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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
}
}