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A interest management base class that allows more advanced interest management by bypassing the built-in HashSet checks via Rebuild overriding
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// interest management component for custom solutions like | ||
// distance based, spatial hashing, raycast based, etc. | ||
using System.Collections.Generic; | ||
using UnityEngine; | ||
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namespace Mirror | ||
{ | ||
[DisallowMultipleComponent] | ||
[HelpURL("https://mirror-networking.gitbook.io/docs/guides/interest-management")] | ||
public abstract class InterestManagementBase : MonoBehaviour | ||
{ | ||
// Awake configures InterestManagementBase in NetworkServer/Client | ||
// Do NOT check for active server or client here. | ||
// Awake must always set the static aoi references. | ||
// make sure to call base.Awake when overwriting! | ||
protected virtual void Awake() | ||
{ | ||
if (NetworkServer.aoi == null) | ||
{ | ||
NetworkServer.aoi = this; | ||
} | ||
else Debug.LogError($"Only one InterestManagement component allowed. {NetworkServer.aoi.GetType()} has been set up already."); | ||
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if (NetworkClient.aoi == null) | ||
{ | ||
NetworkClient.aoi = this; | ||
} | ||
else Debug.LogError($"Only one InterestManagement component allowed. {NetworkClient.aoi.GetType()} has been set up already."); | ||
} | ||
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[ServerCallback] | ||
public virtual void Reset() {} | ||
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// 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, NetworkConnectionToClient newObserver); | ||
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// 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. | ||
// => need the function in here and virtual so people can overwrite! | ||
// => not everyone wants to hide renderers! | ||
[ServerCallback] | ||
public virtual void SetHostVisibility(NetworkIdentity identity, bool visible) | ||
{ | ||
foreach (Renderer rend in identity.GetComponentsInChildren<Renderer>()) | ||
rend.enabled = visible; | ||
} | ||
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/// <summary>Called on the server when a new networked object is spawned.</summary> | ||
// (useful for 'only rebuild if changed' interest management algorithms) | ||
[ServerCallback] | ||
public virtual void OnSpawned(NetworkIdentity identity) {} | ||
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/// <summary>Called on the server when a networked object is destroyed.</summary> | ||
// (useful for 'only rebuild if changed' interest management algorithms) | ||
[ServerCallback] | ||
public virtual void OnDestroyed(NetworkIdentity identity) {} | ||
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public abstract void Rebuild(NetworkIdentity identity, bool initialize); | ||
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/// <summary>Adds the specified connection to the observers of identity</summary> | ||
protected void AddObserver(NetworkConnectionToClient connection, NetworkIdentity identity) | ||
{ | ||
connection.AddToObserving(identity); | ||
identity.observers.Add(connection.connectionId, connection); | ||
} | ||
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/// <summary>Removes the specified connection from the observers of identity</summary> | ||
protected void RemoveObserver(NetworkConnectionToClient connection, NetworkIdentity identity) | ||
{ | ||
connection.RemoveFromObserving(identity, false); | ||
identity.observers.Remove(connection.connectionId); | ||
} | ||
} | ||
} |
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