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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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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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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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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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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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// 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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// 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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}
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if (identity.connectionToClient != null)
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{
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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 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];
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trackedIdentities.Remove(identity);
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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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{
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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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{
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// Check if visibility has changed, this should usually be false
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bool visibilityChanged = tracked.Identity.visibility != tracked.PreviousVisibility;
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// Visibility change *to* default needs to be handled before the normal grid update
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// since observers are manipulated in RebuildAdd/RebuildRemove if visibility == Default
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if (visibilityChanged && tracked.Identity.visibility == Visibility.Default)
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{
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switch (tracked.PreviousVisibility)
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{
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case Visibility.ForceHidden:
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// Hidden To Default
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AddObserversHiddenToDefault(tracked.Identity, tracked.Position);
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break;
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case Visibility.ForceShown:
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// Shown To Default
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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();
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}
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}
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Vector2Int currentPosition = tracked.GridPosition(TileSize);
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// if the position changed, move the identity in the grid and update observers accordingly
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if (currentPosition != tracked.Position)
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{
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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)
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{
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switch (tracked.Identity.visibility)
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{
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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);
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break;
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case Visibility.Default:
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break;
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default:
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throw new ArgumentOutOfRangeException();
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}
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tracked.PreviousVisibility = tracked.Identity.visibility;
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}
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}
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}
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private void RebuildRemove(NetworkIdentity changedIdentity, Vector2Int oldPosition, Vector2Int newPosition)
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{
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// sanity check
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if (!grid[oldPosition].Remove(changedIdentity))
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{
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throw new InvalidOperationException("changedIdentity was not in the provided grid");
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}
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// for all tiles the changedIdentity could see at the old 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 = oldPosition + new Vector2Int(x, y);
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// Skip grid tiles that are still visible
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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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{
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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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// 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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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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// 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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{
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AddObserver(gridIdentity.connectionToClient, changedIdentity);
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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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{
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AddObserver(changedIdentity.connectionToClient, gridIdentity);
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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(newPosition, out HashSet<NetworkIdentity> addTile))
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{
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addTile = new HashSet<NetworkIdentity>();
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grid[newPosition] = addTile;
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}
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if (!addTile.Add(changedIdentity))
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{
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throw new InvalidOperationException("identity was already in the grid");
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}
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}
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/// 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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{
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// for all tiles around the changedIdentity
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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 = gridPosition + new Vector2Int(x, y);
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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 == changed)
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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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// if the gridIdentity is a player, it can now see changedIdentity
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if (gridIdentity.connectionToClient != null)
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{
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AddObserver(gridIdentity.connectionToClient, changed);
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}
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}
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}
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}
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}
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// Temp hashset to avoid runtime allocation
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private HashSet<NetworkConnectionToClient> tempShownToDefaultSet = new HashSet<NetworkConnectionToClient>();
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/// Removes observers from the NI, but doesn't change observing. This is used when a NI changes from ForceShown to Default
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private void RemoveObserversShownToDefault(NetworkIdentity changedIdentity, Vector2Int gridPosition)
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{
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tempShownToDefaultSet.Clear();
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// copy over all current connections that are seeing the NI
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foreach (NetworkConnectionToClient observer in changedIdentity.observers.Values)
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{
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tempShownToDefaultSet.Add(observer);
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}
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// for all tiles around the changedIdentity, remove any connections that can still see it
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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 = gridPosition + new Vector2Int(x, y);
|
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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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{
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// if the gridIdentity is a player, it can see changedIdentity
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// (also yourself! don't need the extra check here)
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if (gridIdentity.connectionToClient != null)
|
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{
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tempShownToDefaultSet.Remove(gridIdentity.connectionToClient);
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}
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}
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}
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}
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// any left over connections can't see changedIdentity - thus need removing
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foreach (NetworkConnectionToClient connection in tempShownToDefaultSet)
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{
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RemoveObserver(connection, changedIdentity);
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}
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// clear when done
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tempShownToDefaultSet.Clear();
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}
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}
|
@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 86996600b40a4c41bb300ac0aed33189
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timeCreated: 1676129828
|
@ -1,6 +1,7 @@
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// interest management component for custom solutions like
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// distance based, spatial hashing, raycast based, etc.
