor grid of vector2 offsets so we can use them more easily
|
||||
readonly Vector2Int[] neighbourOffsets;
|
||||
|
||||
public Grid2D(int initialCapacity)
|
||||
{
|
||||
grid = new Dictionary<Vector2Int, HashSet<T>>(initialCapacity);
|
||||
|
||||
neighbourOffsets = new[] {
|
||||
Vector2Int.up,
|
||||
Vector2Int.up + Vector2Int.left,
|
||||
Vector2Int.up + Vector2Int.right,
|
||||
Vector2Int.left,
|
||||
Vector2Int.zero,
|
||||
Vector2Int.right,
|
||||
Vector2Int.down,
|
||||
Vector2Int.down + Vector2Int.left,
|
||||
Vector2Int.down + Vector2Int.right
|
||||
};
|
||||
}
|
||||
|
||||
// helper function so we can add an entry without worrying
|
||||
public void Add(Vector2Int position, T value)
|
||||
{
|
||||
// initialize set in grid if it's not in there yet
|
||||
if (!grid.TryGetValue(position, out HashSet<T> hashSet))
|
||||
{
|
||||
// each grid entry may hold hundreds of entities.
|
||||
// let's create the HashSet with a large initial capacity
|
||||
// in order to avoid resizing & allocations.
|
||||
#if !UNITY_2021_3_OR_NEWER
|
||||
// Unity 2019 doesn't have "new HashSet(capacity)" yet
|
||||
hashSet = new HashSet<T>();
|
||||
#else
|
||||
hashSet = new HashSet<T>(128);
|
||||
#endif
|
||||
grid[position] = hashSet;
|
||||
}
|
||||
|
||||
// add to it
|
||||
hashSet.Add(value);
|
||||
}
|
||||
|
||||
// helper function to get set at position without worrying
|
||||
// -> result is passed as parameter to avoid allocations
|
||||
// -> result is not cleared before. this allows us to pass the HashSet from
|
||||
// GetWithNeighbours and avoid .UnionWith which is very expensive.
|
||||
void GetAt(Vector2Int position, HashSet<T> result)
|
||||
{
|
||||
// return the set at position
|
||||
if (grid.TryGetValue(position, out HashSet<T> hashSet))
|
||||
{
|
||||
foreach (T entry in hashSet)
|
||||
result.Add(entry);
|
||||
}
|
||||
}
|
||||
|
||||
// helper function to get at position and it's 8 neighbors without worrying
|
||||
// -> result is passed as parameter to avoid allocations
|
||||
public void GetWithNeighbours(Vector2Int position, HashSet<T> result)
|
||||
{
|
||||
// clear result first
|
||||
result.Clear();
|
||||
|
||||
// add neighbours
|
||||
foreach (Vector2Int offset in neighbourOffsets)
|
||||
GetAt(position + offset, result);
|
||||
}
|
||||
|
||||
// clear: clears the whole grid
|
||||
// IMPORTANT: we already allocated HashSet<T>s and don't want to do
|
||||
// reallocate every single update when we rebuild the grid.
|
||||
// => so simply remove each position's entries, but keep
|
||||
// every position in there
|
||||
// => see 'grid' comments above!
|
||||
// => named ClearNonAlloc to make it more obvious!
|
||||
public void ClearNonAlloc()
|
||||
{
|
||||
foreach (HashSet<T> hashSet in grid.Values)
|
||||
hashSet.Clear();
|
||||
}
|
||||
}
|
||||
}
|
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 7c5232a4d2854116a35d52b80ec07752
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {fileID: 2800000, guid: 7453abfe9e8b2c04a8a47eb536fe21eb, type: 3}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -0,0 +1,154 @@
|
||||
// extremely fast spatial hashing interest management based on uMMORPG GridChecker.
|
||||
// => 30x faster in initial tests
|
||||
// => scales way higher
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Mirror
|
||||
{
|
||||
[AddComponentMenu("Network/ Interest Management/ Spatial Hash/Spatial Hashing Interest Management")]
|
||||
public class SpatialHashingInterestManagement : InterestManagement
|
||||
{
|
||||
[Tooltip("The maximum range that objects will be visible at.")]
|
||||
public int visRange = 30;
|
||||
|
||||
// we use a 9 neighbour grid.
|
||||
// so we always see in a distance of 2 grids.
|
||||
// for example, our own grid and then one on top / below / left / right.
