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@ -0,0 +1,369 @@
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||||
using System;
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||||
using System.Collections.Generic;
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||||
using System.Runtime.CompilerServices;
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||||
using Mirror;
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||||
using UnityEngine;
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||||
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||||
public class FastSpatialInterestManagement : InterestManagementBase
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{
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Vector2Int InvalidPosition => new Vector2Int(int.MaxValue,
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int.MaxValue);
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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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[Tooltip("Rebuild all every 'rebuildInterval' seconds.")]
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public float rebuildInterval = 1;
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double lastRebuildTime;
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// we use a 9 neighbour grid.
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// so we always see in a distance of 2 grids.
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// for example, our own grid and then one on top / below / left / right.
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//
|
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// this means that grid resolution needs to be distance / 2.
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||||
// so for example, for distance = 30 we see 2 cells = 15 * 2 distance.
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//
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||||
// on first sight, it seems we need distance / 3 (we see left/us/right).
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// but that's not the case.
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// resolution would be 10, and we only see 1 cell far, so 10+10=20.
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int TileSize => visRange / 2;
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// the grid
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Dictionary<Vector2Int, HashSet<NetworkIdentity>> grid =
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new Dictionary<Vector2Int, HashSet<NetworkIdentity>>();
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class Tracked
|
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{
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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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public Visibility PreviousVisibility;
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|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public Vector2Int GridPosition(int tileSize)
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{
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Vector3 transformPos = Transform.position;
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return Vector2Int.RoundToInt(new Vector2(transformPos.x, transformPos.z) / tileSize);
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}
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}
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|
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Dictionary<NetworkIdentity, Tracked> trackedIdentities = new Dictionary<NetworkIdentity, Tracked>();
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|
||||
public override void Rebuild(NetworkIdentity identity, bool initialize)
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{
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// do nothing, we rebuild globally and individually in OnSpawned
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}
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|
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public override bool OnCheckObserver(NetworkIdentity identity, NetworkConnectionToClient newObserver)
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{
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// do nothing, we rebuild globally and individually in OnSpawned
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return false;
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}
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|
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internal void LateUpdate()
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{
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// only on server
|
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if (!NetworkServer.active) return;
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|
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// rebuild all spawned entities' observers every 'interval'
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// this will call OnRebuildObservers which then returns the
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// observers at grid[position] for each entity.
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if (NetworkTime.localTime >= lastRebuildTime + rebuildInterval)
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{
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RebuildAll();
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lastRebuildTime = NetworkTime.localTime;
|
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}
|
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}
|
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|
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// When a new identity is spawned
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public override void OnSpawned(NetworkIdentity identity)
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||||
{
|
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// host visibility shim to make sure unseen entities are hidden, we initialize actual visibility later
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if (NetworkClient.active)
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{
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SetHostVisibility(identity, false);
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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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|
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Tracked tracked = new Tracked
|
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{
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Transform = identity.transform, Identity = identity, PreviousVisibility = identity.visibility,
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};
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// set initial position
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tracked.Position = tracked.GridPosition(TileSize);
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// add to tracked
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trackedIdentities.Add(identity, tracked);
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// initialize in grid
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RebuildAdd(identity, InvalidPosition, tracked.Position, true);
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}
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// when an identity is despawned/destroyed
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||||
public override void OnDestroyed(NetworkIdentity identity)
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||||
{
|
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Tracked obj = trackedIdentities[identity];
|
||||
trackedIdentities.Remove(identity);
|
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|
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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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private void RebuildAll()
|
||||
{
|
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// loop over all identities and check if their position has changed
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foreach (Tracked tracked in trackedIdentities.Values)
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{
|
||||
// Check if visibility has changed, this should usually be false
|
||||
bool visibilityChanged = tracked.Identity.visibility != tracked.PreviousVisibility;
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||||
// 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);
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break;
|
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case Visibility.ForceShown:
|
||||
// Shown To Default
|
||||
RemoveObserversShownToDefault(tracked.Identity, tracked.Position);
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||||
break;
|
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case Visibility.Default:
|
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default:
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||||
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;
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tracked.Position = currentPosition;
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// First remove from old grid position
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RebuildRemove(tracked.Identity, oldPosition, currentPosition);
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// Then add to new grid position
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RebuildAdd(tracked.Identity, oldPosition, currentPosition, false);
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}
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// after updating the grid, if the visibility has changed
|
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if (visibilityChanged)
|
||||
{
|
||||
switch (tracked.Identity.visibility)
|
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{
|
||||
case Visibility.ForceHidden:
|
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ClearObservers(tracked.Identity);
|
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break;
|
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case Visibility.ForceShown:
|
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AddObserversAllReady(tracked.Identity);
|
||||
break;
|
||||
case Visibility.Default:
|
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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)
|
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{
|
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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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{
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continue;
|
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}
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|
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foreach (NetworkIdentity gridIdentity in tile)
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||||
{
|
||||
if (gridIdentity == changedIdentity)
|
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{
|
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// Don't do anything with yourself
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||||
continue;
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}
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// we only modify observers here if the visibility is default, ForceShown/ForceHidden are handled in RebuildAll
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// if the gridIdentity is a player, it can't see changedIdentity anymore
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if (gridIdentity.connectionToClient != null && changedIdentity.visibility == Visibility.Default)
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{
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RemoveObserver(gridIdentity.connectionToClient, changedIdentity);
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}
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// if the changedIdentity is a player, it can't see gridIdentity anymore
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if (changedIdentity.connectionToClient != null && gridIdentity.visibility == Visibility.Default)
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{
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RemoveObserver(changedIdentity.connectionToClient, gridIdentity);
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}
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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 changedIdentity, Vector2Int oldPosition, Vector2Int newPosition,
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||||
bool initialize)
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||||
{
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||||
// for all tiles the changedIdentity now sees at the new position
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||||
for (int x = -1; x <= 1; x++)
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{
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for (int y = -1; y <= 1; y++)
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||||
{
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||||
Vector2Int tilePos = newPosition + new Vector2Int(x, y);
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// Skip grid tiles that were already visible before moving
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||||
if (!initialize && (Mathf.Abs(tilePos.x - oldPosition.x) <= 1 &&
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||||
Mathf.Abs(tilePos.y - oldPosition.y) <= 1))
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{
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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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{
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continue;
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}
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foreach (NetworkIdentity gridIdentity in tile)
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||||
{
|
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if (gridIdentity == changedIdentity)
|
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{
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||||
// Don't do anything with yourself
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continue;
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}
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||||
// we only modify observers here if the visibility is default, ForceShown/ForceHidden are handled in RebuildAll
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||||
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||||
// if the gridIdentity is a player, it can now see changedIdentity
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if (gridIdentity.connectionToClient != null && changedIdentity.visibility == Visibility.Default)
|
||||
{
|
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AddObserver(gridIdentity.connectionToClient, changedIdentity);
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||||
}
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|
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// if the changedIdentity is a player, it can now see gridIdentity
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if (changedIdentity.connectionToClient != null && gridIdentity.visibility == Visibility.Default)
|
||||
{
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AddObserver(changedIdentity.connectionToClient, gridIdentity);
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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(newPosition, out HashSet<NetworkIdentity> addTile))
|
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{
|
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addTile = new HashSet<NetworkIdentity>();
|
||||
grid[newPosition] = addTile;
|
||||
}
|
||||
|
||||
if (!addTile.Add(changedIdentity))
|
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{
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||||
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
|
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private void AddObserversHiddenToDefault(NetworkIdentity changed, Vector2Int gridPosition)
|
||||
{
|
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// for all tiles around the changedIdentity
|
||||
for (int x = -1; x <= 1; x++)
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||||
{
|
||||
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();
|
||||
}
|
||||
}
|
@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 86996600b40a4c41bb300ac0aed33189
|
||||
timeCreated: 1676129828
|
1501
Assets/Mirror/Components/NetworkTransform/NetworkTransformHybrid.cs
Normal file
1501
Assets/Mirror/Components/NetworkTransform/NetworkTransformHybrid.cs
Normal file
File diff suppressed because it is too large
Load Diff
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8f63ea2e505fd484193fb31c5c55ca73
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {fileID: 2800000, guid: 7453abfe9e8b2c04a8a47eb536fe21eb, type: 3}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -48,28 +48,28 @@ public class TargetRpcAttribute : Attribute
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Prevents clients from running this method.
|
||||
/// <para>Prints a warning if a client tries to execute this method.</para>
|
||||
/// Only an active server will run this method.
