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using System;
using System.Collections.Generic;
using System.Runtime.CompilerServices;
using Mirror;
using UnityEngine;
public class FastSpatialInterestManagement : InterestManagementBase
{
Vector2Int InvalidPosition => new Vector2Int(int.MaxValue,
int.MaxValue);
[Tooltip("The maximum range that objects will be visible at.")]
public int visRange = 30;
[Tooltip("Rebuild all every 'rebuildInterval' seconds.")]
public float rebuildInterval = 1;
double lastRebuildTime;
// we use a 9 neighbour grid.
// so we always see in a distance of 2 grids.
// for example, our own grid and then one on top / below / left / right.
//
// this means that grid resolution needs to be distance / 2.
// so for example, for distance = 30 we see 2 cells = 15 * 2 distance.
//
// on first sight, it seems we need distance / 3 (we see left/us/right).
// but that's not the case.
// resolution would be 10, and we only see 1 cell far, so 10+10=20.
int TileSize => visRange / 2;
// the grid
Dictionary<Vector2Int, HashSet<NetworkIdentity>> grid =
new Dictionary<Vector2Int, HashSet<NetworkIdentity>>();
class Tracked
{
public Vector2Int Position;
public Transform Transform;
public NetworkIdentity Identity;
public Visibility PreviousVisibility;
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public Vector2Int GridPosition(int tileSize)
{
Vector3 transformPos = Transform.position;
return Vector2Int.RoundToInt(new Vector2(transformPos.x, transformPos.z) / tileSize);
}
}
Dictionary<NetworkIdentity, Tracked> trackedIdentities = new Dictionary<NetworkIdentity, Tracked>();
public override void Rebuild(NetworkIdentity identity, bool initialize)
{
// do nothing, we rebuild globally and individually in OnSpawned
}
public override bool OnCheckObserver(NetworkIdentity identity, NetworkConnectionToClient newObserver)
{
// do nothing, we rebuild globally and individually in OnSpawned
return false;
}
internal void LateUpdate()
{
// only on server
if (!NetworkServer.active) return;
// 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;
}
}
// When a new identity is spawned
public override void OnSpawned(NetworkIdentity identity)
{
// host visibility shim to make sure unseen entities are hidden, we initialize actual visibility later
if (NetworkClient.active)
{
SetHostVisibility(identity, false);
}
if (identity.connectionToClient != null)
{
// client always sees itself
AddObserver(identity.connectionToClient, identity);
}
Tracked tracked = new Tracked
{
Transform = identity.transform, Identity = identity, PreviousVisibility = identity.visibility,
};
// set initial position
tracked.Position = tracked.GridPosition(TileSize);
// add to tracked
trackedIdentities.Add(identity, tracked);
// initialize in grid
RebuildAdd(identity, InvalidPosition, tracked.Position, true);
}
// when an identity is despawned/destroyed
public override void OnDestroyed(NetworkIdentity identity)
{
Tracked obj = trackedIdentities[identity];
trackedIdentities.Remove(identity);
// observers are cleaned up automatically when destroying, we just need to remove it from our grid
grid[obj.Position].Remove(identity);
}
private void RebuildAll()
{
// loop over all identities and check if their position has changed
foreach (Tracked tracked in trackedIdentities.Values)
{
// Check if visibility has changed, this should usually be false
bool visibilityChanged = tracked.Identity.visibility != tracked.PreviousVisibility;
// Visibility change *to* default needs to be handled before the normal grid update
// since observers are manipulated in RebuildAdd/RebuildRemove if visibility == Default
if (visibilityChanged && tracked.Identity.visibility == Visibility.Default)
{
switch (tracked.PreviousVisibility)
{
case Visibility.ForceHidden:
// Hidden To Default
AddObserversHiddenToDefault(tracked.Identity, tracked.Position);
break;
case Visibility.ForceShown:
// Shown To Default
RemoveObserversShownToDefault(tracked.Identity, tracked.Position);
break;
