这篇文章主要介绍“Go语言如何实现AOI区域视野管理”的相关知识,小编通过实际案例向大家展示操作过程,操作方法简单快捷,实用性强,希望这篇“Go语言如何实现AOI区域视野管理”文章能帮助大家解决问题。
优化的思路一般是: 第一个是尽量降低向客户端同步对象的数量,第二个是尽量降低单个对象向客户端同步的数据.
"九宫格"是最常见的视野管理算法了.它的优点在于原理和实现都非常简单.
// AOI 管理器 type AOIManager interface { GetWidth() int GetHeight() int OnEnter(obj scene.GameObject, enterPos *geom.Vector2d) bool OnLeave(obj scene.GameObject) bool OnMove(obj scene.GameObject, movePos *geom.Vector2d) bool OnSync() }
一.定义管理器接口
1. 进入区域
2. 离开区域
3. 在区域移动
4. 同步信息
具体实现:
type TowerAOIManager struct { minX, maxX, minY, maxY float64 // 单位 m towerRange float64 // 格子大小 towers [][]tower xTowerNum, yTowerNum int }
划分格子: 按照实际情况出发,规定格子大小 towerRange. (一般 九个格子的范围需大于屏幕看到的视野范围) 这样才能保证客户端场景物体的生成和消失在玩家屏幕外.不会突然出现.
// 构造结构 func NewTowerAOIManager(minX, maxX, minY, maxY float64, towerRange float64) AOIManager { mgr := &TowerAOIManager{minX: minX, maxX: maxX, minY: minY, maxY: maxY, towerRange: towerRange} mgr.init() return mgr } func (m *TowerAOIManager) init() { numXSlots := int((m.maxX-m.minX)/m.towerRange) + 1 m.xTowerNum = numXSlots numYSlots := int((m.maxY-m.minY)/m.towerRange) + 1 m.yTowerNum = numYSlots m.towers = make([][]tower, numXSlots) for i := 0; i < numXSlots; i++ { m.towers[i] = make([]tower, numYSlots) for j := 0; j < numYSlots; j++ { key := NewKey(int64(i), int64(j)) m.towers[i][j].init(int64(key)) } } }
二.定义区域tower
type tower struct { towerId int64 context *TowerSyncContext mapId2Obj map[uint32]scene.GameObject // obj容器 mapId2Watcher map[uint32]scene.GameObject // 观察集合 }
func (t *tower) init(key int64) { t.towerId = key t.context = NewTowerSyncContext() // 同步信息 t.mapId2Obj = make(map[uint32]scene.GameObject) t.mapId2Watcher = make(map[uint32]scene.GameObject) }
func (t *tower) AddObj(obj scene.GameObject, fromOtherTower scene.AOITower, bExclude bool) { obj.SetAOITower(t) t.mapId2Obj[obj.GetId()] = obj if fromOtherTower == nil { for watcherId, watcher := range t.mapId2Watcher { if bExclude && watcherId == obj.GetId() { continue } watcher.OnEnterAOI(obj) } } else { // obj moved from other tower to this tower for watcherId, watcher := range fromOtherTower.GetWatchers() { if watcherId == obj.GetId() { continue } if _, ok := t.mapId2Watcher[watcherId]; ok { continue } watcher.OnLeaveAOI(obj) } for watcherId, watcher := range t.mapId2Watcher { if watcherId == obj.GetId() { continue } if _, ok := fromOtherTower.GetWatchers()[watcherId]; ok { continue } watcher.OnEnterAOI(obj) } } } func (t *tower) RemoveObj(obj scene.GameObject, notifyWatchers bool) { obj.SetAOITower(nil) delete(t.mapId2Obj, obj.GetId()) if notifyWatchers { for watcherId, watcher := range t.mapId2Watcher { if watcherId == obj.GetId() { continue } watcher.OnLeaveAOI(obj) } } } func (t *tower) addWatcher(obj scene.GameObject, bExclude