|
||||
//
|
||||
// this means that grid resolution needs to be distance / 2.
|
||||
// so for example, for distance = 30 we see 2 cells = 15 * 2 distance.
|
||||
//
|
||||
// on first sight, it seems we need distance / 3 (we see left/us/right).
|
||||
// but that's not the case.
|
||||
// resolution would be 10, and we only see 1 cell far, so 10+10=20.
|
||||
public int resolution => visRange / 2;
|
||||
|
||||
[Tooltip("Rebuild all every 'rebuildInterval' seconds.")]
|
||||
public float rebuildInterval = 1;
|
||||
double lastRebuildTime;
|
||||
|
||||
public enum CheckMethod
|
||||
{
|
||||
XZ_FOR_3D,
|
||||
XY_FOR_2D
|
||||
}
|
||||
[Tooltip("Spatial Hashing supports 3D (XZ) and 2D (XY) games.")]
|
||||
public CheckMethod checkMethod = CheckMethod.XZ_FOR_3D;
|
||||
|
||||
// debugging
|
||||
public bool showSlider;
|
||||
|
||||
// the grid
|
||||
// begin with a large capacity to avoid resizing & allocations.
|
||||
Grid2D<NetworkConnectionToClient> grid = new Grid2D<NetworkConnectionToClient>(1024);
|
||||
|
||||
// project 3d world position to grid position
|
||||
Vector2Int ProjectToGrid(Vector3 position) =>
|
||||
checkMethod == CheckMethod.XZ_FOR_3D
|
||||
? Vector2Int.RoundToInt(new Vector2(position.x, position.z) / resolution)
|
||||
: Vector2Int.RoundToInt(new Vector2(position.x, position.y) / resolution);
|
||||
|
||||
public override bool OnCheckObserver(NetworkIdentity identity, NetworkConnectionToClient newObserver)
|
||||
{
|
||||
// calculate projected positions
|
||||
Vector2Int projected = ProjectToGrid(identity.transform.position);
|
||||
Vector2Int observerProjected = ProjectToGrid(newObserver.identity.transform.position);
|
||||
|
||||
// distance needs to be at max one of the 8 neighbors, which is
|
||||
// 1 for the direct neighbors
|
||||
// 1.41 for the diagonal neighbors (= sqrt(2))
|
||||
// => use sqrMagnitude and '2' to avoid computations. same result.
|
||||
return (projected - observerProjected).sqrMagnitude <= 2;
|
||||
}
|
||||
|
||||
public override void OnRebuildObservers(NetworkIdentity identity, HashSet<NetworkConnectionToClient> newObservers)
|
||||
{
|
||||
// add everyone in 9 neighbour grid
|
||||
// -> pass observers to GetWithNeighbours directly to avoid allocations
|
||||
// and expensive .UnionWith computations.
|
||||
Vector2Int current = ProjectToGrid(identity.transform.position);
|
||||
grid.GetWithNeighbours(current, newObservers);
|
||||
}
|
||||
|
||||
[ServerCallback]
|
||||
public override void ResetState()
|
||||
{
|
||||
lastRebuildTime = 0D;
|
||||
}
|
||||
|
||||
// update everyone's position in the grid
|
||||
// (internal so we can update from tests)
|
||||
[ServerCallback]
|
||||
internal void Update()
|
||||
{
|
||||
// NOTE: unlike Scene/MatchInterestManagement, this rebuilds ALL
|
||||
// entities every INTERVAL. consider the other approach later.
|
||||
|
||||
// IMPORTANT: refresh grid every update!
|
||||
// => newly spawned entities get observers assigned via
|
||||
// OnCheckObservers. this can happen any time and we don't want
|
||||
// them broadcast to old (moved or destroyed) connections.
|
||||
// => players do move all the time. we want them to always be in the
|
||||
// correct grid position.
|
||||
// => note that the actual 'rebuildall' doesn't need to happen all
|
||||
// the time.
|
||||
// NOTE: consider refreshing grid only every 'interval' too. but not
|
||||
// for now. stability & correctness matter.
|
||||
|
||||
// clear old grid results before we update everyone's position.
|
||||
// (this way we get rid of destroyed connections automatically)
|
||||
//
|
||||
// NOTE: keeps allocated HashSets internally.
|
||||
// clearing & populating every frame works without allocations
|
||||
grid.ClearNonAlloc();
|
||||
|
||||
// put every connection into the grid at it's main player's position
|
||||
// NOTE: player sees in a radius around him. NOT around his pet too.