|
||||
/// <para>Prints a warning if a client or in-active server tries to execute this method.</para>
|
||||
/// </summary>
|
||||
[AttributeUsage(AttributeTargets.Method)]
|
||||
public class ServerAttribute : Attribute {}
|
||||
|
||||
/// <summary>
|
||||
/// Prevents clients from running this method.
|
||||
/// Only an active server will run this method.
|
||||
/// <para>No warning is thrown.</para>
|
||||
/// </summary>
|
||||
[AttributeUsage(AttributeTargets.Method)]
|
||||
public class ServerCallbackAttribute : Attribute {}
|
||||
|
||||
/// <summary>
|
||||
/// Prevents the server from running this method.
|
||||
/// <para>Prints a warning if the server tries to execute this method.</para>
|
||||
/// Only an active client will run this method.
|
||||
/// <para>Prints a warning if the server or in-active client tries to execute this method.</para>
|
||||
/// </summary>
|
||||
[AttributeUsage(AttributeTargets.Method)]
|
||||
public class ClientAttribute : Attribute {}
|
||||
|
||||
/// <summary>
|
||||
/// Prevents the server from running this method.
|
||||
/// Only an active client will run this method.
|
||||
/// <para>No warning is printed.</para>
|
||||
/// </summary>
|
||||
[AttributeUsage(AttributeTargets.Method)]
|
||||
|
@ -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 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);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -863,7 +863,7 @@ internal void OnStopLocalPlayer()
|
||||
for (int i = 0; i < components.Length; ++i)
|
||||
{
|
||||
NetworkBehaviour component = components[i];
|
||||
ulong nthBit = (1u << i);
|
||||
ulong nthBit = 1ul << i;
|
||||
|
||||
bool dirty = component.IsDirty();
|
||||
|
||||
@ -910,7 +910,7 @@ ulong ClientDirtyMask()
|
||||
|
||||
// on client, only consider owned components with SyncDirection to server
|
||||
NetworkBehaviour component = components[i];
|
||||
ulong nthBit = (1u << i);
|
||||
ulong nthBit = 1ul << i;
|
||||
|
||||
if (isOwned && component.syncDirection == SyncDirection.ClientToServer)
|
||||
{
|
||||
@ -928,7 +928,7 @@ ulong ClientDirtyMask()
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
internal static bool IsDirty(ulong mask, int index)
|
||||
{
|
||||
ulong nthBit = (ulong)(1 << index);
|
||||
ulong nthBit = 1ul << index;
|
||||
return (mask & nthBit) != 0;
|
||||
}
|
||||
|
||||
|
@ -1,4 +1,5 @@
|
||||
// base class for networking tests to make things easier.
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using NUnit.Framework;
|
||||
@ -81,6 +82,18 @@ protected void CreateNetworked(out GameObject go, out NetworkIdentity identity)
|
||||
instantiated.Add(go);
|
||||
}
|
||||
|
||||
protected void CreateNetworked(out GameObject go, out NetworkIdentity identity, Action<NetworkIdentity> preAwake)
|
||||
{
|
||||
go = new GameObject();
|
||||
identity = go.AddComponent<NetworkIdentity>();
|
||||
preAwake(identity);
|
||||
// Awake is only called in play mode.
|
||||
// call manually for initialization.
|
||||
identity.Awake();
|
||||
// track
|
||||
instantiated.Add(go);
|
||||
}
|
||||
|
||||
// create GameObject + NetworkIdentity + NetworkBehaviour<T>
|
||||
// add to tracker list if needed (useful for cleanups afterwards)
|
||||
protected void CreateNetworked<T>(out GameObject go, out NetworkIdentity identity, out T component)
|
||||
@ -269,6 +282,44 @@ protected void CreateNetworkedAndSpawn(
|
||||
Assert.That(NetworkClient.spawned.ContainsKey(serverIdentity.netId));
|
||||
}
|
||||
|
||||
// create GameObject + NetworkIdentity + NetworkBehaviour & SPAWN
|
||||
// => preAwake callbacks can be used to add network behaviours to the NI
|
||||
// => ownerConnection can be NetworkServer.localConnection if needed.
|
||||
// => returns objects from client and from server.
|
||||
// will be same in host mode.