case Visibility.Default:
default:
throw new ArgumentOutOfRangeException();
}
}
Vector2Int currentPosition = tracked.GridPosition(TileSize);
// if the position changed, move the identity in the grid and update observers accordingly
if (currentPosition != tracked.Position)
{
Vector2Int oldPosition = tracked.Position;
tracked.Position = currentPosition;
// First remove from old grid position
RebuildRemove(tracked.Identity, oldPosition, currentPosition);
// Then add to new grid position
RebuildAdd(tracked.Identity, oldPosition, currentPosition, false);
}
// after updating the grid, if the visibility has changed
if (visibilityChanged)
{
switch (tracked.Identity.visibility)
{
case Visibility.ForceHidden:
ClearObservers(tracked.Identity);
break;
case Visibility.ForceShown:
AddObserversAllReady(tracked.Identity);
break;
case Visibility.Default:
break;
default:
throw new ArgumentOutOfRangeException();
}
tracked.PreviousVisibility = tracked.Identity.visibility;
}
}
}
private void RebuildRemove(NetworkIdentity changedIdentity, Vector2Int oldPosition, Vector2Int newPosition)
{
// sanity check
if (!grid[oldPosition].Remove(changedIdentity))
{
throw new InvalidOperationException("changedIdentity was not in the provided grid");
}
// for all tiles the changedIdentity could see at the old position
for (int x = -1; x <= 1; x++)
{
for (int y = -1; y <= 1; y++)
{
Vector2Int tilePos = oldPosition + new Vector2Int(x, y);
// Skip grid tiles that are still visible
if (Mathf.Abs(tilePos.x - newPosition.x) <= 1 &&
Mathf.Abs(tilePos.y - newPosition.y) <= 1)
{
continue;
}
if (!grid.TryGetValue(tilePos, out HashSet<NetworkIdentity> tile))
{
continue;
}
foreach (NetworkIdentity gridIdentity in tile)
{
if (gridIdentity == changedIdentity)
{
// Don't do anything with yourself
continue;
}
// we only modify observers here if the visibility is default, ForceShown/ForceHidden are handled in RebuildAll
// if the gridIdentity is a player, it can't see changedIdentity anymore
if (gridIdentity.connectionToClient != null && changedIdentity.visibility == Visibility.Default)
{
RemoveObserver(gridIdentity.connectionToClient, changedIdentity);
}
// if the changedIdentity is a player, it can't see gridIdentity anymore
if (changedIdentity.connectionToClient != null && gridIdentity.visibility == Visibility.Default)
{
RemoveObserver(changedIdentity.connectionToClient, gridIdentity);
}
}
}
}
}
private void RebuildAdd(NetworkIdentity changedIdentity, Vector2Int oldPosition, Vector2Int newPosition,
bool initialize)
{
// for all tiles the changedIdentity now sees at the new position
for (int x = -1; x <= 1; x++)
{
for (int y = -1; y <= 1; y++)
{
Vector2Int tilePos = newPosition + new Vector2Int(x, y);
// Skip grid tiles that were already visible before moving
if (!initialize && (Mathf.Abs(tilePos.x - oldPosition.x) <= 1 &&
Mathf.Abs(tilePos.y - oldPosition.y) <= 1))
{
continue;
}
if (!grid.TryGetValue(tilePos, out HashSet<NetworkIdentity> tile))
{
continue;
}
foreach (NetworkIdentity gridIdentity in tile)
{
if (gridIdentity == changedIdentity)
{
// Don't do anything with yourself
continue;
}
// we only modify observers here if the visibility is default, ForceShown/ForceHidden are handled in RebuildAll
// if the gridIdentity is a player, it can now see changedIdentity
if (gridIdentity.connectionToClient != null && changedIdentity.visibility == Visibility.Default)
{
AddObserver(gridIdentity.connectionToClient, changedIdentity);
}
// if the changedIdentity is a player, it can now see gridIdentity
if (changedIdentity.connectionToClient != null && gridIdentity.visibility == Visibility.Default)
{
AddObserver(changedIdentity.connectionToClient, gridIdentity);
}
}
}
}
// add ourselves to the new grid position
if (!grid.TryGetValue(newPosition, out HashSet<NetworkIdentity> addTile))
{
addTile = new HashSet<NetworkIdentity>();
grid[newPosition] = addTile;
}
if (!addTile.Add(changedIdentity))
{
throw new InvalidOperationException("identity was already in the grid");
