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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);
}
}
}
}
[ServerCallback]
void LateUpdate()
{
// 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 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 scene to dirtyScenes for LateUpdate 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);
}
}
[ServerCallback]
void LateUpdate()
{
// 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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using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
namespace Mirror
{
[AddComponentMenu("Network/ Interest Management/ Scene/Scene Distance Interest Management")]
public class SceneDistanceInterestManagement : 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();
}
// 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)
{
if (identity.TryGetComponent(out DistanceInterestManagementCustomRange custom))
CustomRanges[identity] = custom;
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)
{
CustomRanges.Remove(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 scene to dirtyScenes for LateUpdate 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);
}
}
[ServerCallback]
void LateUpdate()
{
// for each spawned:
// if scene changed:
// add previous to dirty
// add new to dirty
// else
// if rebuild interval reached:
// rebuild all
foreach (NetworkIdentity identity in NetworkServer.spawned.Values)
{
if (!lastObjectScene.TryGetValue(identity, out Scene currentScene))
continue;
Scene newScene = identity.gameObject.scene;
if (newScene == currentScene)
{
if (NetworkTime.localTime >= lastRebuildTime + rebuildInterval)
{
RebuildAll();
lastRebuildTime = NetworkTime.localTime;
}
// no scene change, so we're done here
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)
{
// Check for scene match first, then distance
if (identity.gameObject.scene != newObserver.identity.gameObject.scene) return false;
int range = GetVisRange(identity);
return Vector3.Distance(identity.transform.position, newObserver.identity.transform.position) < range;
}
public override void OnRebuildObservers(NetworkIdentity identity, HashSet<NetworkConnectionToClient> newObservers)
{
// abort if no entry in sceneObjects yet (created in OnSpawned)
if (!sceneObjects.TryGetValue(identity.gameObject.scene, out HashSet<NetworkIdentity> objects))
return;
int range = GetVisRange(identity);
Vector3 position = identity.transform.position;
// Add everything in the hashset for this object's current scene if within range
foreach (NetworkIdentity networkIdentity in objects)
if (networkIdentity != null && networkIdentity.connectionToClient != null)
{
// 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.
NetworkConnectionToClient conn = networkIdentity.connectionToClient;
if (conn != null && conn.isAuthenticated && conn.identity != null)
if (Vector3.Distance(conn.identity.transform.position, position) < range)
newObservers.Add(conn);
}
}
}
}

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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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// Grid3D based on Grid2D
// -> 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 Grid3D<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<Vector3Int, HashSet<T>> grid;
// cache a 9 x 3 neighbor grid of vector3 offsets so we can use them more easily
readonly Vector3Int[] neighbourOffsets;
public Grid3D(int initialCapacity)
{
grid = new Dictionary<Vector3Int, HashSet<T>>(initialCapacity);
neighbourOffsets = new Vector3Int[9 * 3];
int i = 0;
for (int x = -1; x <= 1; x++)
{
for (int y = -1; y <= 1; y++)
{
for (int z = -1; z <= 1; z++)
{
neighbourOffsets[i] = new Vector3Int(x, y, z);
i += 1;
}
}
}
}
// helper function so we can add an entry without worrying
public void Add(Vector3Int 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(Vector3Int 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(Vector3Int position, HashSet<T> result)
{
// clear result first
result.Clear();
// add neighbours
foreach (Vector3Int 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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using UnityEngine;
namespace Mirror
{
internal class HexGrid2D
{
// Radius of each hexagonal cell (half the width)
internal float cellRadius;
// Offset applied to align the grid with the world origin
Vector2 originOffset;
// Precomputed constants for hexagon math to improve performance
readonly float sqrt3Div3; // sqrt(3) / 3, used in coordinate conversions
readonly float oneDiv3; // 1 / 3, used in coordinate conversions
readonly float twoDiv3; // 2 / 3, used in coordinate conversions
readonly float sqrt3; // sqrt(3), used in world coordinate calculations
readonly float sqrt3Div2; // sqrt(3) / 2, used in world coordinate calculations
internal HexGrid2D(ushort visRange)
{
// Set cell radius as half the visibility range
cellRadius = visRange / 2f;
// Offset to center the grid at world origin (2D XZ plane)
originOffset = Vector2.zero;
// Precompute mathematical constants for efficiency
sqrt3Div3 = Mathf.Sqrt(3) / 3f;
oneDiv3 = 1f / 3f;
twoDiv3 = 2f / 3f;
sqrt3 = Mathf.Sqrt(3);
sqrt3Div2 = Mathf.Sqrt(3) / 2f;
}
// Precomputed array of neighbor offsets as Cell2D structs (center + 6 neighbors)
static readonly Cell2D[] neighborCellsBase = new Cell2D[]
{
new Cell2D(0, 0), // Center
new Cell2D(1, -1), // Top-right
new Cell2D(1, 0), // Right
new Cell2D(0, 1), // Bottom-right
new Cell2D(-1, 1), // Bottom-left
new Cell2D(-1, 0), // Left
new Cell2D(0, -1) // Top-left
};
// Converts a grid cell (q, r) to a world position (x, z)
internal Vector2 CellToWorld(Cell2D cell)
{
// Calculate X and Z using hexagonal coordinate formulas
float x = cellRadius * (sqrt3 * cell.q + sqrt3Div2 * cell.r);
float z = cellRadius * (1.5f * cell.r);
// Subtract the origin offset to align with world space and return the position