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// low level base class allows for low level spatial hashing etc., which is 3-5x faster.
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using UnityEngine;
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namespace Mirror
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@ -73,5 +74,39 @@ protected void RemoveObserver(NetworkConnectionToClient connection, NetworkIdent
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connection.RemoveFromObserving(identity, false);
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identity.observers.Remove(connection.connectionId);
|
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}
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/// For ForceShown: Makes sure all ready connections (that aren't already) are added to observers
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protected void AddObserversAllReady(NetworkIdentity identity)
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{
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foreach (NetworkConnectionToClient connection in NetworkServer.connections.Values)
|
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{
|
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if (connection.isReady && !identity.observers.ContainsKey(connection.connectionId))
|
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{
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connection.AddToObserving(identity);
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identity.observers.Add(connection.connectionId, connection);
|
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}
|
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}
|
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}
|
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|
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/// For ForceHidden: Removes all observers from this identity
|
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protected void ClearObservers(NetworkIdentity identity)
|
||||
{
|
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foreach (NetworkConnectionToClient connection in identity.observers.Values)
|
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{
|
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// Don't remove the client from observing its owned objects
|
||||
if (connection != identity.connectionToClient)
|
||||
{
|
||||
connection.RemoveFromObserving(identity, false);
|
||||
}
|
||||
}
|
||||
|
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// 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);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -0,0 +1,223 @@
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// TODO: test despawning
|
||||
// TODO: test non-player ni's
|
||||
// TODO: test grid size changing at runtime
|
||||
using System;
|
||||
using NUnit.Framework;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Mirror.Tests.InterestManagement
|
||||
{
|
||||
public class InterestManagementTests_FastSpatialHashing : MirrorEditModeTest
|
||||
{
|
||||
FastSpatialInterestManagement aoi;
|
||||
|
||||
protected NetworkIdentity CreateNI(Action<NetworkIdentity> prespawn = null)
|
||||
{
|
||||
CreateNetworked(out var gameObject, out var identity);
|
||||
prespawn?.Invoke(identity);
|
||||
NetworkServer.Spawn(gameObject);
|
||||
return identity;
|
||||
}
|
||||
|
||||
protected NetworkIdentity CreatePlayerNI(int connectionId, Action<NetworkIdentity> prespawn = null)
|
||||
{
|
||||
CreateNetworked(out var gameObject, out var identity);
|
||||
prespawn?.Invoke(identity);
|
||||
NetworkConnectionToClient connection = new NetworkConnectionToClient(connectionId);
|
||||
connection.isAuthenticated = true;
|
||||
connection.identity = identity;
|
||||
NetworkServer.connections.Add(connectionId, connection);
|
||||
|
||||
NetworkServer.Spawn(gameObject, connection);
|
||||
NetworkServer.SetClientReady(connection); // AddPlayerForConnection also calls this!
|
||||
return identity;
|
||||
}
|
||||
|
||||
[SetUp]
|
||||
public override void SetUp()
|
||||
{
|
||||
base.SetUp();
|
||||
// need to start server so that interest management works
|
||||
NetworkServer.Listen(10);
|
||||
|
||||
aoi = holder.AddComponent<FastSpatialInterestManagement>();
|
||||
aoi.visRange = 10;
|
||||
aoi.rebuildInterval = -1; // rebuild every call :)
|
||||
// setup server aoi since InterestManagement Awake isn't called
|
||||
NetworkServer.aoi = aoi;
|
||||
}
|
||||
|
||||
[TearDown]
|
||||
public override void TearDown()
|
||||
{
|
||||
foreach (GameObject go in instantiated)
|
||||
{
|
||||
if (go.TryGetComponent(out NetworkIdentity ni))
|
||||
{
|
||||
// set isServer is false. otherwise Destroy instead of
|
||||
// DestroyImmediate is called internally, giving an error in Editor
|
||||
ni.isServer = false;
|
||||
}
|
||||
}
|
||||
|
||||
// clear connections first. calling OnDisconnect wouldn't work since
|
||||
// we have no real clients.