}
}
/// Adds observers to the NI, but not the other way around. This is used when a NI changes from ForceHidden to Default
private void AddObserversHiddenToDefault(NetworkIdentity changed, Vector2Int gridPosition)
{
// for all tiles around the changedIdentity
for (int x = -1; x <= 1; x++)
{
for (int y = -1; y <= 1; y++)
{
Vector2Int tilePos = gridPosition + new Vector2Int(x, y);
if (!grid.TryGetValue(tilePos, out HashSet<NetworkIdentity> tile))
{
continue;
}
foreach (NetworkIdentity gridIdentity in tile)
{
if (gridIdentity == changed)
{
// Don't do anything with yourself
continue;
}
// if the gridIdentity is a player, it can now see changedIdentity
if (gridIdentity.connectionToClient != null)
{
AddObserver(gridIdentity.connectionToClient, changed);
}
}
}
}
}
// Temp hashset to avoid runtime allocation
private HashSet<NetworkConnectionToClient> tempShownToDefaultSet = new HashSet<NetworkConnectionToClient>();
/// Removes observers from the NI, but doesn't change observing. This is used when a NI changes from ForceShown to Default
private void RemoveObserversShownToDefault(NetworkIdentity changedIdentity, Vector2Int gridPosition)
{
tempShownToDefaultSet.Clear();
// copy over all current connections that are seeing the NI
foreach (NetworkConnectionToClient observer in changedIdentity.observers.Values)
{
tempShownToDefaultSet.Add(observer);
}
// for all tiles around the changedIdentity, remove any connections that can still see it
for (int x = -1; x <= 1; x++)
{
for (int y = -1; y <= 1; y++)
{
Vector2Int tilePos = gridPosition + new Vector2Int(x, y);
if (!grid.TryGetValue(tilePos, out HashSet<NetworkIdentity> tile))
{
continue;
}
foreach (NetworkIdentity gridIdentity in tile)
{
// if the gridIdentity is a player, it can see changedIdentity
// (also yourself! don't need the extra check here)
if (gridIdentity.connectionToClient != null)
{
tempShownToDefaultSet.Remove(gridIdentity.connectionToClient);
}
}
}
}
// any left over connections can't see changedIdentity - thus need removing
foreach (NetworkConnectionToClient connection in tempShownToDefaultSet)
{
RemoveObserver(connection, changedIdentity);
}
// clear when done
tempShownToDefaultSet.Clear();
}
}

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fileFormatVersion: 2
guid: 86996600b40a4c41bb300ac0aed33189
timeCreated: 1676129828

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// interest management component for custom solutions like // interest management component for custom solutions like
// distance based, spatial hashing, raycast based, etc. // distance based, spatial hashing, raycast based, etc.
// low level base class allows for low level spatial hashing etc., which is 3-5x faster. // low level base class allows for low level spatial hashing etc., which is 3-5x faster.
using UnityEngine; using UnityEngine;
namespace Mirror namespace Mirror
@ -73,5 +74,39 @@ protected void RemoveObserver(NetworkConnectionToClient connection, NetworkIdent
connection.RemoveFromObserving(identity, false); connection.RemoveFromObserving(identity, false);
identity.observers.Remove(connection.connectionId); identity.observers.Remove(connection.connectionId);
} }
/// For ForceShown: Makes sure all ready connections (that aren't already) are added to observers
protected void AddObserversAllReady(NetworkIdentity identity)
{
foreach (NetworkConnectionToClient connection in NetworkServer.connections.Values)
{
if (connection.isReady && !identity.observers.ContainsKey(connection.connectionId))
{
connection.AddToObserving(identity);
identity.observers.Add(connection.connectionId, connection);
}
}
}
/// For ForceHidden: Removes all observers from this identity
protected void ClearObservers(NetworkIdentity identity)
{
foreach (NetworkConnectionToClient connection in identity.observers.Values)
{
// Don't remove the client from observing its owned objects
if (connection != identity.connectionToClient)
{
connection.RemoveFromObserving(identity, false);
}
}
// Clear..
