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wip faster spatial aoi using imbase
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using System;
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using System.Collections.Generic;
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using Mirror;
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using UnityEngine;
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public class FastSpatialInterestManagement : InterestManagementBase {
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[Tooltip("The maximum range that objects will be visible at.")]
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public int visRange = 30;
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private int TileSize => visRange / 3;
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// the grid
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private Dictionary<Vector2Int, HashSet<NetworkIdentity>> grid =
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new Dictionary<Vector2Int, HashSet<NetworkIdentity>>();
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class Tracked {
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public bool uninitialized;
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public Vector2Int position;
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public Transform transform;
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public NetworkIdentity identity;
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}
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private Dictionary<NetworkIdentity, Tracked> tracked = new Dictionary<NetworkIdentity, Tracked>();
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public override void Rebuild(NetworkIdentity identity, bool initialize) {
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// do nothing, we update every frame.
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}
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public override bool OnCheckObserver(NetworkIdentity identity, NetworkConnectionToClient newObserver) {
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// we build initial state during the normal loop too
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return false;
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}
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// update everyone's position in the grid
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internal void LateUpdate() {
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// only on server
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if (!NetworkServer.active) return;
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RebuildAll();
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}
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// When a new entity is spawned
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public override void OnSpawned(NetworkIdentity identity) {
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// (limitation: we never expect identity.visibile to change)
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if (identity.visible != Visibility.Default) {
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return;
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}
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// host visibility shim to make sure unseen entities are hidden
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if (NetworkClient.active) {
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SetHostVisibility(identity, false);
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}
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if (identity.connectionToClient != null) {
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// client always sees itself
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AddObserver(identity.connectionToClient, identity);
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}
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tracked.Add(identity, new Tracked {
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uninitialized = true,
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position = new Vector2Int(int.MaxValue, int.MaxValue), // invalid
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transform = identity.transform,
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identity = identity,
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});
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}
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// when an entity is despawned/destroyed
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public override void OnDestroyed(NetworkIdentity identity) {
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// (limitation: we never expect identity.visibile to change)
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if (identity.visible != Visibility.Default) {
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return;
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}
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var obj = tracked[identity];
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tracked.Remove(identity);
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if (!obj.uninitialized) {
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// observers are cleaned up automatically when destroying, we just need to remove it from our grid
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grid[obj.position].Remove(identity);
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}
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}
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private void RebuildAll() {
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// loop over all entities and check if their positions changed
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foreach (var trackedEntity in tracked.Values) {
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Vector2Int pos =
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Vector2Int.RoundToInt(
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new Vector2(trackedEntity.transform.position.x, trackedEntity.transform.position.z) / TileSize);
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if (pos != trackedEntity.position) {
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// if the position changed, move entity about
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Vector2Int oldPos = trackedEntity.position;
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trackedEntity.position = pos;
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// First: Remove from old grid position, but only if it was ever in the grid
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if (!trackedEntity.uninitialized) {
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RebuildRemove(trackedEntity.identity, oldPos, pos);
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}
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RebuildAdd(trackedEntity.identity, oldPos, pos, trackedEntity.uninitialized);
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trackedEntity.uninitialized = false;
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}
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}
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}
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private void RebuildRemove(NetworkIdentity entity, Vector2Int oldPosition, Vector2Int newPosition) {
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// sanity check
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if (!grid[oldPosition].Remove(entity)) {
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throw new InvalidOperationException("entity was not in the provided grid");
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}
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// for all tiles the entity could see at the old position
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for (int x = -1; x <= 1; x++) {
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for (int y = -1; y <= 1; y++) {
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var tilePos = oldPosition + new Vector2Int(x, y);
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// optimization: don't remove on overlapping tiles
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if (Mathf.Abs(tilePos.x - newPosition.x) <= 1 &&
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Mathf.Abs(tilePos.y - newPosition.y) <= 1) {
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continue;
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}
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if (!grid.TryGetValue(tilePos, out HashSet<NetworkIdentity> tile)) {
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continue;
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}
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// update observers for all identites the entity could see and all players that could see it
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foreach (NetworkIdentity identity in tile) {
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// dont touch yourself (hah.)
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if (identity == entity) {
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continue;
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}
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// if the identity is a player, remove the entity from it
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if (identity.connectionToClient != null) {
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RemoveObserver(identity.connectionToClient, entity);
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}
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// if the entity is a player, remove the identity from it
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if (entity.connectionToClient != null) {
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RemoveObserver(entity.connectionToClient, identity);
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}
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}
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}
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}
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}
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private void RebuildAdd(NetworkIdentity entity, Vector2Int oldPos, Vector2Int newPos, bool initialize) {
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// for all tiles the entity now sees at the new position
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for (int x = -1; x <= 1; x++) {
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for (int y = -1; y <= 1; y++) {
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var tilePos = newPos + new Vector2Int(x, y);
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// optimization: don't add on overlapping tiles
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if (!initialize && (Mathf.Abs(tilePos.x - oldPos.x) <= 1 &&
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Mathf.Abs(tilePos.y - oldPos.y) <= 1)) {
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continue;
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}
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if (!grid.TryGetValue(tilePos, out var tile)) {
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continue;
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}
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foreach (var identity in tile) {
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// dont touch yourself (hah.)