|
||||
NetworkServer.connections.Clear();
|
||||
|
||||
base.TearDown();
|
||||
// clear server aoi again
|
||||
NetworkServer.aoi = null;
|
||||
}
|
||||
|
||||
private void AssertSelfVisible(NetworkIdentity id)
|
||||
{
|
||||
// identities ALWAYS see themselves, if they have a player
|
||||
if (id.connectionToClient != null)
|
||||
{
|
||||
Assert.That(id.observers.ContainsKey(id.connectionToClient.connectionId), Is.True);
|
||||
}
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void ForceHidden()
|
||||
{
|
||||
// A and B are at (0,0,0) so within range!
|
||||
var a = CreatePlayerNI(1, ni => ni.visibility = Visibility.ForceHidden);
|
||||
var b = CreatePlayerNI(2);
|
||||
|
||||
// no rebuild required here due to initial state :)
|
||||
|
||||
AssertSelfVisible(a);
|
||||
AssertSelfVisible(b);
|
||||
// A should not be seen by B because A is force hidden
|
||||
Assert.That(a.observers.ContainsKey(b.connectionToClient.connectionId), Is.False);
|
||||
// B should be seen by A
|
||||
Assert.That(b.observers.ContainsKey(a.connectionToClient.connectionId), Is.True);
|
||||
|
||||
// If we now set a to default, and rebuild, they should both see each other!
|
||||
a.visibility = Visibility.Default;
|
||||
aoi.LateUpdate();
|
||||
AssertSelfVisible(a);
|
||||
AssertSelfVisible(b);
|
||||
Assert.That(a.observers.ContainsKey(b.connectionToClient.connectionId), Is.True);
|
||||
Assert.That(b.observers.ContainsKey(a.connectionToClient.connectionId), Is.True);
|
||||
// If we now set both hidden, and rebuild, they both won't see each other!
|
||||
a.visibility = Visibility.ForceHidden;
|
||||
b.visibility = Visibility.ForceHidden;
|
||||
aoi.LateUpdate();
|
||||
AssertSelfVisible(a);
|
||||
AssertSelfVisible(b);
|
||||
Assert.That(a.observers.ContainsKey(b.connectionToClient.connectionId), Is.False);
|
||||
Assert.That(b.observers.ContainsKey(a.connectionToClient.connectionId), Is.False);
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void ForceShown()
|
||||
{
|
||||
// A and B are at (0,0,0) so within range!
|
||||
var a = CreatePlayerNI(1, ni => ni.visibility = Visibility.ForceShown);
|
||||
var b = CreatePlayerNI(2);
|
||||
|
||||
// no rebuild required here due to initial state :)
|
||||
AssertSelfVisible(a);
|
||||
AssertSelfVisible(b);
|
||||
// A&B should see each other
|
||||
Assert.That(a.observers.ContainsKey(b.connectionToClient.connectionId), Is.True);
|
||||
Assert.That(b.observers.ContainsKey(a.connectionToClient.connectionId), Is.True);
|
||||
aoi.LateUpdate();
|
||||
// rebuild doesnt change that
|
||||
// no rebuild required here due to initial state :)
|
||||
AssertSelfVisible(a);
|
||||
AssertSelfVisible(b);
|
||||
// A&B should see each other
|
||||
Assert.That(a.observers.ContainsKey(b.connectionToClient.connectionId), Is.True);
|
||||
Assert.That(b.observers.ContainsKey(a.connectionToClient.connectionId), Is.True);
|
||||
|
||||
// If we now move A out of range of B
|
||||
a.transform.position = new Vector3(aoi.visRange * 100, 0, 0);
|
||||
aoi.LateUpdate();
|
||||
AssertSelfVisible(a);
|
||||
AssertSelfVisible(b);
|
||||
|
||||
// a will be seen by B still
|
||||
Assert.That(a.observers.ContainsKey(b.connectionToClient.connectionId), Is.True);
|
||||
// But B is out of range of A
|
||||
Assert.That(b.observers.ContainsKey(a.connectionToClient.connectionId), Is.False);
|
||||
|
||||
|
||||
// B to ForceShown:
|
||||
b.visibility = Visibility.ForceShown;
|
||||
aoi.LateUpdate();
|
||||
AssertSelfVisible(a);
|
||||
AssertSelfVisible(b);
|
||||
// A&B should see each other
|
||||
Assert.That(a.observers.ContainsKey(b.connectionToClient.connectionId), Is.True);
|
||||
Assert.That(b.observers.ContainsKey(a.connectionToClient.connectionId), Is.True);
|
||||
// A&B to default
|
||||
a.visibility = Visibility.Default;
|
||||
b.visibility = Visibility.Default;
|
||||
aoi.LateUpdate();
|
||||
AssertSelfVisible(a);
|
||||
AssertSelfVisible(b);
|
||||
// and they can't see each other anymore
|
||||
Assert.That(a.observers.ContainsKey(b.connectionToClient.connectionId), Is.False);
|
||||
Assert.That(b.observers.ContainsKey(a.connectionToClient.connectionId), Is.False);
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void InRangeInitial_To_OutRange()
|
||||
{
|
||||
// A and B are at (0,0,0) so within range!