return new Vector2(x, z) - originOffset;
}
// Converts a world position (x, z) to a grid cell (q, r)
internal Cell2D WorldToCell(Vector2 position)
{
// Apply the origin offset to adjust the position before conversion
position += originOffset;
// Convert world X, Z to axial q, r coordinates using inverse hexagonal formulas
float q = (sqrt3Div3 * position.x - oneDiv3 * position.y) / cellRadius;
float r = (twoDiv3 * position.y) / cellRadius;
// Round to the nearest valid cell and return
return RoundToCell(q, r);
}
// Rounds floating-point axial coordinates (q, r) to the nearest integer cell coordinates
Cell2D RoundToCell(float q, float r)
{
// Calculate the third hexagonal coordinate (s) for consistency
float s = -q - r;
int qInt = Mathf.RoundToInt(q); // Round q to nearest integer
int rInt = Mathf.RoundToInt(r); // Round r to nearest integer
int sInt = Mathf.RoundToInt(s); // Round s to nearest integer
// Calculate differences to determine which coordinate needs adjustment
float qDiff = Mathf.Abs(q - qInt);
float rDiff = Mathf.Abs(r - rInt);
float sDiff = Mathf.Abs(s - sInt);
// Adjust q or r based on which has the largest rounding error (ensures q + r + s = 0)
if (qDiff > rDiff && qDiff > sDiff)
qInt = -rInt - sInt; // Adjust q if it has the largest error
else if (rDiff > sDiff)
rInt = -qInt - sInt; // Adjust r if it has the largest error
return new Cell2D(qInt, rInt);
}
// Populates the provided array with neighboring cells around a given center cell
internal void GetNeighborCells(Cell2D center, Cell2D[] neighbors)
{
// Ensure the array has the correct size (7: center + 6 neighbors)
if (neighbors.Length != 7)
throw new System.ArgumentException("Neighbor array must have exactly 7 elements");
// Populate the array by adjusting precomputed offsets with the center cell's coordinates
for (int i = 0; i < neighborCellsBase.Length; i++)
{
neighbors[i] = new Cell2D(
center.q + neighborCellsBase[i].q,
center.r + neighborCellsBase[i].r
);
}
}
#if UNITY_EDITOR
// Draws a 2D hexagonal gizmo in the Unity Editor for visualization
internal void DrawHexGizmo(Vector3 center, float radius, HexSpatialHash2DInterestManagement.CheckMethod checkMethod)
{
// Hexagon has 6 sides
const int segments = 6;
// Array to store the 6 corner points in 3D
Vector3[] corners = new Vector3[segments];
// Calculate the corner positions based on the plane (XZ or XY)
for (int i = 0; i < segments; i++)
{
// Angle for each corner, offset by 90 degrees
float angle = 2 * Mathf.PI / segments * i + Mathf.PI / 2;
if (checkMethod == HexSpatialHash2DInterestManagement.CheckMethod.XZ_FOR_3D)
{
// XZ plane: flat hexagon, Y=0
corners[i] = center + new Vector3(radius * Mathf.Cos(angle), 0, radius * Mathf.Sin(angle));
}
else // XY_FOR_2D
{
// XY plane: vertical hexagon, Z=0
corners[i] = center + new Vector3(radius * Mathf.Cos(angle), radius * Mathf.Sin(angle), 0);
}
}
// Draw each side of the hexagon
for (int i = 0; i < segments; i++)
{
Vector3 cornerA = corners[i];
Vector3 cornerB = corners[(i + 1) % segments];
Gizmos.DrawLine(cornerA, cornerB);
}
}
#endif
}
// Struct representing a single cell in the 2D hexagonal grid
internal struct Cell2D
{
internal readonly int q; // Axial q coordinate (horizontal axis)
internal readonly int r; // Axial r coordinate (diagonal axis)
internal Cell2D(int q, int r)
{
this.q = q;
this.r = r;
}
public override bool Equals(object obj) =>
obj is Cell2D other && q == other.q && r == other.r;
// Generate a unique hash code for the cell
public override int GetHashCode() => (q << 16) ^ r;
}
}

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using UnityEngine;
namespace Mirror
{
internal class HexGrid3D
{
// Radius of each hexagonal cell (half the width)
internal float cellRadius;
// Height of each cell along the Y-axis
internal float cellHeight;
// Offset applied to align the grid with the world origin
Vector3 originOffset;
// Precomputed constants for hexagon math to improve performance
readonly float sqrt3Div3; // sqrt(3) / 3, used in coordinate conversions
readonly float oneDiv3; // 1 / 3, used in coordinate conversions
readonly float twoDiv3; // 2 / 3, used in coordinate conversions
readonly float sqrt3; // sqrt(3), used in world coordinate calculations
readonly float sqrt3Div2; // sqrt(3) / 2, used in world coordinate calculations
internal HexGrid3D(ushort visRange, ushort height)
{
// Set cell radius as half the visibility range
cellRadius = visRange / 2f;
// Cell3D height is absolute...don't double it
cellHeight = height;
// Offset to center the grid at world origin
// Cell3D height must be divided by 2 for vertical centering
originOffset = new Vector3(0, -cellHeight / 2, 0);
// Precompute mathematical constants for efficiency
sqrt3Div3 = Mathf.Sqrt(3) / 3f;
oneDiv3 = 1f / 3f;
twoDiv3 = 2f / 3f;
sqrt3 = Mathf.Sqrt(3);
sqrt3Div2 = Mathf.Sqrt(3) / 2f;
}
// Precomputed array of neighbor offsets as Cell3D structs (center + 6 per layer x 3 layers)
static readonly Cell3D[] neighborCellsBase = new Cell3D[]
{
// Center
new Cell3D(0, 0, 0),
// Upper layer (1) and its 6 neighbors
new Cell3D(0, 0, 1),
new Cell3D(1, -1, 1), new Cell3D(1, 0, 1), new Cell3D(0, 1, 1),
new Cell3D(-1, 1, 1), new Cell3D(-1, 0, 1), new Cell3D(0, -1, 1),
// Same layer (0) - 6 neighbors
new Cell3D(1, -1, 0), new Cell3D(1, 0, 0), new Cell3D(0, 1, 0),
new Cell3D(-1, 1, 0), new Cell3D(-1, 0, 0), new Cell3D(0, -1, 0),
// Lower layer (-1) and its 6 neighbors
new Cell3D(0, 0, -1),
new Cell3D(1, -1, -1), new Cell3D(1, 0, -1), new Cell3D(0, 1, -1),
new Cell3D(-1, 1, -1), new Cell3D(-1, 0, -1), new Cell3D(0, -1, -1)
};
// Converts a grid cell (q, r, layer) to a world position (x, y, z)
internal Vector3 CellToWorld(Cell3D cell)
{
// Calculate X and Z using hexagonal coordinate formulas
float x = cellRadius * (sqrt3 * cell.q + sqrt3Div2 * cell.r);
float z = cellRadius * (1.5f * cell.r);
