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refactor: improvements to visiblity system #948

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54a16ce
First update to new implementation of visibility system. This removes…
dragonslaya84 Sep 25, 2021
fb77a96
place debugging of speeds behind logger settings incase testers are t…
dragonslaya84 Sep 25, 2021
5864699
removed this test as its not needed anymore the way i designed new sy…
dragonslaya84 Sep 25, 2021
b7a0a98
fixed using logger instead of debug for the stop watch testing.
dragonslaya84 Sep 25, 2021
7252c08
fixing some code smells to keep them down.
dragonslaya84 Sep 25, 2021
5789ac1
implementing performance test. @james for the script originally made.
dragonslaya84 Sep 26, 2021
f4a20b5
some updates to aoi system. have not finished fully implementation.
dragonslaya84 Sep 26, 2021
9cd3146
- pushing fixes for broken stuff.
dragonslaya84 Sep 26, 2021
71f33b0
stupid missed listening for authenticated players.
dragonslaya84 Sep 26, 2021
32787a2
changed things to foreach and lists as per james.
dragonslaya84 Sep 26, 2021
c320829
- pushign performance improvement for aoi.
dragonslaya84 Oct 15, 2021
73bd558
more improvements
dragonslaya84 Oct 15, 2021
f586658
Merge branch 'master' of https://github.com/MirageNet/Mirage into Int…
dragonslaya84 Oct 15, 2021
89292c6
cleaning up.
dragonslaya84 Oct 15, 2021
9af9b63
Implemented scene with interest management testing stuff. Also pushed…
dragonslaya84 Oct 23, 2021
b8c32e6
Added james Distance sight checker visibility system.
dragonslaya84 Oct 23, 2021
8116114
Adding jams performance testing for interest management.
dragonslaya84 Oct 23, 2021
0c4e823
Merge branch 'master' of https://github.com/MirageNet/Mirage into Int…
dragonslaya84 Oct 23, 2021
f5dea0a
fixed networkidentity push stuff.
dragonslaya84 Oct 23, 2021
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46 changes: 46 additions & 0 deletions Assets/Mirage/Components/BaseVisibilityInspector.cs
Original file line number Diff line number Diff line change
@@ -0,0 +1,46 @@
using Mirage.InterestManagement;
using UnityEngine;

namespace Mirage.Components
{
public abstract class BaseVisibilityInspector : MonoBehaviour
{
#region Fields

private protected ServerObjectManager ServerObjectManager;
private protected INetworkVisibility NetworkVisibility;

#endregion

#region Mirage Callbacks

private void OnServerStarted()
{
NetworkVisibility?.Startup();
}

private void OnServerStopped()
{
NetworkVisibility?.ShutDown();
}

#endregion

#region Unity Methods

protected virtual void Awake()
{
ServerObjectManager ??= FindObjectOfType<ServerObjectManager>();

ServerObjectManager.Server.Started.AddListener(OnServerStarted);
ServerObjectManager.Server.Stopped.AddListener(OnServerStopped);
}

private void Destroy()
{
NetworkVisibility = null;
}

#endregion
}
}

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137 changes: 0 additions & 137 deletions Assets/Mirage/Components/NetworkMatchChecker.cs

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11 changes: 0 additions & 11 deletions Assets/Mirage/Components/NetworkMatchChecker.cs.meta

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102 changes: 0 additions & 102 deletions Assets/Mirage/Components/NetworkProximityChecker.cs

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11 changes: 0 additions & 11 deletions Assets/Mirage/Components/NetworkProximityChecker.cs.meta

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