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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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namespace Mirror
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{
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[AddComponentMenu("Network/ Interest Management/ Scene/Scene Distance Interest Management")]
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public class SceneDistanceInterestManagement : InterestManagement
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{
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[Tooltip("The maximum range that objects will be visible at. Add DistanceInterestManagementCustomRange onto NetworkIdentities for custom ranges.")]
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public int visRange = 500;
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[Tooltip("Rebuild all every 'rebuildInterval' seconds.")]
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public float rebuildInterval = 1;
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double lastRebuildTime;
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// cache custom ranges to avoid runtime TryGetComponent lookups
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readonly Dictionary<NetworkIdentity, DistanceInterestManagementCustomRange> CustomRanges = new Dictionary<NetworkIdentity, DistanceInterestManagementCustomRange>();
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// helper function to get vis range for a given object, or default.
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[ServerCallback]
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int GetVisRange(NetworkIdentity identity)
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{
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return CustomRanges.TryGetValue(identity, out DistanceInterestManagementCustomRange custom) ? custom.visRange : visRange;
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}
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[ServerCallback]
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public override void ResetState()
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{
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lastRebuildTime = 0D;
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CustomRanges.Clear();
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}
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// Use Scene instead of string scene.name because when additively
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// loading multiples of a subscene the name won't be unique
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readonly Dictionary<Scene, HashSet<NetworkIdentity>> sceneObjects =
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new Dictionary<Scene, HashSet<NetworkIdentity>>();
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readonly Dictionary<NetworkIdentity, Scene> lastObjectScene =
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new Dictionary<NetworkIdentity, Scene>();
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HashSet<Scene> dirtyScenes = new HashSet<Scene>();
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[ServerCallback]
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public override void OnSpawned(NetworkIdentity identity)
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{
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if (identity.TryGetComponent(out DistanceInterestManagementCustomRange custom))
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CustomRanges[identity] = custom;
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Scene currentScene = identity.gameObject.scene;
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lastObjectScene[identity] = currentScene;
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// Debug.Log($"SceneInterestManagement.OnSpawned({identity.name}) currentScene: {currentScene}");
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if (!sceneObjects.TryGetValue(currentScene, out HashSet<NetworkIdentity> objects))
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{
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objects = new HashSet<NetworkIdentity>();
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sceneObjects.Add(currentScene, objects);
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}
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objects.Add(identity);
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}
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[ServerCallback]
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public override void OnDestroyed(NetworkIdentity identity)
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{
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CustomRanges.Remove(identity);
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// Don't RebuildSceneObservers here - that will happen in LateUpdate.
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// Multiple objects could be destroyed in same frame and we don't
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// want to rebuild for each one...let LateUpdate do it once.
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// We must add the current scene to dirtyScenes for LateUpdate to rebuild it.
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if (lastObjectScene.TryGetValue(identity, out Scene currentScene))
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{
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lastObjectScene.Remove(identity);
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if (sceneObjects.TryGetValue(currentScene, out HashSet<NetworkIdentity> objects) && objects.Remove(identity))
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dirtyScenes.Add(currentScene);
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}
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}
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[ServerCallback]
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void LateUpdate()
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{
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// for each spawned:
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// if scene changed:
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// add previous to dirty
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// add new to dirty
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// else
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// if rebuild interval reached:
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// rebuild all
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foreach (NetworkIdentity identity in NetworkServer.spawned.Values)
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{
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if (!lastObjectScene.TryGetValue(identity, out Scene currentScene))
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continue;
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Scene newScene = identity.gameObject.scene;
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if (newScene == currentScene)
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{
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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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// no scene change, so we're done here
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continue;
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}
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// Mark new/old scenes as dirty so they get rebuilt
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dirtyScenes.Add(currentScene);
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dirtyScenes.Add(newScene);
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// This object is in a new scene so observers in the prior scene
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// and the new scene need to rebuild their respective observers lists.
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// Remove this object from the hashset of the scene it just left
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sceneObjects[currentScene].Remove(identity);
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// Set this to the new scene this object just entered
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lastObjectScene[identity] = newScene;
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// Make sure this new scene is in the dictionary
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if (!sceneObjects.ContainsKey(newScene))
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sceneObjects.Add(newScene, new HashSet<NetworkIdentity>());
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// Add this object to the hashset of the new scene
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sceneObjects[newScene].Add(identity);
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}
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// rebuild all dirty scenes
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foreach (Scene dirtyScene in dirtyScenes)
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RebuildSceneObservers(dirtyScene);
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dirtyScenes.Clear();
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}
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void RebuildSceneObservers(Scene scene)
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{
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foreach (NetworkIdentity netIdentity in sceneObjects[scene])
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if (netIdentity != null)
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NetworkServer.RebuildObservers(netIdentity, false);
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}
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public override bool OnCheckObserver(NetworkIdentity identity, NetworkConnectionToClient newObserver)
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{
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// Check for scene match first, then distance
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if (identity.gameObject.scene != newObserver.identity.gameObject.scene) return false;
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int range = GetVisRange(identity);
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return Vector3.Distance(identity.transform.position, newObserver.identity.transform.position) < range;
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}
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public override void OnRebuildObservers(NetworkIdentity identity, HashSet<NetworkConnectionToClient> newObservers)
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{
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// abort if no entry in sceneObjects yet (created in OnSpawned)
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if (!sceneObjects.TryGetValue(identity.gameObject.scene, out HashSet<NetworkIdentity> objects))
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return;
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int range = GetVisRange(identity);
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Vector3 position = identity.transform.position;
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// Add everything in the hashset for this object's current scene if within range
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foreach (NetworkIdentity networkIdentity in objects)
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if (networkIdentity != null && networkIdentity.connectionToClient != null)
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{
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// brute force distance check
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// -> only player connections can be observers, so it's enough if we
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// go through all connections instead of all spawned identities.
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// -> compared to UNET's sphere cast checking, this one is orders of
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// magnitude faster. if we have 10k monsters and run a sphere
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// cast 10k times, we will see a noticeable lag even with physics
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// layers. but checking to every connection is fast.
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NetworkConnectionToClient conn = networkIdentity.connectionToClient;
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if (conn != null && conn.isAuthenticated && conn.identity != null)
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if (Vector3.Distance(conn.identity.transform.position, position) < range)
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newObservers.Add(conn);
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}
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}
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}
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}
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