// Calculate Y based on layer and cell height
float y = cell.layer * cellHeight + cellHeight / 2;
// Subtract the origin offset to align with world space and return the position
return new Vector3(x, y, z) - originOffset;
}
// Converts a world position (x, y, z) to a grid cell (q, r, layer)
internal Cell3D WorldToCell(Vector3 position)
{
// Apply the origin offset to adjust the position before conversion
position += originOffset;
// Calculate the vertical layer based on Y position
int layer = Mathf.FloorToInt(position.y / cellHeight);
// Convert world X, Z to axial q, r coordinates using inverse hexagonal formulas
float q = (sqrt3Div3 * position.x - oneDiv3 * position.z) / cellRadius;
float r = (twoDiv3 * position.z) / cellRadius;
// Round to the nearest valid cell and return
return RoundToCell(q, r, layer);
}
// Rounds floating-point axial coordinates (q, r) to the nearest integer cell coordinates
Cell3D RoundToCell(float q, float r, int layer)
{
// Calculate the third hexagonal coordinate (s) for consistency
float s = -q - r;
int qInt = Mathf.RoundToInt(q); // Round q to nearest integer
int rInt = Mathf.RoundToInt(r); // Round r to nearest integer
int sInt = Mathf.RoundToInt(s); // Round s to nearest integer
// Calculate differences to determine which coordinate needs adjustment
float qDiff = Mathf.Abs(q - qInt);
float rDiff = Mathf.Abs(r - rInt);
float sDiff = Mathf.Abs(s - sInt);
// Adjust q or r based on which has the largest rounding error (ensures q + r + s = 0)
if (qDiff > rDiff && qDiff > sDiff)
qInt = -rInt - sInt; // Adjust q if it has the largest error
else if (rDiff > sDiff)
rInt = -qInt - sInt; // Adjust r if it has the largest error
return new Cell3D(qInt, rInt, layer);
}
// Populates the provided array with neighboring cells around a given center cell
internal void GetNeighborCells(Cell3D center, Cell3D[] neighbors)
{
// Ensure the array has the correct size
if (neighbors.Length != 21)
throw new System.ArgumentException("Neighbor array must have exactly 21 elements");
// Populate the array by adjusting precomputed offsets with the center cell's coordinates
for (int i = 0; i < neighborCellsBase.Length; i++)
{
neighbors[i] = new Cell3D(
center.q + neighborCellsBase[i].q,
center.r + neighborCellsBase[i].r,
center.layer + neighborCellsBase[i].layer
);
}
}
#if UNITY_EDITOR
// Draws a hexagonal gizmo in the Unity Editor for visualization
internal void DrawHexGizmo(Vector3 center, float radius, float height, int relativeLayer)
{
// Hexagon has 6 sides
const int segments = 6;
// Array to store the 6 corner points
Vector3[] corners = new Vector3[segments];
// Calculate the corner positions of the hexagon in the XZ plane
for (int i = 0; i < segments; i++)
{
// Angle for each corner, offset by 90 degrees
float angle = 2 * Mathf.PI / segments * i + Mathf.PI / 2;
// Calculate the corner position based on the angle and radius
corners[i] = center + new Vector3(radius * Mathf.Cos(angle), 0, radius * Mathf.Sin(angle));
}
// Set gizmo color based on the relative layer for easy identification
Color gizmoColor;
switch (relativeLayer)
{
case 1:
gizmoColor = Color.green; // Upper layer (positive Y)
break;
case 0:
gizmoColor = Color.cyan; // Same layer as the reference point
break;
case -1:
gizmoColor = Color.yellow; // Lower layer (negative Y)
break;
default:
gizmoColor = Color.red; // Fallback for unexpected layers
break;
}
// Store the current Gizmos color to restore later
Color previousColor = Gizmos.color;
// Apply the chosen color
Gizmos.color = gizmoColor;
// Draw each side of the hexagon as a 3D quad (wall)
for (int i = 0; i < segments; i++)
{
// Current corner
Vector3 cornerA = corners[i];
// Next corner (wraps around at 6)
Vector3 cornerB = corners[(i + 1) % segments];
// Calculate top and bottom corners to form a vertical quad
Vector3 cornerATop = cornerA + Vector3.up * (height / 2);
Vector3 cornerBTop = cornerB + Vector3.up * (height / 2);
Vector3 cornerABottom = cornerA - Vector3.up * (height / 2);
Vector3 cornerBBottom = cornerB - Vector3.up * (height / 2);
// Draw the four lines of the quad to visualize the wall
Gizmos.DrawLine(cornerATop, cornerBTop);
Gizmos.DrawLine(cornerBTop, cornerBBottom);
Gizmos.DrawLine(cornerBBottom, cornerABottom);
Gizmos.DrawLine(cornerABottom, cornerATop);
}
// Restore the original Gizmos color
Gizmos.color = previousColor;
}
#endif
}
// Custom struct for neighbor offsets (reduced memory usage)
internal struct HexOffset
{
internal int qOffset; // Offset in the q (axial) coordinate
internal int rOffset; // Offset in the r (axial) coordinate
internal HexOffset(int q, int r)
{
qOffset = q;
rOffset = r;
}
}
// Struct representing a single cell in the 3D hexagonal grid
internal struct Cell3D
{
internal readonly int q; // Axial q coordinate (horizontal axis)
internal readonly int r; // Axial r coordinate (diagonal axis)
internal readonly int layer; // Vertical layer index (Y-axis stacking)
internal Cell3D(int q, int r, int layer)
{
this.q = q;
this.r = r;
this.layer = layer;
}
public override bool Equals(object obj) =>
obj is Cell3D other
&& q == other.q
&& r == other.r
&& layer == other.layer;
// Generate a unique hash code for the cell
public override int GetHashCode() => (q << 16) ^ (r << 8) ^ layer;
}
}

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using System.Collections.Generic;
using System.Linq;
using UnityEngine;
namespace Mirror
{
[AddComponentMenu("Network/ Interest Management/ Spatial Hash/Hex Spatial Hash (2D)")]
public class HexSpatialHash2DInterestManagement : InterestManagement
{
[Range(1, 60), Tooltip("Time interval in seconds between observer rebuilds")]
public byte rebuildInterval = 1;
[Range(1, 60), Tooltip("Time interval in seconds between static object rebuilds")]
public byte staticRebuildInterval = 10;
[Range(10, 5000), Tooltip("Radius of super hex.\nSet to 10% larger than camera far clip plane.")]
