code cleanup, visibility handling, better tests

This commit is contained in:
Robin Rolf 2024-01-30 02:18:48 +01:00
parent 338c0634a5
commit 5ede69c025
3 changed files with 428 additions and 185 deletions

View File

@ -1,38 +1,59 @@
using System;
using System.Collections.Generic;
using System.Runtime.CompilerServices;
using Mirror;
using UnityEngine;
public class FastSpatialInterestManagement : InterestManagementBase {
public class FastSpatialInterestManagement : InterestManagementBase
{
[Tooltip("The maximum range that objects will be visible at.")]
public int visRange = 30;
private int TileSize => visRange / 3;
// 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
private Dictionary<Vector2Int, HashSet<NetworkIdentity>> grid =
Dictionary<Vector2Int, HashSet<NetworkIdentity>> grid =
new Dictionary<Vector2Int, HashSet<NetworkIdentity>>();
class Tracked {
public bool uninitialized;
public Vector2Int position;
public Transform transform;
public NetworkIdentity identity;
class Tracked
{
public Vector2Int Position;
public Transform Transform;
public NetworkIdentity Identity;
public Visibility PreviousVisibility;
public Vector2Int GridPosition(int tileSize)
{
Vector3 transformPos = Transform.position;
return Vector2Int.RoundToInt(new Vector2(transformPos.x, transformPos.z) / tileSize);
}
}
private Dictionary<NetworkIdentity, Tracked> tracked = new Dictionary<NetworkIdentity, Tracked>();
Dictionary<NetworkIdentity, Tracked> trackedIdentities = new Dictionary<NetworkIdentity, Tracked>();
public override void Rebuild(NetworkIdentity identity, bool initialize) {
// do nothing, we update every frame.
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) {
public override bool OnCheckObserver(NetworkIdentity identity, NetworkConnectionToClient newObserver)
{
// we build initial state during the normal loop too
return false;
}
// update everyone's position in the grid
internal void LateUpdate() {
internal void LateUpdate()
{
// only on server
if (!NetworkServer.active) return;
@ -40,162 +61,312 @@ internal void LateUpdate() {
}
// When a new entity is spawned
public override void OnSpawned(NetworkIdentity identity) {
// (limitation: we never expect identity.visibile to change)
if (identity.visible != Visibility.Default) {
return;
}
// host visibility shim to make sure unseen entities are hidden
if (NetworkClient.active) {
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) {
if (identity.connectionToClient != null)
{
// client always sees itself
AddObserver(identity.connectionToClient, identity);
}
tracked.Add(identity, new Tracked {
uninitialized = true,
position = new Vector2Int(int.MaxValue, int.MaxValue), // invalid
transform = identity.transform,
identity = identity,
});
Tracked tracked = new Tracked
{
Transform = identity.transform,
Identity = identity,
PreviousVisibility = identity.visibility,
};
tracked.Position = tracked.GridPosition(TileSize);
trackedIdentities.Add(identity, tracked);
RebuildAdd(
identity,
InvalidPosition,
tracked.Position,
true
);
}
Vector2Int InvalidPosition => new Vector2Int(int.MaxValue,
int.MaxValue);
// when an entity is despawned/destroyed
public override void OnDestroyed(NetworkIdentity identity) {
public override void OnDestroyed(NetworkIdentity identity)
{
// (limitation: we never expect identity.visibile to change)
if (identity.visible != Visibility.Default) {
if (identity.visibility != Visibility.Default)
{
return;
}
var obj = tracked[identity];
tracked.Remove(identity);
Tracked obj = trackedIdentities[identity];
