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refactor: simplified interest management #990
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Commits on Nov 9, 2021
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simplified aoi system. This is intital start of simplifying. I have g…
…otten proximity checker redone only. Has bug atm need fix later. Used james code from distance checker.
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Commits on Nov 10, 2021
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more improvements to core of aoi. Now the system register's single ao…
…i. Proximity checker currently only one that is finished and tested atm.
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setup performance base to do proximity test alone now and fixed some …
…null references issues due to adding aoi systems at runtime.
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Commits on Nov 11, 2021
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Commits on Nov 12, 2021
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implemented scene visibility fixed docs ref. added new unregister so if gameobjects get destroyed they unregister from visibility system.
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fixed issues with comparer check for registering new visibility systems.
Implemented a new multi visibility system performance benchmark. Runs Scene + proximity systems.
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pushing new default global system script so if end users want to have…
… objects global but not others everything will still work. New global system is internal cannot be used outside
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Commits on Nov 13, 2021
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added lymdun suggestion use linq for finding list.
Signed-off-by: dragonslaya <dragonslaya.ss@gmail.com>
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Commits on Nov 15, 2021
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Still trying to improve benchmark speeds.
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- adding explicit (so it can be run manually) - create new scene for each client, with no physics - adding netid to obj names - adding setup/clean prefabs (so they are changed before they are used by enemy spawner, world.Spawned might be too late to add)
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fix: using OnStartServer for RegisterObject
registering in onenable is sometimes too early. It will also cause unspawned objects to be included in AOI, and maybe sent to clients Also adding todo
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- NetworkVisibility to VisibilitySystem - NetworkProximityCheckerVisibility to DistanceVisibilitySystem - SceneVisibilityChecker to SceneVisibilitySystem
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rename: renaming visibilitySystemData
- _visibilitySystemData to _data - VisibilitySystemData Observers
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style: moving Comparer to struct it is for
moving Comparer so it is not hidden inside IM. Makes it more obvious what is going on when using the sturct in a hashset
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we can just use the system itself since it'll have the reference to the dictionary
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renaming BaseVisibilityInspector
- BaseVisibilityInspector to VisibilitySystemFactory - NetworkSceneChecker to SceneVisibilityFactory - NetworkProximityChecker to DistanceVisibilityFactory
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making RegisterObject take the Network Identity
- removing base settings - making register take identity and settings - making unregister just take identity RegisterObject makes more sense if it is given the object, rather than settings that has the object. This will also reduce extra code if a system does not need any settings (if could just pass in null)
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- renamed OnAuthenticated to RebuildForPlayer OnAuthenticated seems like a bad name because we will need to call it more than just OnAuthenticated, Like when we spawna new character for the player
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making sure we still call IM functions are same time as before - need to rebuild observers for player after setting character - moving show to player to IM - adding OnSpawn and OnDestroy instead of using world events (we need to control the order, our event might be called before/after user added events)
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changing when system is created
changing how it is created. pass variables around rather than using fields
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Commits on Nov 16, 2021
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fixing startup order, key changes in comment
- InterestManager lazy intialize - VisibilitySystemFactory adds to IM on awake, and removes in destroy Key points: - IM always exists on SOM - Systems can and should be added before Server Starts - Systems will add them selves to IM when they are constructed
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