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// Grid2D from uMMORPG: get/set values of type T at any point
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// -> not named 'Grid' because Unity already has a Grid type. causes warnings.
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// -> struct to avoid memory indirection. it's accessed a lot.
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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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// struct to avoid memory indirection. it's accessed a lot.
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public struct Grid2D<T>
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{
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// the grid
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// note that we never remove old keys.
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// => over time, HashSet<T>s will be allocated for every possible
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// grid position in the world
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// => Clear() doesn't clear them so we don't constantly reallocate the
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// entries when populating the grid in every Update() call
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// => makes the code a lot easier too
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// => this is FINE because in the worst case, every grid position in the
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// game world is filled with a player anyway!
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readonly Dictionary<Vector2Int, HashSet<T>> grid;
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// cache a 9 neighbor grid of vector2 offsets so we can use them more easily
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readonly Vector2Int[] neighbourOffsets;
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public Grid2D(int initialCapacity)
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{
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grid = new Dictionary<Vector2Int, HashSet<T>>(initialCapacity);
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neighbourOffsets = new[] {
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Vector2Int.up,
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Vector2Int.up + Vector2Int.left,
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Vector2Int.up + Vector2Int.right,
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Vector2Int.left,
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Vector2Int.zero,
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Vector2Int.right,
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Vector2Int.down,
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Vector2Int.down + Vector2Int.left,
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Vector2Int.down + Vector2Int.right
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};
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}
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// helper function so we can add an entry without worrying
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public void Add(Vector2Int position, T value)
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{
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// initialize set in grid if it's not in there yet
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if (!grid.TryGetValue(position, out HashSet<T> hashSet))
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{
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// each grid entry may hold hundreds of entities.
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// let's create the HashSet with a large initial capacity
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// in order to avoid resizing & allocations.
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#if !UNITY_2021_3_OR_NEWER
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// Unity 2019 doesn't have "new HashSet(capacity)" yet
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hashSet = new HashSet<T>();
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#else
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hashSet = new HashSet<T>(128);
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#endif
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grid[position] = hashSet;
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}
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// add to it
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hashSet.Add(value);
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}
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// helper function to get set at position without worrying
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// -> result is passed as parameter to avoid allocations
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// -> result is not cleared before. this allows us to pass the HashSet from
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// GetWithNeighbours and avoid .UnionWith which is very expensive.
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void GetAt(Vector2Int position, HashSet<T> result)
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{
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// return the set at position
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if (grid.TryGetValue(position, out HashSet<T> hashSet))
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{
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foreach (T entry in hashSet)
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result.Add(entry);
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}
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}
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// helper function to get at position and it's 8 neighbors without worrying
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// -> result is passed as parameter to avoid allocations
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public void GetWithNeighbours(Vector2Int position, HashSet<T> result)
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{
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// clear result first
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result.Clear();
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// add neighbours
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foreach (Vector2Int offset in neighbourOffsets)
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GetAt(position + offset, result);
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}
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// clear: clears the whole grid
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// IMPORTANT: we already allocated HashSet<T>s and don't want to do
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// reallocate every single update when we rebuild the grid.
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// => so simply remove each position's entries, but keep
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// every position in there
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// => see 'grid' comments above!
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// => named ClearNonAlloc to make it more obvious!
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public void ClearNonAlloc()
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{
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foreach (HashSet<T> hashSet in grid.Values)
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hashSet.Clear();
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}
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}
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}
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fileFormatVersion: 2
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guid: 7c5232a4d2854116a35d52b80ec07752
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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 +1,154 @@
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// extremely fast spatial hashing interest management based on uMMORPG GridChecker.
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// => 30x faster in initial tests
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// => scales way higher
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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/ Spatial Hash/Spatial Hashing Interest Management")]
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public class SpatialHashingInterestManagement : InterestManagement
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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 = 30;
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// we use a 9 neighbour grid.
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// so we always see in a distance of 2 grids.
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// for example, our own grid and then one on top / below / left / right.
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//
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// this means that grid resolution needs to be distance / 2.
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// so for example, for distance = 30 we see 2 cells = 15 * 2 distance.
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//
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// on first sight, it seems we need distance / 3 (we see left/us/right).
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// but that's not the case.
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// resolution would be 10, and we only see 1 cell far, so 10+10=20.
