Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

perf(Visibility): adding SpatialHash components #982

Draft
wants to merge 3 commits into
base: main
Choose a base branch
from
Draft
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Jump to
Jump to file
Failed to load files.
Diff view
Diff view
8 changes: 8 additions & 0 deletions Assets/Mirage/Components/Visibility/SpatialHash.meta

Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.

264 changes: 264 additions & 0 deletions Assets/Mirage/Components/Visibility/SpatialHash/SpatialHashSystem.cs
Original file line number Diff line number Diff line change
@@ -0,0 +1,264 @@
using System;
using System.Collections.Generic;
using System.Runtime.CompilerServices;
using UnityEngine;

namespace Mirage.Visibility.SpatialHash
{
internal static class SpatialHashExtensions
{
[MethodImpl(MethodImplOptions.AggressiveInlining)]
internal static Vector2 ToXZ(this Vector3 v) => new Vector2(v.x, v.z);
[MethodImpl(MethodImplOptions.AggressiveInlining)]
internal static Vector3 FromXZ(this Vector2 v) => new Vector3(v.x, 0, v.y);
}

public class SpatialHashSystem : MonoBehaviour
{
public NetworkServer Server;

/// <summary>
/// How often (in seconds) that this object should update the list of observers that can see it.
/// </summary>
[Tooltip("How often (in seconds) that this object should update the list of observers that can see it.")]
public float VisibilityUpdateInterval = 1;

[Tooltip("Bounds of the map used to calculate visibility. Objects out side of grid will not be visibility")]
public Bounds Bounds = new Bounds(Vector3.zero, 100 * Vector3.one);

[Tooltip("How many points to split the grid into (in each xz axis)")]
public Vector2Int GridCount = Vector2Int.one * 10;

// todo is list vs hashset better? Set would be better for remove objects, list would be better for looping
List<SpatialHashVisibility> all = new List<SpatialHashVisibility>();
public GridHolder<INetworkPlayer> Grid;

public void Awake()
{
Server.Started.AddListener(() =>
{
Server.World.onSpawn += World_onSpawn;
Server.World.onUnspawn += World_onUnspawn;

// skip first invoke, list will be empty
InvokeRepeating(nameof(RebuildObservers), VisibilityUpdateInterval, VisibilityUpdateInterval);

Grid = new GridHolder<INetworkPlayer>(Bounds, GridCount);
});

Server.Stopped.AddListener(() =>
{
CancelInvoke(nameof(RebuildObservers));
Grid = null;
});
}

private void World_onSpawn(NetworkIdentity identity)
{
NetworkVisibility visibility = identity.Visibility;
if (visibility is SpatialHashVisibility obj)
{
Debug.Assert(obj.System == null);
obj.System = this;
all.Add(obj);
}
}
private void World_onUnspawn(NetworkIdentity identity)
{
NetworkVisibility visibility = identity.Visibility;
if (visibility is SpatialHashVisibility obj)
{
Debug.Assert(obj.System == this);
obj.System = null;
all.Remove(obj);
}
}

void RebuildObservers()
{
ClearGrid();
AddPlayersToGrid();

foreach (SpatialHashVisibility obj in all)
{
obj.Identity.RebuildObservers(false);
}
}

private void ClearGrid()
{
for (int i = 0; i < Grid.Width; i++)
{
for (int j = 0; j < Grid.Width; j++)
{
HashSet<INetworkPlayer> set = Grid.GetObjects(i, j);
if (set != null)
{
set.Clear();
}
}
}
}

private void AddPlayersToGrid()
{
foreach (INetworkPlayer player in Server.Players)
{
if (!player.HasCharacter)
continue;

Vector2 position = player.Identity.transform.position.ToXZ();
Grid.AddObject(position, player);
}
}


public class GridHolder<T>
{
public readonly int Width;
public readonly int Height;
public readonly Vector2 Offset;
public readonly Vector2 Size;
public readonly Vector2 Extents;
public readonly Vector2 GridSize;

public readonly GridPoint[] Points;

public GridHolder(Bounds bounds, Vector2Int gridCount)
{
Offset = (bounds.center - bounds.extents).ToXZ();
Size = bounds.size.ToXZ();
Extents = bounds.extents.ToXZ();

Width = gridCount.x;
Height = gridCount.y;

GridSize = Size / gridCount;

Points = new GridPoint[Width * Height];
}

[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void AddObject(Vector2 position, T obj)
{
if (InBounds(position))
{
ToGridIndex(position, out int x, out int y);
AddObject(x, y, obj);
}
}

[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void AddObject(int i, int j, T obj)
{
int index = i + j * Width;
if (Points[index].objects == null)
{
Points[index].objects = new HashSet<T>();
}

Points[index].objects.Add(obj);
}

[MethodImpl(MethodImplOptions.AggressiveInlining)]
public HashSet<T> GetObjects(int i, int j)
{
#if DEBUG
if (i < 0) throw new IndexOutOfRangeException($"i ({i}) is less than zero");
if (j < 0) throw new IndexOutOfRangeException($"j ({j}) is less than zero");
if (i >= Width) throw new IndexOutOfRangeException($"i ({i}) is greater than {Width}");
if (j >= Height) throw new IndexOutOfRangeException($"j ({j}) is greater than {Height}");
#endif
return Points[i + j * Width].objects;
}

[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void CreateSet(int i, int j)
{
Points[i + j * Width].objects = new HashSet<T>();
}

[MethodImpl(MethodImplOptions.AggressiveInlining)]
public bool InBounds(Vector2 position)
{
return (-Extents.x <= position.x && position.x <= Extents.x)
&& (-Extents.y <= position.y && position.y <= Extents.y);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public bool InBounds(int x, int y)
{
// inclusive lower bound
return (0 <= x && x < Width)
&& (0 <= y && y < Height);
}

[MethodImpl(MethodImplOptions.AggressiveInlining)]
public bool IsVisible(Vector2 target, Vector2 player, int range)
{
// if either is out of bounds, not visible
if (!InBounds(target) || !InBounds(player)) return false;

ToGridIndex(target, out int xt, out int yt);
ToGridIndex(player, out int xp, out int yp);

return AreClose(xt, xp, range) && AreClose(yt, yp, range);
}

[MethodImpl(MethodImplOptions.AggressiveInlining)]
bool AreClose(int a, int b, int range)
{
int min = a - range;
int max = a + range;

return max <= b && b <= min;
}

[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void ToGridIndex(Vector2 position, out int x, out int y)
{
float fx = position.x - Offset.x;
float fy = position.y - Offset.y;

x = Mathf.RoundToInt(fx / GridSize.x);
y = Mathf.RoundToInt(fy / GridSize.y);
Comment on lines +219 to +223
Copy link
Member Author

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Currently bugged near edge, might need extra offset of GridSize/2 or something.

Unit tests would be good for this function.

}

public void BuildObservers(HashSet<T> observers, Vector2 position, int range)
{
// not visible if not in range
if (!InBounds(position))
return;

ToGridIndex(position, out int x, out int y);

for (int i = x - range; i <= x + range; i++)
{
for (int j = y - range; j <= y + range; j++)
{
if (InBounds(i, j))
{
HashSet<T> set = GetObjects(i, j);
if (set != null)
UnionWithNonAlloc(observers, set);
}
}
}
}

void UnionWithNonAlloc(HashSet<T> first, HashSet<T> second)
{
HashSet<T>.Enumerator enumerator = second.GetEnumerator();
while (enumerator.MoveNext())
{
first.Add(enumerator.Current);
}
enumerator.Dispose();
}

public struct GridPoint
{
public HashSet<T> objects;
}
}
}
}

Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.