aha
This commit is contained in:
@ -0,0 +1,336 @@
|
||||
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
|
||||
}
|
||||
}
|
Reference in New Issue
Block a user