|
||||
protected void CreateNetworkedAndSpawn(
|
||||
out GameObject serverGO, out NetworkIdentity serverIdentity, Action<NetworkIdentity> serverPreAwake,
|
||||
out GameObject clientGO, out NetworkIdentity clientIdentity, Action<NetworkIdentity> clientPreAwake,
|
||||
NetworkConnectionToClient ownerConnection = null)
|
||||
{
|
||||
// server & client need to be active before spawning
|
||||
Debug.Assert(NetworkClient.active, "NetworkClient needs to be active before spawning.");
|
||||
Debug.Assert(NetworkServer.active, "NetworkServer needs to be active before spawning.");
|
||||
|
||||
// create one on server, one on client
|
||||
// (spawning has to find it on client, it doesn't create it)
|
||||
CreateNetworked(out serverGO, out serverIdentity, serverPreAwake);
|
||||
CreateNetworked(out clientGO, out clientIdentity, clientPreAwake);
|
||||
|
||||
// give both a scene id and register it on client for spawnables
|
||||
clientIdentity.sceneId = serverIdentity.sceneId = (ulong)serverGO.GetHashCode();
|
||||
NetworkClient.spawnableObjects[clientIdentity.sceneId] = clientIdentity;
|
||||
|
||||
// spawn
|
||||
NetworkServer.Spawn(serverGO, ownerConnection);
|
||||
ProcessMessages();
|
||||
|
||||
// double check isServer/isClient. avoids debugging headaches.
|
||||
Assert.That(serverIdentity.isServer, Is.True);
|
||||
Assert.That(clientIdentity.isClient, Is.True);
|
||||
|
||||
// double check that we have authority if we passed an owner connection
|
||||
if (ownerConnection != null)
|
||||
Debug.Assert(clientIdentity.isOwned == true, $"Behaviour Had Wrong Authority when spawned, This means that the test is broken and will give the wrong results");
|
||||
|
||||
// make sure the client really spawned it.
|
||||
Assert.That(NetworkClient.spawned.ContainsKey(serverIdentity.netId));
|
||||
}
|
||||
// create GameObject + NetworkIdentity + NetworkBehaviour & SPAWN
|
||||
// => ownerConnection can be NetworkServer.localConnection if needed.
|
||||
protected void CreateNetworkedAndSpawn<T>(out GameObject go, out NetworkIdentity identity, out T component, NetworkConnectionToClient ownerConnection = null)
|
||||
|
@ -0,0 +1,223 @@
|
||||
// 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);
|
||||
}
|
||||
}
|
||||
}
|
@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d74fcd64861c40f8856d3479137f49f2
|
||||
timeCreated: 1676129959
|
@ -1,4 +1,5 @@
|
||||
// OnDe/SerializeSafely tests.
|
||||
using System.Collections.Generic;
|
||||
using System.Text.RegularExpressions;
|
||||
using Mirror.Tests.EditorBehaviours.NetworkIdentities;
|
||||
using NUnit.Framework;
|
||||
@ -69,6 +70,123 @@ public void SerializeAndDeserializeAll()
|
||||
Assert.That(clientObserversComp.value, Is.EqualTo(42)); // observers mode should be in data
|
||||
}
|
||||
|
||||
// test serialize -> deserialize of any supported number of components
|
||||
[Test]
|
||||
public void SerializeAndDeserializeN([NUnit.Framework.Range(1, 64)] int numberOfNBs)
|
||||
{
|
||||
List<SerializeTest1NetworkBehaviour> serverNBs = new List<SerializeTest1NetworkBehaviour>();
|
||||
List<SerializeTest1NetworkBehaviour> clientNBs = new List<SerializeTest1NetworkBehaviour>();
|
||||
// need two of both versions so we can serialize -> deserialize
|
||||
CreateNetworkedAndSpawn(
|
||||
out _, out NetworkIdentity serverIdentity, ni =>
|
||||
{
|
||||
for (int i = 0; i < numberOfNBs; i++)
|
||||
{
|
||||
SerializeTest1NetworkBehaviour nb = ni.gameObject.AddComponent<SerializeTest1NetworkBehaviour>();
|
||||
nb.syncInterval = 0;
|
||||
nb.syncMode = SyncMode.Observers;
|
||||
serverNBs.Add(nb);
|
||||
}
|
||||
},
|
||||
out _, out NetworkIdentity clientIdentity, ni =>
|
||||
{
