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// straight forward Vector3.Distance based interest management.
using System.Collections.Generic;
using UnityEngine;
namespace Mirror
{
[AddComponentMenu("Network/ Interest Management/ Distance/Distance Interest Management")]
public class DistanceInterestManagement : InterestManagement
{
[Tooltip("The maximum range that objects will be visible at. Add DistanceInterestManagementCustomRange onto NetworkIdentities for custom ranges.")]
public int visRange = 500;
[Tooltip("Rebuild all every 'rebuildInterval' seconds.")]
public float rebuildInterval = 1;
double lastRebuildTime;
// cache custom ranges to avoid runtime TryGetComponent lookups
readonly Dictionary<NetworkIdentity, DistanceInterestManagementCustomRange> CustomRanges = new Dictionary<NetworkIdentity, DistanceInterestManagementCustomRange>();
// helper function to get vis range for a given object, or default.
[ServerCallback]
int GetVisRange(NetworkIdentity identity)
{
return CustomRanges.TryGetValue(identity, out DistanceInterestManagementCustomRange custom) ? custom.visRange : visRange;
}
[ServerCallback]
public override void ResetState()
{
lastRebuildTime = 0D;
CustomRanges.Clear();
}
public override void OnSpawned(NetworkIdentity identity)
{
if (identity.TryGetComponent(out DistanceInterestManagementCustomRange custom))
CustomRanges[identity] = custom;
}
public override void OnDestroyed(NetworkIdentity identity)
{
CustomRanges.Remove(identity);
}
public override bool OnCheckObserver(NetworkIdentity identity, NetworkConnectionToClient newObserver)
{
int range = GetVisRange(identity);
return Vector3.Distance(identity.transform.position, newObserver.identity.transform.position) < range;
}
public override void OnRebuildObservers(NetworkIdentity identity, HashSet<NetworkConnectionToClient> newObservers)
{
// cache range and .transform because both call GetComponent.
int range = GetVisRange(identity);
Vector3 position = identity.transform.position;
// brute force distance check
// -> only player connections can be observers, so it's enough if we
// go through all connections instead of all spawned identities.
// -> compared to UNET's sphere cast checking, this one is orders of
// magnitude faster. if we have 10k monsters and run a sphere
// cast 10k times, we will see a noticeable lag even with physics
// layers. but checking to every connection is fast.
foreach (NetworkConnectionToClient conn in NetworkServer.connections.Values)
{
// authenticated and joined world with a player?
if (conn != null && conn.isAuthenticated && conn.identity != null)
{
// check distance
if (Vector3.Distance(conn.identity.transform.position, position) < range)
{
newObservers.Add(conn);
}
}
}
}
// internal so we can update from tests
[ServerCallback]
internal void Update()
{
// rebuild all spawned NetworkIdentity's observers every interval
if (NetworkTime.localTime >= lastRebuildTime + rebuildInterval)
{
RebuildAll();
lastRebuildTime = NetworkTime.localTime;
}
}
}
}

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// add this to NetworkIdentities for custom range if needed.
// only works with DistanceInterestManagement.
using UnityEngine;
namespace Mirror
{
[DisallowMultipleComponent]
[AddComponentMenu("Network/ Interest Management/ Distance/Distance Custom Range")]
[HelpURL("https://mirror-networking.gitbook.io/docs/guides/interest-management")]
public class DistanceInterestManagementCustomRange : NetworkBehaviour
{
[Tooltip("The maximum range that objects will be visible at.")]
public int visRange = 100;
}
}