trackedIdentities.Remove(identity);
if (!obj.uninitialized) {
// observers are cleaned up automatically when destroying, we just need to remove it from our grid
grid[obj.position].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 entities and check if their positions changed
foreach (var trackedEntity in tracked.Values) {
Vector2Int pos =
Vector2Int.RoundToInt(
new Vector2(trackedEntity.transform.position.x, trackedEntity.transform.position.z) / TileSize);
if (pos != trackedEntity.position) {
// if the position changed, move entity about
Vector2Int oldPos = trackedEntity.position;
trackedEntity.position = pos;
// First: Remove from old grid position, but only if it was ever in the grid
if (!trackedEntity.uninitialized) {
RebuildRemove(trackedEntity.identity, oldPos, pos);
private void RebuildAll()
{
// loop over all identities and check if their positions changed
foreach (Tracked tracked in trackedIdentities.Values)
{
// calculate the current grid position
Vector3 transformPos = tracked.Transform.position;
Vector2Int currentPosition = Vector2Int.RoundToInt(new Vector2(transformPos.x, transformPos.z) / TileSize);
bool visibilityChanged = tracked.Identity.visibility != tracked.PreviousVisibility;
// Visibility change to default is done before we run the normal grid update, since
if (visibilityChanged && tracked.Identity.visibility == Visibility.Default)
{
if (tracked.PreviousVisibility == Visibility.ForceHidden)
{
// Hidden To Default
AddObserversHiddenToDefault(tracked.Identity, tracked.Position);
}
else
{
// Shown To Default
RemoveObserversShownToDefault(tracked.Identity, tracked.Position);
}
}
// if the position changed, move entity about
if (currentPosition != tracked.Position)
{
Vector2Int oldPosition = tracked.Position;
tracked.Position = currentPosition;
// First: Remove from old grid position, but only if it was ever in the grid to begin with
RebuildRemove(tracked.Identity, oldPosition, currentPosition);
// Then add to new grid tile
RebuildAdd(
tracked.Identity,
oldPosition,
currentPosition,
false
);
}
// after updating the grid, if the visibility has changed
if (visibilityChanged)
{
switch (tracked.Identity.visibility)
{
case Visibility.Default:
// handled above
break;
case Visibility.ForceHidden:
ClearObservers(tracked.Identity);
break;
case Visibility.ForceShown:
AddObserversAllReady(tracked.Identity);
break;
default:
throw new ArgumentOutOfRangeException();
}
RebuildAdd(trackedEntity.identity, oldPos, pos, trackedEntity.uninitialized);
trackedEntity.uninitialized = false;
tracked.PreviousVisibility = tracked.Identity.visibility;
}
}
}
private void RebuildRemove(NetworkIdentity entity, Vector2Int oldPosition, Vector2Int newPosition) {
private void RebuildRemove(NetworkIdentity changedIdentity, Vector2Int oldPosition, Vector2Int newPosition)
{
// sanity check
if (!grid[oldPosition].Remove(entity)) {
if (!grid[oldPosition].Remove(changedIdentity))
{
throw new InvalidOperationException("entity was not in the provided grid");
}
// for all tiles the entity could see at the old position
for (int x = -1; x <= 1; x++) {
for (int y = -1; y <= 1; y++) {
var tilePos = oldPosition + new Vector2Int(x, y);
for (int x = -1; x <= 1; x++)
{
for (int y = -1; y <= 1; y++)
{
Vector2Int tilePos = oldPosition + new Vector2Int(x, y);
// optimization: don't remove on overlapping tiles
if (Mathf.Abs(tilePos.x - newPosition.x) <= 1 &&
Mathf.Abs(tilePos.y - newPosition.y) <= 1) {
Mathf.Abs(tilePos.y - newPosition.y) <= 1)
{
continue;
}
if (!grid.TryGetValue(tilePos, out HashSet<NetworkIdentity> tile)) {