identity.observers.Clear();
// If the object is owned by a client, add it's connection back to the observing set
if (identity.connectionToClient != null)
{
identity.observers.Add(identity.connectionToClient.connectionId, identity.connectionToClient);
}
}
} }
} }

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// TODO: test despawning
// TODO: test non-player ni's
// TODO: test grid size changing at runtime
using System;
using NUnit.Framework;
using UnityEngine;
namespace Mirror.Tests.InterestManagement
{
public class InterestManagementTests_FastSpatialHashing : MirrorEditModeTest
{
FastSpatialInterestManagement aoi;
protected NetworkIdentity CreateNI(Action<NetworkIdentity> prespawn = null)
{
CreateNetworked(out var gameObject, out var identity);
prespawn?.Invoke(identity);
NetworkServer.Spawn(gameObject);
return identity;
}
protected NetworkIdentity CreatePlayerNI(int connectionId, Action<NetworkIdentity> prespawn = null)
{
CreateNetworked(out var gameObject, out var identity);
prespawn?.Invoke(identity);
NetworkConnectionToClient connection = new NetworkConnectionToClient(connectionId);
connection.isAuthenticated = true;
connection.identity = identity;
NetworkServer.connections.Add(connectionId, connection);
NetworkServer.Spawn(gameObject, connection);
NetworkServer.SetClientReady(connection); // AddPlayerForConnection also calls this!
return identity;
}
[SetUp]
public override void SetUp()
{
base.SetUp();
// need to start server so that interest management works
NetworkServer.Listen(10);
aoi = holder.AddComponent<FastSpatialInterestManagement>();
aoi.visRange = 10;
aoi.rebuildInterval = -1; // rebuild every call :)
// setup server aoi since InterestManagement Awake isn't called
NetworkServer.aoi = aoi;
}
[TearDown]
public override void TearDown()
{
foreach (GameObject go in instantiated)
{
if (go.TryGetComponent(out NetworkIdentity ni))
{
// set isServer is false. otherwise Destroy instead of
// DestroyImmediate is called internally, giving an error in Editor
ni.isServer = false;
}
}
// clear connections first. calling OnDisconnect wouldn't work since
// we have no real clients.
NetworkServer.connections.Clear();
base.TearDown();
// clear server aoi again
NetworkServer.aoi = null;
}
private void AssertSelfVisible(NetworkIdentity id)
{
// identities ALWAYS see themselves, if they have a player
if (id.connectionToClient != null)
{
Assert.That(id.observers.ContainsKey(id.connectionToClient.connectionId), Is.True);
}
}
[Test]
public void ForceHidden()
{
// A and B are at (0,0,0) so within range!
var a = CreatePlayerNI(1, ni => ni.visibility = Visibility.ForceHidden);
var b = CreatePlayerNI(2);
// no rebuild required here due to initial state :)
AssertSelfVisible(a);
AssertSelfVisible(b);
// A should not be seen by B because A is force hidden
Assert.That(a.observers.ContainsKey(b.connectionToClient.connectionId), Is.False);
// B should be seen by A
Assert.That(b.observers.ContainsKey(a.connectionToClient.connectionId), Is.True);
// If we now set a to default, and rebuild, they should both see each other!
a.visibility = Visibility.Default;
aoi.LateUpdate();
AssertSelfVisible(a);
AssertSelfVisible(b);
Assert.That(a.observers.ContainsKey(b.connectionToClient.connectionId), Is.True);
Assert.That(b.observers.ContainsKey(a.connectionToClient.connectionId), Is.True);
// If we now set both hidden, and rebuild, they both won't see each other!
a.visibility = Visibility.ForceHidden;
b.visibility = Visibility.ForceHidden;
aoi.LateUpdate();
AssertSelfVisible(a);
AssertSelfVisible(b);
Assert.That(a.observers.ContainsKey(b.connectionToClient.connectionId), Is.False);
Assert.That(b.observers.ContainsKey(a.connectionToClient.connectionId), Is.False);
}
[Test]
public void ForceShown()
{
// A and B are at (0,0,0) so within range!