public ushort visRange = 1100;
[Range(1, 100), Tooltip("Distance an object must move for updating cell positions")]
public ushort minMoveDistance = 1;
[Tooltip("Spatial Hashing supports XZ for 3D games or XY for 2D games.")]
public CheckMethod checkMethod = CheckMethod.XZ_FOR_3D;
double lastRebuildTime;
// Counter for batching static object updates
byte rebuildCounter = 0;
HexGrid2D grid;
// Sparse array mapping cell indices to sets of NetworkIdentities
readonly List<HashSet<NetworkIdentity>> cells = new List<HashSet<NetworkIdentity>>();
// Tracks the last known cell position and world position of each NetworkIdentity
readonly Dictionary<NetworkIdentity, (Cell2D cell, Vector2 worldPos)> lastIdentityPositions = new Dictionary<NetworkIdentity, (Cell2D, Vector2)>();
// Tracks the last known cell position and world position of each player's connection (observer)
readonly Dictionary<NetworkConnectionToClient, (Cell2D cell, Vector2 worldPos)> lastConnectionPositions = new Dictionary<NetworkConnectionToClient, (Cell2D, Vector2)>();
// Pre-allocated array for storing neighbor cells (center + 6 neighbors)
readonly Cell2D[] neighborCells = new Cell2D[7];
// Maps each connection to the set of NetworkIdentities it can observe, precomputed for rebuilds
readonly Dictionary<NetworkConnectionToClient, HashSet<NetworkIdentity>> connectionObservers = new Dictionary<NetworkConnectionToClient, HashSet<NetworkIdentity>>();
// Reusable list for safe iteration over NetworkIdentities, avoiding ToList() allocations
readonly List<NetworkIdentity> identityKeys = new List<NetworkIdentity>();
// Pool of reusable HashSet<NetworkIdentity> instances to reduce allocations
readonly Stack<HashSet<NetworkIdentity>> cellPool = new Stack<HashSet<NetworkIdentity>>();
// Set of static NetworkIdentities that don't move, updated less frequently
readonly HashSet<NetworkIdentity> staticObjects = new HashSet<NetworkIdentity>();
// Scene bounds: <20>9 km (18 km total) in each dimension
const int MAX_Q = 19; // Covers -9 to 9 (~18 km)
const int MAX_R = 23; // Covers -11 to 11 (~18 km)
const ushort MAX_AREA = 9000; // Maximum area in meters
public enum CheckMethod
{
XZ_FOR_3D,
XY_FOR_2D
}
void Awake()
{
grid = new HexGrid2D(visRange);
// Initialize cells list with null entries up to max size (<28>9 km bounds)
int maxSize = MAX_Q * MAX_R;
for (int i = 0; i < maxSize; i++)
cells.Add(null);
}
// Project 3D world position to 2D grid position based on checkMethod
Vector2 ProjectToGrid(Vector3 position) =>
checkMethod == CheckMethod.XZ_FOR_3D
? new Vector2(position.x, position.z)
: new Vector2(position.x, position.y);
void LateUpdate()
{
if (NetworkTime.time - lastRebuildTime >= rebuildInterval)
{
// Update positions of all active connections (players) in the network
foreach (NetworkConnectionToClient conn in NetworkServer.connections.Values)
if (conn?.identity != null) // Ensure connection and its identity exist
{
Vector2 position = ProjectToGrid(conn.identity.transform.position);
// Only update if the position has changed significantly
if (!lastConnectionPositions.TryGetValue(conn, out (Cell2D cell, Vector2 worldPos) last) ||
Vector2.Distance(position, last.worldPos) >= minMoveDistance)
{
Cell2D cell = grid.WorldToCell(position); // Convert world position to grid cell
lastConnectionPositions[conn] = (cell, position); // Store the player's cell and position
}
}
// Populate the reusable list with current keys for safe iteration
identityKeys.Clear();
identityKeys.AddRange(lastIdentityPositions.Keys);
// Update dynamic objects every rebuild, static objects every staticRebuildInterval
bool updateStatic = rebuildCounter >= staticRebuildInterval;
foreach (NetworkIdentity identity in identityKeys)
if (updateStatic || !staticObjects.Contains(identity))
UpdateIdentityPosition(identity); // Refresh cell position for dynamic or scheduled static objects
if (updateStatic)
rebuildCounter = 0; // Reset the counter after updating static objects
else
rebuildCounter++;
// Precompute observer sets for each connection before rebuilding
connectionObservers.Clear();
foreach (NetworkConnectionToClient conn in NetworkServer.connections.Values)
{
if (conn?.identity == null || !lastConnectionPositions.TryGetValue(conn, out (Cell2D cell, Vector2 worldPos) connPos))
continue;
// Get cells visible from the player's position
grid.GetNeighborCells(connPos.cell, neighborCells);
// Initialize the observer set for this connection
HashSet<NetworkIdentity> observers = new HashSet<NetworkIdentity>();
connectionObservers[conn] = observers;
// Add all identities in visible cells to the observer set
for (int i = 0; i < neighborCells.Length; i++)
{
int index = GetCellIndex(neighborCells[i]);
if (index >= 0 && index < cells.Count && cells[index] != null)
{
foreach (NetworkIdentity identity in cells[index])
observers.Add(identity);
}
}
}
// RebuildAll invokes NetworkServer.RebuildObservers on all spawned objects
base.RebuildAll();
// Update the last rebuild time
lastRebuildTime = NetworkTime.time;
}
}
// Called when a new networked object is spawned on the server
public override void OnSpawned(NetworkIdentity identity)
{
// Register the new object's position in the grid system