|
||||
foreach (NetworkConnectionToClient connection in NetworkServer.connections.Values)
|
||||
{
|
||||
// authenticated and joined world with a player?
|
||||
if (connection.isAuthenticated && connection.identity != null)
|
||||
{
|
||||
// calculate current grid position
|
||||
Vector2Int position = ProjectToGrid(connection.identity.transform.position);
|
||||
|
||||
// put into grid
|
||||
grid.Add(position, connection);
|
||||
}
|
||||
}
|
||||
|
||||
// rebuild all spawned entities' observers every 'interval'
|
||||
// this will call OnRebuildObservers which then returns the
|
||||
// observers at grid[position] for each entity.
|
||||
if (NetworkTime.localTime >= lastRebuildTime + rebuildInterval)
|
||||
{
|
||||
RebuildAll();
|
||||
lastRebuildTime = NetworkTime.localTime;
|
||||
}
|
||||
}
|
||||
|
||||
// OnGUI allocates even if it does nothing. avoid in release.
|
||||
#if UNITY_EDITOR || DEVELOPMENT_BUILD
|
||||
// slider from dotsnet. it's nice to play around with in the benchmark
|
||||
// demo.
|
||||
void OnGUI()
|
||||
{
|
||||
if (!showSlider) return;
|
||||
|
||||
// only show while server is running. not on client, etc.
|
||||
if (!NetworkServer.active) return;
|
||||
|
||||
int height = 30;
|
||||
int width = 250;
|
||||
GUILayout.BeginArea(new Rect(Screen.width / 2 - width / 2, Screen.height - height, width, height));
|
||||
GUILayout.BeginHorizontal("Box");
|
||||
GUILayout.Label("Radius:");
|
||||
visRange = Mathf.RoundToInt(GUILayout.HorizontalSlider(visRange, 0, 200, GUILayout.Width(150)));
|
||||
GUILayout.Label(visRange.ToString());
|
||||
GUILayout.EndHorizontal();
|
||||
GUILayout.EndArea();
|
||||
}
|
||||
#endif
|
||||
}
|
||||
}
|
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 39adc6e09d5544ed955a50ce8600355a
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {fileID: 2800000, guid: 7453abfe9e8b2c04a8a47eb536fe21eb, type: 3}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
8
Assets/Mirror/Components/InterestManagement/Team.meta
Normal file
8
Assets/Mirror/Components/InterestManagement/Team.meta
Normal file
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 2d418e60072433b4bbebbf5f3a7de1bb
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -0,0 +1,39 @@
|
||||
// simple component that holds team information
|
||||
using System;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Mirror
|
||||
{
|
||||
[DisallowMultipleComponent]
|
||||
[AddComponentMenu("Network/ Interest Management/ Team/Network Team")]
|
||||
[HelpURL("https://mirror-networking.gitbook.io/docs/guides/interest-management")]
|
||||
public class NetworkTeam : NetworkBehaviour
|
||||
{
|
||||
[SerializeField]
|
||||
[Tooltip("Set teamId on Server at runtime to the same value on all networked objects that belong to a given team")]
|
||||
string _teamId;
|
||||
|
||||
public string teamId
|
||||
{
|
||||
get => _teamId;
|
||||
set
|
||||
{
|
||||
if (Application.IsPlaying(gameObject) && !NetworkServer.active)
|
||||
throw new InvalidOperationException("teamId can only be set at runtime on active server");
|
||||
|
||||
if (_teamId == value)
|
||||
return;
|
||||
|
||||
string oldTeam = _teamId;
|
||||
_teamId = value;
|
||||
|
||||
//Only inform the AOI if this netIdentity has been spawned(isServer) and only if using a TeamInterestManagement
|
||||
if (isServer && NetworkServer.aoi is TeamInterestManagement teamInterestManagement)
|
||||
teamInterestManagement.OnTeamChanged(this, oldTeam);
|
||||
}
|
||||
}
|
||||
|
||||
[Tooltip("When enabled this object is visible to all clients. Typically this would be true for player objects")]
|
||||
public bool forceShown;
|
||||
}
|
||||
}
|
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 2576730625b1632468cbcbfe5e721f88
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {fileID: 2800000, guid: 7453abfe9e8b2c04a8a47eb536fe21eb, type: 3}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -0,0 +1,182 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Mirror
|
||||
{
|
||||
[AddComponentMenu("Network/ Interest Management/ Team/Team Interest Management")]
|
||||
public class TeamInterestManagement : InterestManagement
|
||||
{
|
||||
readonly Dictionary<string, HashSet<NetworkTeam>> teamObjects =
|
||||
new Dictionary<string, HashSet<NetworkTeam>>();
|
||||
|
||||
readonly HashSet<string> dirtyTeams = new HashSet<string>();
|
||||
|
||||
// LateUpdate so that all spawns/despawns/changes are done
|
||||
[ServerCallback]
|
||||
void LateUpdate()
|
||||
{
|
||||
// Rebuild all dirty teams
|
||||
// dirtyTeams will be empty if no teams changed members
|
||||
// by spawning or destroying or changing teamId in this frame.
