using System.Collections.Generic;
using UnityEngine;
using Mirror;
/*
Documentation: https://mirror-networking.gitbook.io/docs/guides/interest-management
API Reference: https://mirror-networking.com/docs/api/Mirror.InterestManagement.html
*/
// NOTE: Attach this component to the same object as your Network Manager.
public class #SCRIPTNAME# : InterestManagement
{
///
/// Callback used by the visibility system to determine if an observer (client) can see the NetworkIdentity.
/// If this function returns true, the network connection will be added as an observer.
///
/// Object to be observed (or not) by a client
/// Network Connection of a client.
/// True if the client can see this object.
[ServerCallback]
public override bool OnCheckObserver(NetworkIdentity identity, NetworkConnection newObserver)
{
// Default behaviour of making the identity object visible to all clients.
// Replace this code with your own logic as appropriate.
return true;
}
///
/// Callback used by the visibility system to determine if an observer (client) can see the NetworkIdentity.
/// Add connections to newObservers that should see the identity object.
///
/// Object to be observed (or not) by clients
/// cached hashset to put the result into
/// true if being rebuilt for the first time
[ServerCallback]
public override void OnRebuildObservers(NetworkIdentity identity, HashSet newObservers, bool initialize)
{
// Default behaviour of making the identity object visible to all clients.
// Replace this code with your own logic as appropriate.
foreach (NetworkConnectionToClient conn in NetworkServer.connections.Values)
newObservers.Add(conn);
}
///
/// Called on the server when a new networked object is spawned.
///
/// NetworkIdentity of the object being spawned
[ServerCallback]
public override void OnSpawned(NetworkIdentity identity)
{
base.OnSpawned(identity);
}
///
/// Called on the server when a networked object is destroyed.
///
/// NetworkIdentity of the object being destroyed
[ServerCallback]
public override void OnDestroyed(NetworkIdentity identity)
{
base.OnDestroyed(identity);
}
///
/// Callback used by the visibility system for objects on a host.
/// Objects on a host (with a local client) cannot be disabled or destroyed when
/// they are not visible to the local client, so this function is called to allow
/// custom code to hide these objects.
/// A typical implementation will disable renderer components on the object.
/// This is only called on local clients on a host.
///
/// NetworkIdentity of the object being considered for visibility
/// True if the identity object should be visible to the host client
[ServerCallback]
public override void SetHostVisibility(NetworkIdentity identity, bool visible)
{
base.SetHostVisibility(identity, visible);
}
[ServerCallback]
void Update()
{
// Here is where you'd need to evaluate if observers need to be rebuilt,
// either for a specific object, a subset of objects, or all objects.
// Review the code in the various Interest Management components
// included with Mirror for inspiration:
// - Distance Interest Management
// - Spatial Hash Interest Management
// - Scene Interest Management
// - Match Interest Management
// - Team Interest Management
}
}