perf: redesign of area of interest #743
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Same as #705, but not using a struct based delegate, instead the Interest manager has Send method
The AOI system we inherited from HLAPI and Mirror is poorly designed.
Its API requires O(n^2) algorithms, it is highly complex, and it is not flexible enough.
This PR implements AOI in a completely different way.
The NetworkIdentity and NetworkPlayer objects no longer track what they can see.
When the server spawns an object, all it does is raise the Spawned event,
the AOI system will subscribe to this event, and then show that object to all the relevant players.
Likewise, when a player joins, the AOI will listen for the event and show the relevant objects to the
newly created player.
In this fashion, we decouple AOI policy from NetworkIdentity and NetworkPlayers. The AOI system can keep the
relationship between them in a suitable structure.
In this PR, I implement the simplest InterestManager called GlobalInterestManager.
This Interest Manager will show all objects to all players.
Implement the class InterestManager to create any policy desired. I expect to create a Spatial Hashing interest Manager in the near future
BREAKING CHANGE: Removed NetworkVisibility, extend InterestManager and attach to the ServerObjectManager instead.