var a = CreatePlayerNI(1, ni => ni.visibility = Visibility.ForceShown);
var b = CreatePlayerNI(2);
// no rebuild required here due to initial state :)
AssertSelfVisible(a);
AssertSelfVisible(b);
// A&B should see each other
Assert.That(a.observers.ContainsKey(b.connectionToClient.connectionId), Is.True);
Assert.That(b.observers.ContainsKey(a.connectionToClient.connectionId), Is.True);
aoi.LateUpdate();
// rebuild doesnt change that
// no rebuild required here due to initial state :)
AssertSelfVisible(a);
AssertSelfVisible(b);
// A&B should see each other
Assert.That(a.observers.ContainsKey(b.connectionToClient.connectionId), Is.True);
Assert.That(b.observers.ContainsKey(a.connectionToClient.connectionId), Is.True);
// If we now move A out of range of B
a.transform.position = new Vector3(aoi.visRange * 100, 0, 0);
aoi.LateUpdate();
AssertSelfVisible(a);
AssertSelfVisible(b);
// a will be seen by B still
Assert.That(a.observers.ContainsKey(b.connectionToClient.connectionId), Is.True);
// But B is out of range of A
Assert.That(b.observers.ContainsKey(a.connectionToClient.connectionId), Is.False);
// B to ForceShown:
b.visibility = Visibility.ForceShown;
aoi.LateUpdate();
AssertSelfVisible(a);
AssertSelfVisible(b);
// A&B should see each other
Assert.That(a.observers.ContainsKey(b.connectionToClient.connectionId), Is.True);
Assert.That(b.observers.ContainsKey(a.connectionToClient.connectionId), Is.True);
// A&B to default
a.visibility = Visibility.Default;
b.visibility = Visibility.Default;
aoi.LateUpdate();
AssertSelfVisible(a);
AssertSelfVisible(b);
// and they can't see each other anymore
Assert.That(a.observers.ContainsKey(b.connectionToClient.connectionId), Is.False);
Assert.That(b.observers.ContainsKey(a.connectionToClient.connectionId), Is.False);
}
[Test]
public void InRangeInitial_To_OutRange()
{
// A and B are at (0,0,0) so within range!
var a = CreatePlayerNI(1);
var b = CreatePlayerNI(2);
AssertSelfVisible(a);
AssertSelfVisible(b);
// both should see each other because they are in range
Assert.That(a.observers.ContainsKey(b.connectionToClient.connectionId), Is.True);
Assert.That(b.observers.ContainsKey(a.connectionToClient.connectionId), Is.True);
// update won't change that
aoi.LateUpdate();
AssertSelfVisible(a);
AssertSelfVisible(b);
Assert.That(a.observers.ContainsKey(b.connectionToClient.connectionId), Is.True);
Assert.That(b.observers.ContainsKey(a.connectionToClient.connectionId), Is.True);
// move out of range
a.transform.position = new Vector3(aoi.visRange * 100, 0, 0);
aoi.LateUpdate();
AssertSelfVisible(a);
AssertSelfVisible(b);
// and they'll see not each other anymore
Assert.That(a.observers.ContainsKey(b.connectionToClient.connectionId), Is.False);
Assert.That(b.observers.ContainsKey(a.connectionToClient.connectionId), Is.False);
}
[Test]
public void OutRangeInitial_To_InRange()
{
// A and B are not in range
var a = CreatePlayerNI(1,
ni => ni.transform.position = new Vector3(aoi.visRange * 100, 0, 0));
var b = CreatePlayerNI(2);
AssertSelfVisible(a);
AssertSelfVisible(b);
// both should not see each other because they aren't in range
Assert.That(a.observers.ContainsKey(b.connectionToClient.connectionId), Is.False);
Assert.That(b.observers.ContainsKey(a.connectionToClient.connectionId), Is.False);
aoi.LateUpdate();
AssertSelfVisible(a);
AssertSelfVisible(b);
// update won't change that
Assert.That(a.observers.ContainsKey(b.connectionToClient.connectionId), Is.False);
Assert.That(b.observers.ContainsKey(a.connectionToClient.connectionId), Is.False);
// move into range
a.transform.position = Vector3.zero;
aoi.LateUpdate();
AssertSelfVisible(a);
AssertSelfVisible(b);
// and they'll see each other
Assert.That(a.observers.ContainsKey(b.connectionToClient.connectionId), Is.True);
Assert.That(b.observers.ContainsKey(a.connectionToClient.connectionId), Is.True);
}
}
}

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fileFormatVersion: 2
guid: d74fcd64861c40f8856d3479137f49f2
timeCreated: 1676129959