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public int resolution => visRange / 2;
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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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public enum CheckMethod
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{
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XZ_FOR_3D,
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XY_FOR_2D
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}
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[Tooltip("Spatial Hashing supports 3D (XZ) and 2D (XY) games.")]
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public CheckMethod checkMethod = CheckMethod.XZ_FOR_3D;
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// debugging
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public bool showSlider;
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// the grid
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// begin with a large capacity to avoid resizing & allocations.
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Grid2D<NetworkConnectionToClient> grid = new Grid2D<NetworkConnectionToClient>(1024);
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// project 3d world position to grid position
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Vector2Int ProjectToGrid(Vector3 position) =>
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checkMethod == CheckMethod.XZ_FOR_3D
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? Vector2Int.RoundToInt(new Vector2(position.x, position.z) / resolution)
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: Vector2Int.RoundToInt(new Vector2(position.x, position.y) / resolution);
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public override bool OnCheckObserver(NetworkIdentity identity, NetworkConnectionToClient newObserver)
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{
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// calculate projected positions
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Vector2Int projected = ProjectToGrid(identity.transform.position);
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Vector2Int observerProjected = ProjectToGrid(newObserver.identity.transform.position);
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// distance needs to be at max one of the 8 neighbors, which is
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// 1 for the direct neighbors
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// 1.41 for the diagonal neighbors (= sqrt(2))
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// => use sqrMagnitude and '2' to avoid computations. same result.
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return (projected - observerProjected).sqrMagnitude <= 2;
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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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// add everyone in 9 neighbour grid
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// -> pass observers to GetWithNeighbours directly to avoid allocations
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// and expensive .UnionWith computations.
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Vector2Int current = ProjectToGrid(identity.transform.position);
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grid.GetWithNeighbours(current, newObservers);
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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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}
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// update everyone's position in the grid
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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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// NOTE: unlike Scene/MatchInterestManagement, this rebuilds ALL
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// entities every INTERVAL. consider the other approach later.
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// IMPORTANT: refresh grid every update!
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// => newly spawned entities get observers assigned via
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// OnCheckObservers. this can happen any time and we don't want
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// them broadcast to old (moved or destroyed) connections.
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// => players do move all the time. we want them to always be in the
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// correct grid position.
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// => note that the actual 'rebuildall' doesn't need to happen all
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// the time.
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// NOTE: consider refreshing grid only every 'interval' too. but not
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// for now. stability & correctness matter.
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// clear old grid results before we update everyone's position.
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// (this way we get rid of destroyed connections automatically)
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//
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// NOTE: keeps allocated HashSets internally.
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// clearing & populating every frame works without allocations
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grid.ClearNonAlloc();
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// put every connection into the grid at it's main player's position
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// NOTE: player sees in a radius around him. NOT around his pet too.
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foreach (NetworkConnectionToClient connection in NetworkServer.connections.Values)
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{
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// authenticated and joined world with a player?
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if (connection.isAuthenticated && connection.identity != null)
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{
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// calculate current grid position
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Vector2Int position = ProjectToGrid(connection.identity.transform.position);
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// put into grid
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grid.Add(position, connection);
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}
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}
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// rebuild all spawned entities' observers every 'interval'
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// this will call OnRebuildObservers which then returns the
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// observers at grid[position] for each entity.
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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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// OnGUI allocates even if it does nothing. avoid in release.
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#if UNITY_EDITOR || DEVELOPMENT_BUILD
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// slider from dotsnet. it's nice to play around with in the benchmark
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// demo.
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void OnGUI()
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{
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if (!showSlider) return;
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// only show while server is running. not on client, etc.
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if (!NetworkServer.active) return;
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int height = 30;
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int width = 250;
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GUILayout.BeginArea(new Rect(Screen.width / 2 - width / 2, Screen.height - height, width, height));
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GUILayout.BeginHorizontal("Box");
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GUILayout.Label("Radius:");
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visRange = Mathf.RoundToInt(GUILayout.HorizontalSlider(visRange, 0, 200, GUILayout.Width(150)));
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GUILayout.Label(visRange.ToString());
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GUILayout.EndHorizontal();
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GUILayout.EndArea();
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}
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#endif
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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: 39adc6e09d5544ed955a50ce8600355a
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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:
|
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