|
||||
var a = CreatePlayerNI(1);
|
||||
var b = CreatePlayerNI(2);
|
||||
AssertSelfVisible(a);
|
||||
AssertSelfVisible(b);
|
||||
// both should see each other because they are in range
|
||||
Assert.That(a.observers.ContainsKey(b.connectionToClient.connectionId), Is.True);
|
||||
Assert.That(b.observers.ContainsKey(a.connectionToClient.connectionId), Is.True);
|
||||
// update won't change that
|
||||
aoi.LateUpdate();
|
||||
AssertSelfVisible(a);
|
||||
AssertSelfVisible(b);
|
||||
Assert.That(a.observers.ContainsKey(b.connectionToClient.connectionId), Is.True);
|
||||
Assert.That(b.observers.ContainsKey(a.connectionToClient.connectionId), Is.True);
|
||||
// move out of range
|
||||
a.transform.position = new Vector3(aoi.visRange * 100, 0, 0);
|
||||
aoi.LateUpdate();
|
||||
AssertSelfVisible(a);
|
||||
AssertSelfVisible(b);
|
||||
// and they'll see not each other anymore
|
||||
Assert.That(a.observers.ContainsKey(b.connectionToClient.connectionId), Is.False);
|
||||
Assert.That(b.observers.ContainsKey(a.connectionToClient.connectionId), Is.False);
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void OutRangeInitial_To_InRange()
|
||||
{
|
||||
// A and B are not in range
|
||||
var a = CreatePlayerNI(1,
|
||||
ni => ni.transform.position = new Vector3(aoi.visRange * 100, 0, 0));
|
||||
var b = CreatePlayerNI(2);
|
||||
|
||||
AssertSelfVisible(a);
|
||||
AssertSelfVisible(b);
|
||||
// both should not see each other because they aren't in range
|
||||
Assert.That(a.observers.ContainsKey(b.connectionToClient.connectionId), Is.False);
|
||||
Assert.That(b.observers.ContainsKey(a.connectionToClient.connectionId), Is.False);
|
||||
aoi.LateUpdate();
|
||||
AssertSelfVisible(a);
|
||||
AssertSelfVisible(b);
|
||||
// update won't change that
|
||||
Assert.That(a.observers.ContainsKey(b.connectionToClient.connectionId), Is.False);
|
||||
Assert.That(b.observers.ContainsKey(a.connectionToClient.connectionId), Is.False);
|
||||
// move into range
|
||||
a.transform.position = Vector3.zero;
|
||||
aoi.LateUpdate();
|
||||
AssertSelfVisible(a);
|
||||
AssertSelfVisible(b);
|
||||
// and they'll see each other
|
||||
Assert.That(a.observers.ContainsKey(b.connectionToClient.connectionId), Is.True);
|
||||
Assert.That(b.observers.ContainsKey(a.connectionToClient.connectionId), Is.True);
|
||||
}
|
||||
}
|
||||
}
|
@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d74fcd64861c40f8856d3479137f49f2
|
||||
timeCreated: 1676129959
|
Loading…
Reference in New Issue
Block a user