|
||||
foreach (string dirtyTeam in dirtyTeams)
|
||||
{
|
||||
// rebuild always, even if teamObjects[dirtyTeam] is empty.
|
||||
// Players might have left the team, but they may still be spawned.
|
||||
RebuildTeamObservers(dirtyTeam);
|
||||
|
||||
// clean up empty entries in the dict
|
||||
if (teamObjects[dirtyTeam].Count == 0)
|
||||
teamObjects.Remove(dirtyTeam);
|
||||
}
|
||||
|
||||
dirtyTeams.Clear();
|
||||
}
|
||||
|
||||
[ServerCallback]
|
||||
void RebuildTeamObservers(string teamId)
|
||||
{
|
||||
foreach (NetworkTeam networkTeam in teamObjects[teamId])
|
||||
if (networkTeam.netIdentity != null)
|
||||
NetworkServer.RebuildObservers(networkTeam.netIdentity, false);
|
||||
}
|
||||
|
||||
// called by NetworkTeam.teamId setter
|
||||
[ServerCallback]
|
||||
internal void OnTeamChanged(NetworkTeam networkTeam, string oldTeam)
|
||||
{
|
||||
// This object is in a new team so observers in the prior team
|
||||
// and the new team need to rebuild their respective observers lists.
|
||||
|
||||
// Remove this object from the hashset of the team it just left
|
||||
// Null / Empty string is never a valid teamId
|
||||
if (!string.IsNullOrWhiteSpace(oldTeam))
|
||||
{
|
||||
dirtyTeams.Add(oldTeam);
|
||||
teamObjects[oldTeam].Remove(networkTeam);
|
||||
}
|
||||
|
||||
// Null / Empty string is never a valid teamId
|
||||
if (string.IsNullOrWhiteSpace(networkTeam.teamId))
|
||||
return;
|
||||
|
||||
dirtyTeams.Add(networkTeam.teamId);
|
||||
|
||||
// Make sure this new team is in the dictionary
|
||||
if (!teamObjects.ContainsKey(networkTeam.teamId))
|
||||
teamObjects[networkTeam.teamId] = new HashSet<NetworkTeam>();
|
||||
|
||||
// Add this object to the hashset of the new team
|
||||
teamObjects[networkTeam.teamId].Add(networkTeam);
|
||||
}
|
||||
|
||||
[ServerCallback]
|
||||
public override void OnSpawned(NetworkIdentity identity)
|
||||
{
|
||||
if (!identity.TryGetComponent(out NetworkTeam networkTeam))
|
||||
return;
|
||||
|
||||
string networkTeamId = networkTeam.teamId;
|
||||
|
||||
// Null / Empty string is never a valid teamId...do not add to teamObjects collection
|
||||
if (string.IsNullOrWhiteSpace(networkTeamId))
|
||||
return;
|
||||
|
||||
// Debug.Log($"TeamInterestManagement.OnSpawned({identity.name}) currentTeam: {currentTeam}");
|
||||
if (!teamObjects.TryGetValue(networkTeamId, out HashSet<NetworkTeam> objects))
|
||||
{
|
||||
objects = new HashSet<NetworkTeam>();
|
||||
teamObjects.Add(networkTeamId, objects);
|
||||
}
|
||||
|
||||
objects.Add(networkTeam);
|
||||
|
||||
// Team ID could have been set in NetworkBehaviour::OnStartServer on this object.
|
||||
// Since that's after OnCheckObserver is called it would be missed, so force Rebuild here.
|
||||
// Add the current team to dirtyTeames for LateUpdate to rebuild it.
