fishbait/UnityProject/Assets/Mirror/Runtime/InterestManagement.cs
2021-04-06 13:40:48 -05:00

61 lines
2.6 KiB
C#

// interest management component for custom solutions like
// distance based, spatial hashing, raycast based, etc.
using System.Collections.Generic;
using UnityEngine;
namespace Mirror
{
[DisallowMultipleComponent]
public abstract class InterestManagement : MonoBehaviour
{
// Awake configures InterestManagement in NetworkServer
void Awake()
{
if (NetworkServer.aoi == null)
{
NetworkServer.aoi = this;
}
else Debug.LogError($"Only one InterestManagement component allowed. {NetworkServer.aoi.GetType()} has been set up already.");
}
// Callback used by the visibility system to determine if an observer
// (player) can see the NetworkIdentity. If this function returns true,
// the network connection will be added as an observer.
// conn: Network connection of a player.
// returns True if the player can see this object.
public abstract bool OnCheckObserver(NetworkIdentity identity, NetworkConnection newObserver);
// rebuild observers for the given NetworkIdentity.
// Server will automatically spawn/despawn added/removed ones.
// newObservers: cached hashset to put the result into
// initialize: true if being rebuilt for the first time
//
// IMPORTANT:
// => global rebuild would be more simple, BUT
// => local rebuild is way faster for spawn/despawn because we can
// simply rebuild a select NetworkIdentity only
// => having both .observers and .observing is necessary for local
// rebuilds
//
// in other words, this is the perfect solution even though it's not
// completely simple (due to .observers & .observing).
//
// Mirror maintains .observing automatically in the background. best of
// both worlds without any worrying now!
public abstract void OnRebuildObservers(NetworkIdentity identity, HashSet<NetworkConnection> newObservers, bool initialize);
// helper function to trigger a full rebuild.
// most implementations should call this in a certain interval.
// some might call this all the time, or only on team changes or
// scene changes and so on.
//
// IMPORTANT: check if NetworkServer.active when using Update()!
protected void RebuildAll()
{
foreach (NetworkIdentity identity in NetworkIdentity.spawned.Values)
{
NetworkServer.RebuildObservers(identity, false);
}
}
}
}