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if (identity == entity) {
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continue;
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}
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// if the identity is a player, add the entity to it
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if (identity.connectionToClient != null) {
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try {
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AddObserver(identity.connectionToClient, entity);
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} catch (ArgumentException e) {
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// sanity check
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Debug.LogError(
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$"Failed to add {entity} (#{entity.netId}) to the observers of {identity} (#{identity.netId}) (case 1)\n{e}");
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}
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}
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// if the entity is a player, add the identity to it
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if (entity.connectionToClient != null) {
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try {
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AddObserver(entity.connectionToClient, identity);
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} catch (ArgumentException e) {
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// sanity check
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Debug.LogError(
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$"Failed to add {identity} (#{identity.netId}) to the observers of {entity} (#{entity.netId}) (case 2)\n{e}");
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}
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}
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}
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}
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}
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// add ourselves to the new grid position
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if (!grid.TryGetValue(newPos, out HashSet<NetworkIdentity> addTile)) {
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addTile = new HashSet<NetworkIdentity>();
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grid[newPos] = addTile;
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}
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if (!addTile.Add(entity)) {
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throw new InvalidOperationException("entity was already in the grid");
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}
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}
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}
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fileFormatVersion: 2
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guid: 86996600b40a4c41bb300ac0aed33189
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timeCreated: 1676129828
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@ -0,0 +1,135 @@
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// default = no component = everyone sees everyone
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using System.Collections.Generic;
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using NUnit.Framework;
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using UnityEngine;
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namespace Mirror.Tests
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{
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public class InterestManagementTests_FastSpatialHashing : InterestManagementTests_Common
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{
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FastSpatialInterestManagement aoi;
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[SetUp]
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public override void SetUp()
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{
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// TODO: these are just copied from the base Setup methods since the aoi expects "normal" operation
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// for example: OnSpawned to be called for spawning identities, late adding the aoi does not work currently
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// the setup also adds each identity to spawned twice so that also causes some issues during teardown
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instantiated = new List<GameObject>();
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// need a holder GO. with name for easier debugging.
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holder = new GameObject("MirrorTest.holder");
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// need a transport to send & receive
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Transport.active = transport = holder.AddComponent<MemoryTransport>();
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// A with connectionId = 0x0A, netId = 0xAA
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CreateNetworked(out gameObjectA, out identityA);
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connectionA = new NetworkConnectionToClient(0x0A);
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connectionA.isAuthenticated = true;
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connectionA.isReady = true;
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connectionA.identity = identityA;
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//NetworkServer.spawned[0xAA] = identityA; // TODO: this causes two the identities to end up in spawned twice
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// B
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CreateNetworked(out gameObjectB, out identityB);
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connectionB = new NetworkConnectionToClient(0x0B);
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connectionB.isAuthenticated = true;
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connectionB.isReady = true;
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connectionB.identity = identityB;
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//NetworkServer.spawned[0xBB] = identityB; // TODO: this causes two the identities to end up in spawned twice
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// need to start server so that interest management works
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NetworkServer.Listen(10);
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// add both connections
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NetworkServer.connections[connectionA.connectionId] = connectionA;
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NetworkServer.connections[connectionB.connectionId] = connectionB;
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aoi = holder.AddComponent<FastSpatialInterestManagement>();
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aoi.visRange = 10;
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// setup server aoi since InterestManagement Awake isn't called
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NetworkServer.aoi = aoi;
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// spawn both so that .observers is created
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NetworkServer.Spawn(gameObjectA, connectionA);
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NetworkServer.Spawn(gameObjectB, connectionB);
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}
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[TearDown]
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public override void TearDown()
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{
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base.TearDown();
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// clear server aoi again
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NetworkServer.aoi = null;
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}
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public override void ForceHidden_Initial()
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{
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// doesnt support changing visibility at runtime
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}
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public override void ForceShown_Initial()
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{
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// doesnt support changing visibility at runtime
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}
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// brute force interest management
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// => everyone should see everyone if in range
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[Test]
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public void InRange_Initial()
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{
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// A and B are at (0,0,0) so within range!
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aoi.LateUpdate();
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// both should see each other because they are in range
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Assert.That(identityA.observers.ContainsKey(connectionB.connectionId), Is.True);
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Assert.That(identityB.observers.ContainsKey(connectionA.connectionId), Is.True);
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}
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// brute force interest management
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// => everyone should see everyone if in range
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[Test]
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public void InRange_NotInitial()
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{
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// A and B are at (0,0,0) so within range!
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aoi.LateUpdate();
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// both should see each other because they are in range
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Assert.That(identityA.observers.ContainsKey(connectionB.connectionId), Is.True);
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Assert.That(identityB.observers.ContainsKey(connectionA.connectionId), Is.True);
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}
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// brute force interest management
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// => everyone should see everyone if in range
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[Test]
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public void OutOfRange_Initial()
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{
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// A and B are too far from each other
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identityB.transform.position = Vector3.right * (aoi.visRange + 1);
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aoi.LateUpdate();
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// both should not see each other
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Assert.That(identityA.observers.ContainsKey(connectionB.connectionId), Is.False);
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Assert.That(identityB.observers.ContainsKey(connectionA.connectionId), Is.False);
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}
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// brute force interest management
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// => everyone should see everyone if in range
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[Test]
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public void OutOfRange_NotInitial()
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{
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// A and B are too far from each other
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identityB.transform.position = Vector3.right * (aoi.visRange + 1);
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aoi.LateUpdate();
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// both should not see each other
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Assert.That(identityA.observers.ContainsKey(connectionB.connectionId), Is.False);
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Assert.That(identityB.observers.ContainsKey(connectionA.connectionId), Is.False);
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}
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// TODO add tests to make sure old observers are removed etc.
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}
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}
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fileFormatVersion: 2
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guid: d74fcd64861c40f8856d3479137f49f2
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timeCreated: 1676129959
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