alap
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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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