mirror of
https://github.com/misternebula/quantum-space-buddies.git
synced 2025-01-01 03:32:38 +00:00
99 lines
4.4 KiB
C#
99 lines
4.4 KiB
C#
// interest management component for custom solutions like
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// distance based, spatial hashing, raycast based, etc.
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using System.Collections.Generic;
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using UnityEngine;
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namespace Mirror
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{
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[DisallowMultipleComponent]
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[HelpURL("https://mirror-networking.gitbook.io/docs/guides/interest-management")]
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public abstract class InterestManagement : MonoBehaviour
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{
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// Awake configures InterestManagement in NetworkServer/Client
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[ServerCallback]
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void Awake()
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{
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if (NetworkServer.aoi == null)
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{
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NetworkServer.aoi = this;
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}
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else Debug.LogError($"Only one InterestManagement component allowed. {NetworkServer.aoi.GetType()} has been set up already.");
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if (NetworkClient.aoi == null)
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{
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NetworkClient.aoi = this;
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}
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else Debug.LogError($"Only one InterestManagement component allowed. {NetworkClient.aoi.GetType()} has been set up already.");
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}
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[ServerCallback]
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public virtual void Reset() {}
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// Callback used by the visibility system to determine if an observer
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// (player) can see the NetworkIdentity. If this function returns true,
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// the network connection will be added as an observer.
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// conn: Network connection of a player.
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// returns True if the player can see this object.
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public abstract bool OnCheckObserver(NetworkIdentity identity, NetworkConnection newObserver);
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// rebuild observers for the given NetworkIdentity.
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// Server will automatically spawn/despawn added/removed ones.
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// newObservers: cached hashset to put the result into
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// initialize: true if being rebuilt for the first time
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//
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// IMPORTANT:
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// => global rebuild would be more simple, BUT
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// => local rebuild is way faster for spawn/despawn because we can
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// simply rebuild a select NetworkIdentity only
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// => having both .observers and .observing is necessary for local
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// rebuilds
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//
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// in other words, this is the perfect solution even though it's not
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// completely simple (due to .observers & .observing).
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//
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// Mirror maintains .observing automatically in the background. best of
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// both worlds without any worrying now!
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public abstract void OnRebuildObservers(NetworkIdentity identity, HashSet<NetworkConnection> newObservers, bool initialize);
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// helper function to trigger a full rebuild.
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// most implementations should call this in a certain interval.
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// some might call this all the time, or only on team changes or
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// scene changes and so on.
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//
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// IMPORTANT: check if NetworkServer.active when using Update()!
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[ServerCallback]
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protected void RebuildAll()
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{
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foreach (NetworkIdentity identity in NetworkServer.spawned.Values)
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{
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NetworkServer.RebuildObservers(identity, false);
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}
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}
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// Callback used by the visibility system for objects on a host.
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// Objects on a host (with a local client) cannot be disabled or
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// destroyed when they are not visible to the local client. So this
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// function is called to allow custom code to hide these objects. A
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// typical implementation will disable renderer components on the
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// object. This is only called on local clients on a host.
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// => need the function in here and virtual so people can overwrite!
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// => not everyone wants to hide renderers!
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[ServerCallback]
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public virtual void SetHostVisibility(NetworkIdentity identity, bool visible)
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{
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foreach (Renderer rend in identity.GetComponentsInChildren<Renderer>())
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rend.enabled = visible;
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}
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/// <summary>Called on the server when a new networked object is spawned.</summary>
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// (useful for 'only rebuild if changed' interest management algorithms)
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[ServerCallback]
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public virtual void OnSpawned(NetworkIdentity identity) {}
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/// <summary>Called on the server when a networked object is destroyed.</summary>
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// (useful for 'only rebuild if changed' interest management algorithms)
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[ServerCallback]
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public virtual void OnDestroyed(NetworkIdentity identity) {}
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}
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}
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