UpdateIdentityPosition(identity);
// Check if the object is statically batched (indicating it won't move)
Renderer[] renderers = identity.gameObject.GetComponentsInChildren<Renderer>();
if (renderers.Any(r => r.isPartOfStaticBatch))
staticObjects.Add(identity);
}
// Updates the grid cell position of a NetworkIdentity when it moves or spawns
void UpdateIdentityPosition(NetworkIdentity identity)
{
// Get the current world position of the object
Vector2 position = ProjectToGrid(identity.transform.position);
// Convert position to grid cell coordinates
Cell2D newCell = grid.WorldToCell(position);
// Check if the object is within <20>9 km bounds
if (Mathf.Abs(position.x) > MAX_AREA || Mathf.Abs(position.y) > MAX_AREA)
return; // Ignore objects outside bounds
// Check if the object was previously tracked
if (lastIdentityPositions.TryGetValue(identity, out (Cell2D cell, Vector2 worldPos) previous))
{
// Only update if the position has changed significantly or the cell has changed
if (Vector2.Distance(position, previous.worldPos) >= minMoveDistance || !newCell.Equals(previous.cell))
{
if (!newCell.Equals(previous.cell))
{
// Object moved to a new cell
// Remove it from the old cell's set and add it to the new cell's set
int oldIndex = GetCellIndex(previous.cell);
if (oldIndex >= 0 && oldIndex < cells.Count && cells[oldIndex] != null)
cells[oldIndex].Remove(identity);
AddToCell(newCell, identity);
}
// Update the stored position and cell
lastIdentityPositions[identity] = (newCell, position);
}
}
else
{
// New object - add it to the grid and track its position
AddToCell(newCell, identity);
lastIdentityPositions[identity] = (newCell, position);
}
}
// Adds a NetworkIdentity to a specific cell's set of objects
void AddToCell(Cell2D cell, NetworkIdentity identity)
{
int index = GetCellIndex(cell);
if (index < 0 || index >= cells.Count)
return; // Out of bounds, ignore
// If the cell doesn't exist in the array yet, fetch or create a new set from the pool
if (cells[index] == null)
{
cells[index] = cellPool.Count > 0 ? cellPool.Pop() : new HashSet<NetworkIdentity>();
}
cells[index].Add(identity);
}
// Determines if a new observer can see a given NetworkIdentity
public override bool OnCheckObserver(NetworkIdentity identity, NetworkConnectionToClient newObserver)
{
// Check if we have position data for both the object and the observer
if (!lastIdentityPositions.TryGetValue(identity, out (Cell2D cell, Vector2 worldPos) identityPos) ||
!lastConnectionPositions.TryGetValue(newObserver, out (Cell2D cell, Vector2 worldPos) observerPos))
return false; // If not, assume no visibility
// Populate the pre-allocated array with visible cells from the observer's position
grid.GetNeighborCells(observerPos.cell, neighborCells);
// Check if the object's cell is among the visible ones
for (int i = 0; i < neighborCells.Length; i++)
if (neighborCells[i].Equals(identityPos.cell))
return true;
return false;
}
// Rebuilds the set of observers for a specific NetworkIdentity
public override void OnRebuildObservers(NetworkIdentity identity, HashSet<NetworkConnectionToClient> newObservers)
{
// If the object's position isn't tracked, skip rebuilding
if (!lastIdentityPositions.TryGetValue(identity, out (Cell2D cell, Vector2 worldPos) identityPos))
return;
// Use the precomputed observer sets to determine visibility
foreach (NetworkConnectionToClient conn in NetworkServer.connections.Values)
{
// Skip if the connection or its identity is null
if (conn?.identity == null)
continue;
// Check if this connection can observe the identity
if (connectionObservers.TryGetValue(conn, out HashSet<NetworkIdentity> observers) && observers.Contains(identity))
newObservers.Add(conn);
}
}
public override void ResetState()
{
lastRebuildTime = 0;
// Clear and return all cell sets to the pool
for (int i = 0; i < cells.Count; i++)
{
if (cells[i] != null)
{
cells[i].Clear();
cellPool.Push(cells[i]);
cells[i] = null;
}
}
lastIdentityPositions.Clear();
lastConnectionPositions.Clear();
connectionObservers.Clear();
identityKeys.Clear();
staticObjects.Clear();
rebuildCounter = 0;
}
public override void OnDestroyed(NetworkIdentity identity)
{
// If the object was tracked, remove it from its cell and position records
if (lastIdentityPositions.TryGetValue(identity, out (Cell2D cell, Vector2 worldPos) pos))
{
int index = GetCellIndex(pos.cell);
if (index >= 0 && index < cells.Count && cells[index] != null)
{
cells[index].Remove(identity); // Remove from the cell's set
// If the cell's set is now empty, return it to the pool
if (cells[index].Count == 0)
{
cellPool.Push(cells[index]);
cells[index] = null;
}
}
lastIdentityPositions.Remove(identity); // Remove from position tracking
staticObjects.Remove(identity); // Ensure it's removed from static set if present
}
}
// Computes a unique index for a cell in the sparse array, supporting <20>9 km bounds
int GetCellIndex(Cell2D cell)
{
int qOffset = cell.q + MAX_Q / 2; // Shift -9 to 9 -> 0 to 18
int rOffset = cell.r + MAX_R / 2; // Shift -11 to 11 -> 0 to 22
return qOffset + rOffset * MAX_Q;
}
#if UNITY_EDITOR
// Draws debug gizmos in the Unity Editor to visualize the 2D grid
void OnDrawGizmos()
