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2024-02-19 21:00:36 +03:00
// 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 = 10;
[Tooltip("Rebuild all every 'rebuildInterval' seconds.")]
public float rebuildInterval = 1;
double lastRebuildTime;
// helper function to get vis range for a given object, or default.
int GetVisRange(NetworkIdentity identity)
{
return identity.TryGetComponent(out DistanceInterestManagementCustomRange custom) ? custom.visRange : visRange;
}
[ServerCallback]
public override void Reset()
{
lastRebuildTime = 0D;
}
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);
}
}
}
}
// internal so we can update from tests
[ServerCallback]
internal void Update()
{
// rebuild all spawned NetworkIdentity's observers every interval
if (NetworkTime.localTime >= lastRebuildTime + rebuildInterval)
{
RebuildAll();
lastRebuildTime = NetworkTime.localTime;
}
}
}
}