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using System;
using System.Collections.Generic;
using UnityEngine;
namespace Mirror
{
[AddComponentMenu("Network/ Interest Management/ Match/Match Interest Management")]
public class MatchInterestManagement : InterestManagement
{
[Header("Diagnostics")]
[ReadOnly, SerializeField]
internal ushort matchCount;
readonly Dictionary<Guid, HashSet<NetworkMatch>> matchObjects =
new Dictionary<Guid, HashSet<NetworkMatch>>();
readonly HashSet<Guid> dirtyMatches = new HashSet<Guid>();
// LateUpdate so that all spawns/despawns/changes are done
[ServerCallback]
void LateUpdate()
{
// Rebuild all dirty matches
// dirtyMatches will be empty if no matches changed members
// by spawning or destroying or changing matchId in this frame.
foreach (Guid dirtyMatch in dirtyMatches)
{
// rebuild always, even if matchObjects[dirtyMatch] is empty.
// Players might have left the match, but they may still be spawned.
RebuildMatchObservers(dirtyMatch);
// clean up empty entries in the dict
if (matchObjects[dirtyMatch].Count == 0)
matchObjects.Remove(dirtyMatch);
}
dirtyMatches.Clear();
matchCount = (ushort)matchObjects.Count;
}
[ServerCallback]
void RebuildMatchObservers(Guid matchId)
{
foreach (NetworkMatch networkMatch in matchObjects[matchId])
if (networkMatch.netIdentity != null)
NetworkServer.RebuildObservers(networkMatch.netIdentity, false);
}
// called by NetworkMatch.matchId setter
[ServerCallback]
internal void OnMatchChanged(NetworkMatch networkMatch, Guid oldMatch)
{
// This object is in a new match so observers in the prior match
// and the new match need to rebuild their respective observers lists.
// Remove this object from the hashset of the match it just left
// Guid.Empty is never a valid matchId
if (oldMatch != Guid.Empty)
{
dirtyMatches.Add(oldMatch);
matchObjects[oldMatch].Remove(networkMatch);
}
// Guid.Empty is never a valid matchId
if (networkMatch.matchId == Guid.Empty)
return;
dirtyMatches.Add(networkMatch.matchId);
// Make sure this new match is in the dictionary
if (!matchObjects.ContainsKey(networkMatch.matchId))
matchObjects[networkMatch.matchId] = new HashSet<NetworkMatch>();
// Add this object to the hashset of the new match
matchObjects[networkMatch.matchId].Add(networkMatch);
}
[ServerCallback]
public override void OnSpawned(NetworkIdentity identity)
{
if (!identity.TryGetComponent(out NetworkMatch networkMatch))
return;
Guid networkMatchId = networkMatch.matchId;
// Guid.Empty is never a valid matchId...do not add to matchObjects collection
if (networkMatchId == Guid.Empty)
return;
// Debug.Log($"MatchInterestManagement.OnSpawned({identity.name}) currentMatch: {currentMatch}");
if (!matchObjects.TryGetValue(networkMatchId, out HashSet<NetworkMatch> objects))
{
objects = new HashSet<NetworkMatch>();
matchObjects.Add(networkMatchId, objects);
}
objects.Add(networkMatch);
// Match 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 match to dirtyMatches for LateUpdate to rebuild it.
dirtyMatches.Add(networkMatchId);
}
[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 match to dirtyMatches for LateUpdate to rebuild it.
if (identity.TryGetComponent(out NetworkMatch currentMatch))
{
if (currentMatch.matchId != Guid.Empty &&
matchObjects.TryGetValue(currentMatch.matchId, out HashSet<NetworkMatch> objects) &&
objects.Remove(currentMatch))
dirtyMatches.Add(currentMatch.matchId);
}
}
[ServerCallback]
public override bool OnCheckObserver(NetworkIdentity identity, NetworkConnectionToClient newObserver)
{
// Never observed if no NetworkMatch component
if (!identity.TryGetComponent(out NetworkMatch identityNetworkMatch))
return false;
// Guid.Empty is never a valid matchId
if (identityNetworkMatch.matchId == Guid.Empty)
return false;
// Never observed if no NetworkMatch component
if (!newObserver.identity.TryGetComponent(out NetworkMatch newObserverNetworkMatch))
return false;
// Guid.Empty is never a valid matchId
if (newObserverNetworkMatch.matchId == Guid.Empty)
return false;
return identityNetworkMatch.matchId == newObserverNetworkMatch.matchId;
}
[ServerCallback]
public override void OnRebuildObservers(NetworkIdentity identity, HashSet<NetworkConnectionToClient> newObservers)
{
if (!identity.TryGetComponent(out NetworkMatch networkMatch))
return;
// Guid.Empty is never a valid matchId
if (networkMatch.matchId == Guid.Empty)
return;
// Abort if this match hasn't been created yet by OnSpawned or OnMatchChanged
if (!matchObjects.TryGetValue(networkMatch.matchId, out HashSet<NetworkMatch> objects))
return;
// Add everything in the hashset for this object's current match
foreach (NetworkMatch netMatch in objects)
if (netMatch.netIdentity != null && netMatch.netIdentity.connectionToClient != null)
newObservers.Add(netMatch.netIdentity.connectionToClient);
}
}
}

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// simple component that holds match information
using System;
using UnityEngine;
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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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);
}
}
}

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// 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();
}
}
}

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// 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
}
}

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// 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;
}
}

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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);
}
}
}
}

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