{
// Initialize the grid if it hasn<73>t been created yet (e.g., before Awake)
if (grid == null)
grid = new HexGrid2D(visRange);
// Only draw if there<72>s a local player to base the visualization on
if (NetworkClient.localPlayer != null)
{
Vector3 playerPosition = NetworkClient.localPlayer.transform.position;
// Convert to grid cell using the full Vector3 for proper plane projection
Vector2 projectedPos = ProjectToGrid(playerPosition);
Cell2D playerCell = grid.WorldToCell(projectedPos);
// Get all visible cells around the player into the pre-allocated array
grid.GetNeighborCells(playerCell, neighborCells);
// Set gizmo color for visibility
Gizmos.color = Color.cyan;
// Draw each visible cell as a 2D hexagon, oriented based on checkMethod
for (int i = 0; i < neighborCells.Length; i++)
{
// Convert cell to world coordinates (2D)
Vector2 worldPos2D = grid.CellToWorld(neighborCells[i]);
// Convert to 3D position based on checkMethod
Vector3 worldPos = checkMethod == CheckMethod.XZ_FOR_3D
? new Vector3(worldPos2D.x, 0, worldPos2D.y) // XZ plane, flat
: new Vector3(worldPos2D.x, worldPos2D.y, 0); // XY plane, vertical
grid.DrawHexGizmo(worldPos, grid.cellRadius, checkMethod);
}
}
}
#endif
}
}

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using System.Collections.Generic;
using System.Linq;
using UnityEngine;
namespace Mirror
{
[AddComponentMenu("Network/ Interest Management/ Spatial Hash/Hex Spatial Hash (3D)")]
public class HexSpatialHash3DInterestManagement : InterestManagement
{
[Range(1, 60), Tooltip("Time interval in seconds between observer rebuilds")]
public byte rebuildInterval = 1;
[Range(1, 60), Tooltip("Time interval in seconds between static object rebuilds")]
public byte staticRebuildInterval = 10;
[Range(10, 5000), Tooltip("Radius of super hex.\nSet to 10% larger than camera far clip plane.")]
public ushort visRange = 1100;
[Range(10, 5000), Tooltip("Cell3D height effects all 3 layers")]
public ushort cellHeight = 500;
[Range(1, 100), Tooltip("Distance an object must move for updating cell positions")]
public ushort minMoveDistance = 1;
double lastRebuildTime;
// Counter for batching static object updates
byte rebuildCounter = 0;
HexGrid3D grid;
// Sparse array mapping cell indices to sets of NetworkIdentities
readonly List<HashSet<NetworkIdentity>> cells = new List<HashSet<NetworkIdentity>>();
// Tracks the last known cell position and world position of each NetworkIdentity for efficient updates
readonly Dictionary<NetworkIdentity, (Cell3D cell, Vector3 worldPos)> lastIdentityPositions = new Dictionary<NetworkIdentity, (Cell3D, Vector3)>();
// Tracks the last known cell position and world position of each player's connection (observer)
readonly Dictionary<NetworkConnectionToClient, (Cell3D cell, Vector3 worldPos)> lastConnectionPositions = new Dictionary<NetworkConnectionToClient, (Cell3D, Vector3)>();
// Pre-allocated array for storing neighbor cells (center + 6 neighbors per layer x 3 layers)
readonly Cell3D[] neighborCells = new Cell3D[21];
// Maps each connection to the set of NetworkIdentities it can observe, precomputed for rebuilds
readonly Dictionary<NetworkConnectionToClient, HashSet<NetworkIdentity>> connectionObservers = new Dictionary<NetworkConnectionToClient, HashSet<NetworkIdentity>>();
// Reusable list for safe iteration over NetworkIdentities, avoiding ToList() allocations
readonly List<NetworkIdentity> identityKeys = new List<NetworkIdentity>();
// Pool of reusable HashSet<NetworkIdentity> instances to reduce allocations
readonly Stack<HashSet<NetworkIdentity>> cellPool = new Stack<HashSet<NetworkIdentity>>();
// Set of static NetworkIdentities that don't move, updated less frequently
readonly HashSet<NetworkIdentity> staticObjects = new HashSet<NetworkIdentity>();
// Scene bounds: ±9 km (18 km total) in each dimension
const int MAX_Q = 19; // Covers -9 to 9 (~18 km)
const int MAX_R = 23; // Covers -11 to 11 (~18 km)
const int LAYER_OFFSET = 18; // Offset for -18 to 17 layers
const int MAX_LAYERS = 36; // Total layers for ±9 km (18 km)
const ushort MAX_AREA = 9000; // Maximum area in meters
void Awake()
{
grid = new HexGrid3D(visRange, cellHeight);
// Initialize cells list with null entries up to max size (±9 km bounds)
int maxSize = MAX_Q * MAX_R * MAX_LAYERS;
for (int i = 0; i < maxSize; i++)
cells.Add(null);
}
void LateUpdate()
{
if (NetworkTime.time - lastRebuildTime >= rebuildInterval)
{
// Update positions of all active connections (players) in the network
foreach (NetworkConnectionToClient conn in NetworkServer.connections.Values)
if (conn?.identity != null) // Ensure connection and its identity exist
{
Vector3 position = conn.identity.transform.position;
// Only update if the position has changed significantly
if (!lastConnectionPositions.TryGetValue(conn, out (Cell3D cell, Vector3 worldPos) last) ||
Vector3.Distance(position, last.worldPos) >= minMoveDistance)
{
Cell3D cell = grid.WorldToCell(position); // Convert world position to grid cell
lastConnectionPositions[conn] = (cell, position); // Store the player's cell and position
}
}
// Populate the reusable list with current keys for safe iteration
identityKeys.Clear();
