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refactor: simplified interest management #990

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Commits on Nov 9, 2021

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  2. 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.
    dragonslaya84 committed Nov 9, 2021
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  3. null check fix.

    dragonslaya84 committed Nov 9, 2021
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Commits on Nov 10, 2021

  1. 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.
    dragonslaya84 committed Nov 10, 2021
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  2. setup performance base to do proximity test alone now and fixed some …

    …null references issues due to adding aoi systems at runtime.
    dragonslaya84 committed Nov 10, 2021
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  3. some clean up.

    dragonslaya84 committed Nov 10, 2021
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Commits on Nov 11, 2021

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Commits on Nov 12, 2021

  1. removed match checker

    implemented scene visibility
    fixed docs ref.
    added new unregister so if gameobjects get destroyed they unregister from visibility system.
    dragonslaya84 committed Nov 12, 2021
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  2. fixed issues with comparer check for registering new visibility systems.

    Implemented a new multi visibility system performance benchmark. Runs Scene + proximity systems.
    dragonslaya84 committed Nov 12, 2021
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  4. 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
    dragonslaya84 committed Nov 12, 2021
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Commits on Nov 13, 2021

  1. added lymdun suggestion use linq for finding list.

    Signed-off-by: dragonslaya <dragonslaya.ss@gmail.com>
    dragonslaya84 committed Nov 13, 2021
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Commits on Nov 15, 2021

  1. renamed somethings better

    Still trying to improve benchmark speeds.
    dragonslaya84 committed Nov 15, 2021
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  2. fixing check

    dragonslaya84 committed Nov 15, 2021
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  4. fix example.

    dragonslaya84 committed Nov 15, 2021
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  6. improving test:

    - 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)
    James-Frowen committed Nov 15, 2021
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  7. adding namespace to test

    James-Frowen committed Nov 15, 2021
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  11. 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
    James-Frowen committed Nov 15, 2021
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  12. rename: NetworkVisibility

    - NetworkVisibility to VisibilitySystem
    - NetworkProximityCheckerVisibility to DistanceVisibilitySystem
    - SceneVisibilityChecker to SceneVisibilitySystem
    James-Frowen committed Nov 15, 2021
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  13. rename: renaming visibilitySystemData

    - _visibilitySystemData to _data
    - VisibilitySystemData Observers
    James-Frowen committed Nov 15, 2021
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  14. 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
    James-Frowen committed Nov 15, 2021
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  15. removing VisibilitySystemData

    we can just use the system itself since it'll have the reference to the dictionary
    James-Frowen committed Nov 15, 2021
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  16. adding todo

    James-Frowen committed Nov 15, 2021
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  21. renaming BaseVisibilityInspector

    - BaseVisibilityInspector to VisibilitySystemFactory
    - NetworkSceneChecker to SceneVisibilityFactory
    - NetworkProximityChecker to DistanceVisibilityFactory
    James-Frowen committed Nov 15, 2021
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  23. deleting Interface

    we dont need this layer of abstraction
    James-Frowen committed Nov 15, 2021
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  24. 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)
    James-Frowen committed Nov 15, 2021
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  25. renaming rebuild methods

    - 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
    James-Frowen committed Nov 15, 2021
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  26. fixing ServerObjectMamager

    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)
    James-Frowen committed Nov 15, 2021
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  27. removing SceneSettings

    can just use scene instead
    James-Frowen committed Nov 15, 2021
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  29. changing when system is created

    changing how it is created.
    pass variables around rather than using fields
    James-Frowen committed Nov 15, 2021
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Commits on Nov 16, 2021

  1. 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
    James-Frowen committed Nov 16, 2021
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  4. fixing helper methods

    James-Frowen committed Nov 16, 2021
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