if (!grid.TryGetValue(tilePos, out HashSet<NetworkIdentity> tile))
{
continue;
}
// update observers for all identites the entity could see and all players that could see it
foreach (NetworkIdentity identity in tile) {
// dont touch yourself (hah.)
if (identity == entity) {
foreach (NetworkIdentity gridIdentity in tile)
{
if (gridIdentity == changedIdentity)
{
// Don't do anything with yourself
continue;
}
// if the identity is a player, remove the entity from it
if (identity.connectionToClient != null) {
RemoveObserver(identity.connectionToClient, entity);
// we only modify observers here if the visibility is default, ForceShown/ForceHidden are handled differently
// 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 entity is a player, remove the identity from it
if (entity.connectionToClient != null) {
RemoveObserver(entity.connectionToClient, identity);
// 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 entity, Vector2Int oldPos, Vector2Int newPos, bool initialize) {
private void RebuildAdd(NetworkIdentity changedIdentity, Vector2Int oldPosition, Vector2Int newPosition,
bool initialize)
{
// for all tiles the entity now sees at the new position
for (int x = -1; x <= 1; x++) {
for (int y = -1; y <= 1; y++) {
var tilePos = newPos + new Vector2Int(x, y);
// optimization: don't add on overlapping tiles
if (!initialize && (Mathf.Abs(tilePos.x - oldPos.x) <= 1 &&
Mathf.Abs(tilePos.y - oldPos.y) <= 1)) {
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 var tile)) {
if (!grid.TryGetValue(tilePos, out HashSet<NetworkIdentity> tile))
{
continue;
}
foreach (var identity in tile) {
// dont touch yourself (hah.)
if (identity == entity) {
foreach (NetworkIdentity gridIdentity in tile)
{
if (gridIdentity == changedIdentity)
{
// Don't do anything with yourself
continue;
}
// if the identity is a player, add the entity to it
if (identity.connectionToClient != null) {
try {
AddObserver(identity.connectionToClient, entity);
} catch (ArgumentException e) {
// sanity check
Debug.LogError(
$"Failed to add {entity} (#{entity.netId}) to the observers of {identity} (#{identity.netId}) (case 1)\n{e}");
}
// we only modify observers here if the visibility is default, ForceShown/ForceHidden are handled differently
// 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 entity is a player, add the identity to it
if (entity.connectionToClient != null) {
try {
AddObserver(entity.connectionToClient, identity);
} catch (ArgumentException e) {
// sanity check
Debug.LogError(
$"Failed to add {identity} (#{identity.netId}) to the observers of {entity} (#{entity.netId}) (case 2)\n{e}");
}
// 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(newPos, out HashSet<NetworkIdentity> addTile)) {
if (!grid.TryGetValue(newPosition, out HashSet<NetworkIdentity> addTile))
{
addTile = new HashSet<NetworkIdentity>();
grid[newPos] = addTile;
grid[newPosition] = addTile;
}
if (!addTile.Add(entity)) {
if (!addTile.Add(changedIdentity))
{
throw new InvalidOperationException("entity 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 the entity now sees at the new position
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 the entity now sees at the current position
// remove any connections that can still see 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 == changedIdentity)
{
// Don't do anything with yourself
continue;
}
// if the gridIdentity is a player, it can see changedIdentity
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();
}
}

