ProjectZ/Assets/Mirror/Components/InterestManagement/SpatialHashing/SpatialHashingInterestManagement.cs

145 lines
5.9 KiB
C#
Raw Normal View History

2024-02-19 21:00:36 +03:00
// extremely fast spatial hashing interest management based on uMMORPG GridChecker.
// => 30x faster in initial tests
// => scales way higher
using System.Collections.Generic;
using UnityEngine;
namespace Mirror
{
[AddComponentMenu("Network/ Interest Management/ Spatial Hash/Spatial Hashing Interest Management")]
public class SpatialHashingInterestManagement : InterestManagement
{
[Tooltip("The maximum range that objects will be visible at.")]
public int visRange = 30;
// if we see 8 neighbors then 1 entry is visRange/3
public int resolution => visRange / 3;
[Tooltip("Rebuild all every 'rebuildInterval' seconds.")]
public float rebuildInterval = 1;
double lastRebuildTime;
public enum CheckMethod
{
XZ_FOR_3D,
XY_FOR_2D
}
[Tooltip("Spatial Hashing supports 3D (XZ) and 2D (XY) games.")]
public CheckMethod checkMethod = CheckMethod.XZ_FOR_3D;
// debugging
public bool showSlider;
// the grid
Grid2D<NetworkConnectionToClient> grid = new Grid2D<NetworkConnectionToClient>();
// project 3d world position to grid position
Vector2Int ProjectToGrid(Vector3 position) =>
checkMethod == CheckMethod.XZ_FOR_3D
? Vector2Int.RoundToInt(new Vector2(position.x, position.z) / resolution)
: Vector2Int.RoundToInt(new Vector2(position.x, position.y) / resolution);
public override bool OnCheckObserver(NetworkIdentity identity, NetworkConnectionToClient newObserver)
{
// calculate projected positions
Vector2Int projected = ProjectToGrid(identity.transform.position);
Vector2Int observerProjected = ProjectToGrid(newObserver.identity.transform.position);
// distance needs to be at max one of the 8 neighbors, which is
// 1 for the direct neighbors
// 1.41 for the diagonal neighbors (= sqrt(2))
// => use sqrMagnitude and '2' to avoid computations. same result.
return (projected - observerProjected).sqrMagnitude <= 2;
}
public override void OnRebuildObservers(NetworkIdentity identity, HashSet<NetworkConnectionToClient> newObservers)
{
// add everyone in 9 neighbour grid
// -> pass observers to GetWithNeighbours directly to avoid allocations
// and expensive .UnionWith computations.
Vector2Int current = ProjectToGrid(identity.transform.position);
grid.GetWithNeighbours(current, newObservers);
}
[ServerCallback]
public override void Reset()
{
lastRebuildTime = 0D;
}
// update everyone's position in the grid
// (internal so we can update from tests)
[ServerCallback]
internal void Update()
{
// NOTE: unlike Scene/MatchInterestManagement, this rebuilds ALL
// entities every INTERVAL. consider the other approach later.
// IMPORTANT: refresh grid every update!
// => newly spawned entities get observers assigned via
// OnCheckObservers. this can happen any time and we don't want
// them broadcast to old (moved or destroyed) connections.
// => players do move all the time. we want them to always be in the
// correct grid position.
// => note that the actual 'rebuildall' doesn't need to happen all
// the time.
// NOTE: consider refreshing grid only every 'interval' too. but not
// for now. stability & correctness matter.
// clear old grid results before we update everyone's position.
// (this way we get rid of destroyed connections automatically)
//
// NOTE: keeps allocated HashSets internally.
// clearing & populating every frame works without allocations
grid.ClearNonAlloc();
// put every connection into the grid at it's main player's position
// NOTE: player sees in a radius around him. NOT around his pet too.
foreach (NetworkConnectionToClient connection in NetworkServer.connections.Values)
{
// authenticated and joined world with a player?
if (connection.isAuthenticated && connection.identity != null)
{
// calculate current grid position
Vector2Int position = ProjectToGrid(connection.identity.transform.position);
// put into grid
grid.Add(position, connection);
}
}
// rebuild all spawned entities' observers every 'interval'
// this will call OnRebuildObservers which then returns the
// observers at grid[position] for each entity.
if (NetworkTime.localTime >= lastRebuildTime + rebuildInterval)
{
RebuildAll();
lastRebuildTime = NetworkTime.localTime;
}
}
// OnGUI allocates even if it does nothing. avoid in release.
#if UNITY_EDITOR || DEVELOPMENT_BUILD
// slider from dotsnet. it's nice to play around with in the benchmark
// demo.
void OnGUI()
{
if (!showSlider) return;
// only show while server is running. not on client, etc.
if (!NetworkServer.active) return;
int height = 30;
int width = 250;
GUILayout.BeginArea(new Rect(Screen.width / 2 - width / 2, Screen.height - height, width, height));
GUILayout.BeginHorizontal("Box");
GUILayout.Label("Radius:");
visRange = Mathf.RoundToInt(GUILayout.HorizontalSlider(visRange, 0, 200, GUILayout.Width(150)));
GUILayout.Label(visRange.ToString());
GUILayout.EndHorizontal();
GUILayout.EndArea();
}
#endif
}
}