identityKeys.AddRange(lastIdentityPositions.Keys);
// Update dynamic objects every rebuild, static objects every staticRebuildInterval
bool updateStatic = rebuildCounter >= staticRebuildInterval;
foreach (NetworkIdentity identity in identityKeys)
if (updateStatic || !staticObjects.Contains(identity))
UpdateIdentityPosition(identity); // Refresh cell position for dynamic or scheduled static objects
if (updateStatic)
rebuildCounter = 0; // Reset the counter after updating static objects
else
rebuildCounter++;
// Precompute observer sets for each connection before rebuilding
connectionObservers.Clear();
foreach (NetworkConnectionToClient conn in NetworkServer.connections.Values)
{
if (conn?.identity == null || !lastConnectionPositions.TryGetValue(conn, out (Cell3D cell, Vector3 worldPos) connPos))
continue;
// Get cells visible from the player's position
grid.GetNeighborCells(connPos.cell, neighborCells);
// Initialize the observer set for this connection
HashSet<NetworkIdentity> observers = new HashSet<NetworkIdentity>();
connectionObservers[conn] = observers;
// Add all identities in visible cells to the observer set
for (int i = 0; i < neighborCells.Length; i++)
{
int index = GetCellIndex(neighborCells[i]);
if (index >= 0 && index < cells.Count && cells[index] != null)
{
foreach (NetworkIdentity identity in cells[index])
observers.Add(identity);
}
}
}
// RebuildAll invokes NetworkServer.RebuildObservers on all spawned objects
base.RebuildAll();
// Update the last rebuild time
lastRebuildTime = NetworkTime.time;
}
}
// Called when a new networked object is spawned on the server
public override void OnSpawned(NetworkIdentity identity)
{
// Register the new object's position in the grid system
UpdateIdentityPosition(identity);
// Check if the object is statically batched (indicating it won't move)
Renderer[] renderers = identity.gameObject.GetComponentsInChildren<Renderer>();
if (renderers.Any(r => r.isPartOfStaticBatch))
staticObjects.Add(identity);
}
// Updates the grid cell position of a NetworkIdentity when it moves or spawns
void UpdateIdentityPosition(NetworkIdentity identity)
{
// Get the current world position of the object
Vector3 position = identity.transform.position;
// Convert player position to grid cell coordinates
Cell3D newCell = grid.WorldToCell(position);
// Check if the object is within ±9 km bounds
if (Mathf.Abs(position.x) > MAX_AREA || Mathf.Abs(position.y) > MAX_AREA || Mathf.Abs(position.z) > MAX_AREA)
return; // Ignore objects outside bounds
// Check if the object was previously tracked
if (lastIdentityPositions.TryGetValue(identity, out (Cell3D cell, Vector3 worldPos) previous))
{
// Only update if the position has changed significantly or the cell has changed
if (Vector3.Distance(position, previous.worldPos) >= minMoveDistance || !newCell.Equals(previous.cell))
{
if (!newCell.Equals(previous.cell))
{
// Object moved to a new cell
// Remove it from the old cell's set and add it to the new cell's set
int oldIndex = GetCellIndex(previous.cell);
if (oldIndex >= 0 && oldIndex < cells.Count && cells[oldIndex] != null)
cells[oldIndex].Remove(identity);
AddToCell(newCell, identity);
}
// Update the stored position and cell
lastIdentityPositions[identity] = (newCell, position);
}
}
else
{
// New object - add it to the grid and track its position
AddToCell(newCell, identity);
lastIdentityPositions[identity] = (newCell, position);
}
}
// Adds a NetworkIdentity to a specific cell's set of objects
void AddToCell(Cell3D cell, NetworkIdentity identity)
{
int index = GetCellIndex(cell);
if (index < 0 || index >= cells.Count)
return; // Out of bounds, ignore
// If the cell doesn't exist in the array yet, fetch or create a new set from the pool
if (cells[index] == null)
{
cells[index] = cellPool.Count > 0 ? cellPool.Pop() : new HashSet<NetworkIdentity>();
}
cells[index].Add(identity);
}
// Determines if a new observer can see a given NetworkIdentity
public override bool OnCheckObserver(NetworkIdentity identity, NetworkConnectionToClient newObserver)
{
// Check if we have position data for both the object and the observer
if (!lastIdentityPositions.TryGetValue(identity, out (Cell3D cell, Vector3 worldPos) identityPos) ||
!lastConnectionPositions.TryGetValue(newObserver, out (Cell3D cell, Vector3 worldPos) observerPos))
return false; // If not, assume no visibility
// Populate the pre-allocated array with visible cells from the observer's position
grid.GetNeighborCells(observerPos.cell, neighborCells);
// Check if the object's cell is among the visible ones
for (int i = 0; i < neighborCells.Length; i++)
if (neighborCells[i].Equals(identityPos.cell))
return true;
return false;
}
// Rebuilds the set of observers for a specific NetworkIdentity
public override void OnRebuildObservers(NetworkIdentity identity, HashSet<NetworkConnectionToClient> newObservers)
{
// If the object's position isn't tracked, skip rebuilding
if (!lastIdentityPositions.TryGetValue(identity, out (Cell3D cell, Vector3 worldPos) identityPos))
return;
// Use the precomputed observer sets to determine visibility
foreach (NetworkConnectionToClient conn in NetworkServer.connections.Values)
{
