FiE-Game/Assets/Photon Unity Networking/UtilityScripts/NetworkCullingHandler.cs

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C#
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2023-07-19 19:11:02 +02:00
using UnityEngine;
using System.Collections.Generic;
/// <summary>
/// Handles the network culling.
/// </summary>
[RequireComponent(typeof(PhotonView))]
public class NetworkCullingHandler : MonoBehaviour
{
#region VARIABLES
private int orderIndex;
private CullArea cullArea;
private List<int> previousActiveCells, activeCells;
private PhotonView pView;
private Vector3 lastPosition, currentPosition;
#endregion
#region UNITY_FUNCTIONS
/// <summary>
/// Gets references to the PhotonView component and the cull area game object.
/// </summary>
private void OnEnable()
{
if (pView == null)
{
pView = GetComponent<PhotonView>();
if (!pView.isMine)
{
return;
}
}
if (cullArea == null)
{
cullArea = GameObject.FindObjectOfType<CullArea>();
}
previousActiveCells = new List<int>(0);
activeCells = new List<int>(0);
currentPosition = lastPosition = transform.position;
}
/// <summary>
/// Initializes the right interest group or prepares the permanent change of the interest group of the PhotonView component.
/// </summary>
private void Start()
{
if (!pView.isMine)
{
return;
}
if (PhotonNetwork.inRoom)
{
if (cullArea.NumberOfSubdivisions == 0)
{
pView.group = cullArea.FIRST_GROUP_ID;
PhotonNetwork.SetReceivingEnabled(cullArea.FIRST_GROUP_ID, true);
PhotonNetwork.SetSendingEnabled(cullArea.FIRST_GROUP_ID, true);
}
else
{
CheckGroupsChanged();
InvokeRepeating("UpdateActiveGroup", 0.0f, 1.0f / PhotonNetwork.sendRateOnSerialize);
}
}
}
/// <summary>
/// Checks if the player has moved perviously and updates the interest groups if necessary.
/// </summary>
private void Update()
{
if (!pView.isMine)
{
return;
}
lastPosition = currentPosition;
currentPosition = transform.position;
// This is a simple position comparison of the current and the previous position.
// When using Network Culling in a bigger project keep in mind that there might
// be more transform-related options, e.g. the rotation, or other options to check.
if (currentPosition != lastPosition)
{
CheckGroupsChanged();
}
}
/// <summary>
/// Cancels all (upcoming) invoke calls.
/// </summary>
private void OnDisable()
{
CancelInvoke();
}
#endregion
/// <summary>
/// Checks if the interest groups have changed and perform action if necessary.
/// </summary>
private void CheckGroupsChanged()
{
if (cullArea.NumberOfSubdivisions == 0)
{
return;
}
previousActiveCells = new List<int>(activeCells);
activeCells = cullArea.GetActiveCells(transform.position);
if (activeCells.Count != previousActiveCells.Count)
{
UpdateInterestGroups();
return;
}
foreach (int groupId in activeCells)
{
if (!previousActiveCells.Contains(groupId))
{
UpdateInterestGroups();
return;
}
}
}
/// <summary>
/// Unsubscribes from old and subscribes to new interest groups.
/// </summary>
private void UpdateInterestGroups()
{
foreach (int groupId in previousActiveCells)
{
PhotonNetwork.SetReceivingEnabled(groupId, false);
PhotonNetwork.SetSendingEnabled(groupId, false);
}
foreach (int groupId in activeCells)
{
PhotonNetwork.SetReceivingEnabled(groupId, true);
PhotonNetwork.SetSendingEnabled(groupId, true);
}
}
/// <summary>
/// Updates the current group of the PhotonView component.
/// </summary>
private void UpdateActiveGroup()
{
// If the player leaves the area we insert the whole area itself as an active cell.
// This can be removed if it is sure that the player is not able to leave the area.
while (activeCells.Count <= cullArea.NumberOfSubdivisions)
{
activeCells.Add(cullArea.FIRST_GROUP_ID);
}
if (cullArea.NumberOfSubdivisions == 1)
{
orderIndex = (++orderIndex % cullArea.SUBDIVISION_FIRST_LEVEL_ORDER.Length);
pView.group = activeCells[cullArea.SUBDIVISION_FIRST_LEVEL_ORDER[orderIndex]];
}
else if (cullArea.NumberOfSubdivisions == 2)
{
orderIndex = (++orderIndex % cullArea.SUBDIVISION_SECOND_LEVEL_ORDER.Length);
pView.group = activeCells[cullArea.SUBDIVISION_SECOND_LEVEL_ORDER[orderIndex]];
}
else if (cullArea.NumberOfSubdivisions == 3)
{
orderIndex = (++orderIndex % cullArea.SUBDIVISION_THIRD_LEVEL_ORDER.Length);
pView.group = activeCells[cullArea.SUBDIVISION_THIRD_LEVEL_ORDER[orderIndex]];
}
}
/// <summary>
/// Drawing informations.
/// </summary>
private void OnGUI()
{
if (!pView.isMine)
{
return;
}
string subscribedAndActiveCells = "Inside cells:\n";
string subscribedCells = "Subscribed cells:\n";
for (int index = 0; index < activeCells.Count; ++index)
{
if (index <= cullArea.NumberOfSubdivisions)
{
subscribedAndActiveCells += activeCells[index] + " ";
}
subscribedCells += activeCells[index] + " ";
}
GUI.Label(new Rect(20.0f, Screen.height - 100.0f, 200.0f, 40.0f), "<color=white>" + subscribedAndActiveCells + "</color>", new GUIStyle() { alignment = TextAnchor.UpperLeft, fontSize = 16 } );
GUI.Label(new Rect(20.0f, Screen.height - 60.0f, 200.0f, 40.0f), "<color=white>" + subscribedCells + "</color>", new GUIStyle() { alignment = TextAnchor.UpperLeft, fontSize = 16 } );
}
}