|
||||
for (int i = 0; i < numberOfNBs; i++)
|
||||
{
|
||||
SerializeTest1NetworkBehaviour nb = ni.gameObject.AddComponent<SerializeTest1NetworkBehaviour>();
|
||||
nb.syncInterval = 0;
|
||||
nb.syncMode = SyncMode.Observers;
|
||||
clientNBs.Add(nb);
|
||||
}
|
||||
}
|
||||
);
|
||||
|
||||
// INITIAL SYNC
|
||||
// set unique values on server components
|
||||
for (int i = 0; i < serverNBs.Count; i++)
|
||||
{
|
||||
serverNBs[i].value = (i + 1) * 3;
|
||||
serverNBs[i].SetDirty();
|
||||
}
|
||||
|
||||
// serialize server object
|
||||
serverIdentity.SerializeServer(true, ownerWriter, observersWriter);
|
||||
|
||||
// deserialize client object with OBSERVERS payload
|
||||
NetworkReader reader = new NetworkReader(observersWriter.ToArray());
|
||||
clientIdentity.DeserializeClient(reader, true);
|
||||
for (int i = 0; i < clientNBs.Count; i++)
|
||||
{
|
||||
int expected = (i + 1) * 3;
|
||||
Assert.That(clientNBs[i].value, Is.EqualTo(expected), $"Expected the clientNBs[{i}] to have a value of {expected}");
|
||||
}
|
||||
|
||||
// clear dirty bits for incremental sync
|
||||
foreach (SerializeTest1NetworkBehaviour serverNB in serverNBs)
|
||||
serverNB.ClearAllDirtyBits();
|
||||
|
||||
// INCREMENTAL SYNC ALL
|
||||
// set unique values on server components
|
||||
for (int i = 0; i < serverNBs.Count; i++)
|
||||
{
|
||||
serverNBs[i].value = (i + 1) * 11;
|
||||
serverNBs[i].SetDirty();
|
||||
}
|
||||
|
||||
ownerWriter.Reset();
|
||||
observersWriter.Reset();
|
||||
// serialize server object
|
||||
serverIdentity.SerializeServer(false, ownerWriter, observersWriter);
|
||||
|
||||
// deserialize client object with OBSERVERS payload
|
||||
reader = new NetworkReader(observersWriter.ToArray());
|
||||
clientIdentity.DeserializeClient(reader, false);
|
||||
for (int i = 0; i < clientNBs.Count; i++)
|
||||
{
|
||||
int expected = (i + 1) * 11;
|
||||
Assert.That(clientNBs[i].value, Is.EqualTo(expected), $"Expected the clientNBs[{i}] to have a value of {expected}");
|
||||
}
|
||||
|
||||
// clear dirty bits for incremental sync
|
||||
foreach (SerializeTest1NetworkBehaviour serverNB in serverNBs)
|
||||
serverNB.ClearAllDirtyBits();
|
||||
|
||||
// INCREMENTAL SYNC INDIVIDUAL
|
||||
for (int i = 0; i < numberOfNBs; i++)
|
||||
{
|
||||
// reset all client nbs
|
||||
foreach (SerializeTest1NetworkBehaviour clientNB in clientNBs)
|
||||
clientNB.value = 0;
|
||||
|
||||
int expected = (i + 1) * 7;
|
||||
|
||||
// set unique value on server components
|
||||
serverNBs[i].value = expected;
|
||||
serverNBs[i].SetDirty();
|
||||
|
||||
ownerWriter.Reset();
|
||||
observersWriter.Reset();
|
||||
// serialize server object
|
||||
serverIdentity.SerializeServer(false, ownerWriter, observersWriter);
|
||||
|
||||
// deserialize client object with OBSERVERS payload
|
||||
reader = new NetworkReader(observersWriter.ToArray());
|
||||
clientIdentity.DeserializeClient(reader, false);
|
||||
for (int index = 0; index < clientNBs.Count; index++)
|
||||
{
|
||||
SerializeTest1NetworkBehaviour clientNB = clientNBs[index];
|
||||
if (index == i)
|
||||
{
|
||||
Assert.That(clientNB.value, Is.EqualTo(expected), $"Expected the clientNBs[{index}] to have a value of {expected}");
|
||||
}
|
||||
else
|
||||
{
|
||||
Assert.That(clientNB.value, Is.EqualTo(0), $"Expected the clientNBs[{index}] to have a value of 0 since we're not syncing that index (on sync of #{i})");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// serialization should work even if a component throws an exception.
|
||||
// so if first component throws, second should still be serialized fine.
|
||||
[Test]
|
||||
|
Loading…
Reference in New Issue
Block a user