View File

@ -1,6 +1,7 @@
// interest management component for custom solutions like
// distance based, spatial hashing, raycast based, etc.
// low level base class allows for low level spatial hashing etc., which is 3-5x faster.
using UnityEngine;
namespace Mirror
@ -73,5 +74,39 @@ protected void RemoveObserver(NetworkConnectionToClient connection, NetworkIdent
connection.RemoveFromObserving(identity, false);
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 identity.observers.Values)
{
if (connection.isReady && !identity.observers.ContainsKey(connection.connectionId))
{
connection.AddToObserving(identity);
identity.observers.Add(connection.connectionId, connection);
}
}
}
/// 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);
}
}
}
}

View File

@ -1,135 +1,172 @@
// default = no component = everyone sees everyone
using System.Collections.Generic;
using System;
using NUnit.Framework;
using UnityEngine;
namespace Mirror.Tests.InterestManagement
{
public class InterestManagementTests_FastSpatialHashing : InterestManagementTests_Common
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.isReady = true;
connection.identity = identity;
NetworkServer.connections[connection.connectionId] = connection;
NetworkServer.Spawn(gameObject, connection);
return identity;
}
[SetUp]
public override void SetUp()
{
// TODO: these are just copied from the base Setup methods since the aoi expects "normal" operation
// for example: OnSpawned to be called for spawning identities, late adding the aoi does not work currently
// the setup also adds each identity to spawned twice so that also causes some issues during teardown
instantiated = new List<GameObject>();
// need a holder GO. with name for easier debugging.
holder = new GameObject("MirrorTest.holder");
// need a transport to send & receive
Transport.active = transport = holder.AddComponent<MemoryTransport>();
// A with connectionId = 0x0A, netId = 0xAA
CreateNetworked(out gameObjectA, out identityA);
connectionA = new NetworkConnectionToClient(0x0A);
connectionA.isAuthenticated = true;
connectionA.isReady = true;
connectionA.identity = identityA;
//NetworkServer.spawned[0xAA] = identityA; // TODO: this causes two the identities to end up in spawned twice
// B
CreateNetworked(out gameObjectB, out identityB);
connectionB = new NetworkConnectionToClient(0x0B);
connectionB.isAuthenticated = true;
connectionB.isReady = true;
connectionB.identity = identityB;
//NetworkServer.spawned[0xBB] = identityB; // TODO: this causes two the identities to end up in spawned twice
base.SetUp();
// need to start server so that interest management works
NetworkServer.Listen(10);
// add both connections
NetworkServer.connections[connectionA.connectionId] = connectionA;
NetworkServer.connections[connectionB.connectionId] = connectionB;
aoi = holder.AddComponent<FastSpatialInterestManagement>();
aoi.visRange = 10;
// setup server aoi since InterestManagement Awake isn't called
NetworkServer.aoi = aoi;
// spawn both so that .observers is created
NetworkServer.Spawn(gameObjectA, connectionA);
NetworkServer.Spawn(gameObjectB, connectionB);
}
[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;
}
public override void ForceHidden_Initial()
private void AssertSelfVisible(NetworkIdentity id)
{
// doesnt support changing visibility at runtime
// identities ALWAYS see themselves, if they have a player
if (id.connectionToClient != null)
{
Assert.That(id.observers.ContainsKey(id.connectionToClient.connectionId), Is.True);
}
}
public override void ForceShown_Initial()
{
// doesnt support changing visibility at runtime
}
// brute force interest management
// => everyone should see everyone if in range
[Test]
public void InRange_Initial()
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(b.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();
// both should see each other because they are in range
Assert.That(identityA.observers.ContainsKey(connectionB.connectionId), Is.True);
Assert.That(identityB.observers.ContainsKey(connectionA.connectionId), Is.True);
AssertSelfVisible(a);
AssertSelfVisible(b);
Assert.That(a.observers.ContainsKey(b.connectionToClient.connectionId), Is.True);
Assert.That(b.observers.ContainsKey(b.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);
}
// brute force interest management
// => everyone should see everyone if in range
[Test]
public void InRange_NotInitial()
public void ForceShown()
{
}
[Test]
public void InRangeInitial_To_OutRange()
{
// A and B are at (0,0,0) so within range!
aoi.LateUpdate();
var a = CreatePlayerNI(1);
var b = CreatePlayerNI(2);
AssertSelfVisible(a);
AssertSelfVisible(b);
// both should see each other because they are in range
Assert.That(identityA.observers.ContainsKey(connectionB.connectionId), Is.True);
Assert.That(identityB.observers.ContainsKey(connectionA.connectionId), Is.True);
}
// brute force interest management
// => everyone should see everyone if in range
[Test]
public void OutOfRange_Initial()
{
// A and B are too far from each other
identityB.transform.position = Vector3.right * (aoi.visRange + 1);
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();
// both should not see each other
Assert.That(identityA.observers.ContainsKey(connectionB.connectionId), Is.False);
Assert.That(identityB.observers.ContainsKey(connectionA.connectionId), Is.False);
}
// brute force interest management
// => everyone should see everyone if in range
[Test]
public void OutOfRange_NotInitial()
{
// A and B are too far from each other
identityB.transform.position = Vector3.right * (aoi.visRange + 1);
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();
// both should not see each other
Assert.That(identityA.observers.ContainsKey(connectionB.connectionId), Is.False);
Assert.That(identityB.observers.ContainsKey(connectionA.connectionId), Is.False);
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);
}
// TODO add tests to make sure old observers are removed etc.
[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);
}
}
}