// Skip if the connection or its identity is null
if (conn?.identity == null)
continue;
// Check if this connection can observe the identity
if (connectionObservers.TryGetValue(conn, out HashSet<NetworkIdentity> observers) && observers.Contains(identity))
newObservers.Add(conn);
}
}
public override void ResetState()
{
lastRebuildTime = 0;
// Clear and return all cell sets to the pool
for (int i = 0; i < cells.Count; i++)
{
if (cells[i] != null)
{
cells[i].Clear();
cellPool.Push(cells[i]);
cells[i] = null;
}
}
lastIdentityPositions.Clear();
lastConnectionPositions.Clear();
connectionObservers.Clear();
identityKeys.Clear();
staticObjects.Clear();
rebuildCounter = 0;
}
public override void OnDestroyed(NetworkIdentity identity)
{
// If the object was tracked, remove it from its cell and position records
if (lastIdentityPositions.TryGetValue(identity, out (Cell3D cell, Vector3 worldPos) pos))
{
int index = GetCellIndex(pos.cell);
if (index >= 0 && index < cells.Count && cells[index] != null)
{
cells[index].Remove(identity); // Remove from the cell's set
// If the cell's set is now empty, return it to the pool
if (cells[index].Count == 0)
{
cellPool.Push(cells[index]);
cells[index] = null;
}
}
lastIdentityPositions.Remove(identity); // Remove from position tracking
staticObjects.Remove(identity); // Ensure it's removed from static set if present
}
}
// Computes a unique index for a cell in the sparse array, supporting ±9 km bounds
int GetCellIndex(Cell3D cell)
{
int qOffset = cell.q + MAX_Q / 2; // Shift -9 to 9 -> 0 to 18
int rOffset = cell.r + MAX_R / 2; // Shift -11 to 11 -> 0 to 22
int layerOffset = cell.layer + LAYER_OFFSET; // Shift -18 to 17 -> 0 to 35
return qOffset + rOffset * MAX_Q + layerOffset * MAX_Q * MAX_R;
}
#if UNITY_EDITOR
// Draws debug gizmos in the Unity Editor to visualize the grid
void OnDrawGizmos()
{
// Initialize the grid if it hasn't been created yet (e.g., before Awake)
if (grid == null)
grid = new HexGrid3D(visRange, cellHeight);
// Only draw if there's a local player to base the visualization on
if (NetworkClient.localPlayer != null)
{
Vector3 playerPosition = NetworkClient.localPlayer.transform.position;
// Convert to grid cell
Cell3D playerCell = grid.WorldToCell(playerPosition);
// Get all visible cells around the player into the pre-allocated array
grid.GetNeighborCells(playerCell, neighborCells);
// Set default gizmo color (though overridden per cell)
Gizmos.color = Color.cyan;
// Draw each visible cell as a hexagonal prism
for (int i = 0; i < neighborCells.Length; i++)
{
// Convert cell to world coordinates
Vector3 worldPos = grid.CellToWorld(neighborCells[i]);
// Determine the layer relative to the player's cell for color coding
int relativeLayer = neighborCells[i].layer - playerCell.layer;
// Draw the hexagonal cell with appropriate color based on layer
grid.DrawHexGizmo(worldPos, grid.cellRadius, grid.cellHeight, relativeLayer);
}
}
}
#endif
}
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// extremely fast spatial hashing interest management based on uMMORPG GridChecker.
// => 30x faster in initial tests
// => scales way higher
// checks on three dimensions (XYZ) which includes the vertical axes.
// this is slower than XY checking for regular spatial hashing.
using System.Collections.Generic;
using UnityEngine;
namespace Mirror
{
[AddComponentMenu("Network/ Interest Management/ Spatial Hash/Spatial Hashing Interest Management")]
public class SpatialHashing3DInterestManagement : 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; // same as XY because if XY is rotated 90 degree for 3D, it's still the same distance
[Tooltip("Rebuild all every 'rebuildInterval' seconds.")]
public float rebuildInterval = 1;
double lastRebuildTime;
[Header("Debug Settings")]
public bool showSlider;
// the grid
// begin with a large capacity to avoid resizing & allocations.
Grid3D<NetworkConnectionToClient> grid = new Grid3D<NetworkConnectionToClient>(1024);
// project 3d world position to grid position
Vector3Int ProjectToGrid(Vector3 position) =>
Vector3Int.RoundToInt(position / resolution);
public override bool OnCheckObserver(NetworkIdentity identity, NetworkConnectionToClient newObserver)
{
// calculate projected positions
Vector3Int projected = ProjectToGrid(identity.transform.position);
Vector3Int 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; // same as XY because if XY is rotated 90 degree for 3D, it's still the same distance
}
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.
Vector3Int 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
Vector3Int 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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// extremely fast spatial hashing interest management based on uMMORPG GridChecker.
// => 30x faster in initial tests
// => scales way higher
// checks on two dimensions only(!), for example: XZ for 3D games or XY for 2D games.
// this is faster than XYZ checking but doesn't check vertical distance.
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;
[Header("Debug Settings")]
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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