|
||||
dirtyTeams.Add(networkTeamId);
|
||||
}
|
||||
|
||||
[ServerCallback]
|
||||
public override void OnDestroyed(NetworkIdentity identity)
|
||||
{
|
||||
// Don't RebuildSceneObservers here - that will happen in LateUpdate.
|
||||
// Multiple objects could be destroyed in same frame and we don't
|
||||
// want to rebuild for each one...let LateUpdate do it once.
|
||||
// We must add the current team to dirtyTeames for LateUpdate to rebuild it.
|
||||
if (identity.TryGetComponent(out NetworkTeam currentTeam))
|
||||
{
|
||||
if (!string.IsNullOrWhiteSpace(currentTeam.teamId) &&
|
||||
teamObjects.TryGetValue(currentTeam.teamId, out HashSet<NetworkTeam> objects) &&
|
||||
objects.Remove(currentTeam))
|
||||
dirtyTeams.Add(currentTeam.teamId);
|
||||
}
|
||||
}
|
||||
|
||||
public override bool OnCheckObserver(NetworkIdentity identity, NetworkConnectionToClient newObserver)
|
||||
{
|
||||
// Always observed if no NetworkTeam component
|
||||
if (!identity.TryGetComponent(out NetworkTeam identityNetworkTeam))
|
||||
return true;
|
||||
|
||||
if (identityNetworkTeam.forceShown)
|
||||
return true;
|
||||
|
||||
// Null / Empty string is never a valid teamId
|
||||
if (string.IsNullOrWhiteSpace(identityNetworkTeam.teamId))
|
||||
return false;
|
||||
|
||||
// Always observed if no NetworkTeam component
|
||||
if (!newObserver.identity.TryGetComponent(out NetworkTeam newObserverNetworkTeam))
|
||||
return true;
|
||||
|
||||
// Null / Empty string is never a valid teamId
|
||||
if (string.IsNullOrWhiteSpace(newObserverNetworkTeam.teamId))
|
||||
return false;
|
||||
|
||||
//Debug.Log($"TeamInterestManagement.OnCheckObserver {identity.name} {identityNetworkTeam.teamId} | {newObserver.identity.name} {newObserverNetworkTeam.teamId}");
|
||||
|
||||
// Observed only if teamId's team
|
||||
return identityNetworkTeam.teamId == newObserverNetworkTeam.teamId;
|
||||
}
|
||||
|
||||
public override void OnRebuildObservers(NetworkIdentity identity, HashSet<NetworkConnectionToClient> newObservers)
|
||||
{
|
||||
// If this object doesn't have a NetworkTeam then it's visible to all clients
|
||||
if (!identity.TryGetComponent(out NetworkTeam networkTeam))
|
||||
{
|
||||
AddAllConnections(newObservers);
|
||||
return;
|
||||
}
|
||||
|
||||
// If this object has NetworkTeam and forceShown == true then it's visible to all clients
|
||||
if (networkTeam.forceShown)
|
||||
{
|
||||
AddAllConnections(newObservers);
|
||||
return;
|
||||
}
|
||||
|
||||
// Null / Empty string is never a valid teamId
|
||||
if (string.IsNullOrWhiteSpace(networkTeam.teamId))
|
||||
return;
|
||||
|
||||
// Abort if this team hasn't been created yet by OnSpawned or OnTeamChanged
|
||||
if (!teamObjects.TryGetValue(networkTeam.teamId, out HashSet<NetworkTeam> objects))
|
||||
return;
|
||||
|
||||
// Add everything in the hashset for this object's current team
|
||||
foreach (NetworkTeam netTeam in objects)
|
||||
if (netTeam.netIdentity != null && netTeam.netIdentity.connectionToClient != null)
|
||||
newObservers.Add(netTeam.netIdentity.connectionToClient);
|
||||
}
|
||||
|
||||
void AddAllConnections(HashSet<NetworkConnectionToClient> newObservers)
|
||||
{
|
||||
foreach (NetworkConnectionToClient conn in NetworkServer.connections.Values)
|
||||
{
|
||||
// authenticated and joined world with a player?
|
||||
if (conn != null && conn.isAuthenticated && conn.identity != null)
|
||||
newObservers.Add(conn);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: dceb9a7085758fd4590419ff5b14b636
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {fileID: 2800000, guid: 7453abfe9e8b2c04a8a47eb536fe21eb, type: 3}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
Reference in New Issue
Block a user