bool) { if bExclude { if _, ok := t.mapId2Watcher[obj.GetId()]; ok { // todo log return } } t.mapId2Watcher[obj.GetId()] = obj // now obj can see all objs under this tower for neighborId, neighbor := range t.mapId2Obj { if neighborId == obj.GetId() { continue } obj.OnEnterAOI(neighbor) } } func (t *tower) removeWatcher(obj scene.GameObject) { if _, ok := t.mapId2Watcher[obj.GetId()]; !ok { // todo log return } delete(t.mapId2Watcher, obj.GetId()) for neighborId, neighbor := range t.mapId2Obj { if neighborId == obj.GetId() { continue } obj.OnLeaveAOI(neighbor) } } func (t *tower) GetWatchers() map[uint32]scene.GameObject { return t.mapId2Watcher } func (t *tower) GetObjs() map[uint32]scene.GameObject { return t.mapId2Obj } func (t *tower) GetTowerId() int64 { return t.towerId } func (t *tower) AddSyncData(mod uint16, cmd uint16, msg protoreflect.ProtoMessage) { t.context.AddSyncData(mod, cmd, msg) } func (t *tower) Broadcast() { if len(t.context.fights) == 0 { return } // 广播协议 .... t.context.ClearContext() }
三.AOI的具体方法实现
我们在回过头来继续说 mgr 的方法.
1.进入实现
前提:
GameObject : 一切场景物体的基础接口
type GameObject interface {}
Vector2d : X,Y 坐标
type Vector2d struct { x, y, w float64 }
具体实现:
如果是从上一个区域内离开,则先走 离开上一个区域,然后计算当前进入位置坐标对应的九宫区域,
然后把obj 加入到各个区域内
func (m *TowerAOIManager) OnEnter(obj scene.GameObject, enterPos *geom.Vector2d) bool { if obj.GetAOITower() != nil { m.OnLeave(obj) // 离开上一个区域 } obj.SetPosition(enterPos) // 设置当前位置 // obj 视野范围内的所有区域 m.visitWatchedTowers(enterPos, obj.GetViewRange(), func(tower *tower) { tower.addWatcher(obj, false) }) t := m.getTowerXY(enterPos) // 当前位置所在的区域 t.AddObj(obj, nil, false) return true } func (m *TowerAOIManager) getTowerXY(xyPos *geom.Vector2d) *tower { xi, yi := m.transXY(xyPos.GetX(), xyPos.GetY()) return &m.towers[xi][yi] }
关键的方法:
计算obj当前位置中,视野内能被观察到的所有区域.
func (m *TowerAOIManager) visitWatchedTowers(xyPos *geom.Vector2d, aoiDistance float64, f func(*tower)) { ximin, ximax, yimin, yimax := m.getWatchedTowers(xyPos.GetX(), xyPos.GetY(), aoiDistance) for xi := ximin; xi <= ximax; xi++ { for yi := yimin; yi <= yimax; yi++ { tower := &m.towers[xi][yi] f(tower) } } } func (aoiman *TowerAOIManager) getWatchedTowers(x, y float64, aoiDistance float64) (int, int, int, int) { ximin, yimin := aoiman.transXY(x-aoiDistance, y-aoiDistance) ximax, yimax := aoiman.transXY(x+aoiDistance, y+aoiDistance) return ximin, ximax, yimin, yimax } func (m *TowerAOIManager) transXY(x, y float64) (int, int) { xi := int((x - m.minX) / m.towerRange) yi := int((y - m.minY) / m.towerRange) return m.normalizeXi(xi), m.normalizeYi(yi) } func (m *TowerAOIManager) normalizeXi(xi int) int { if xi < 0 { xi = 0 } else if xi >= m.xTowerNum { xi = m.xTowerNum - 1 } return xi } func (m *TowerAOIManager) normalizeYi(yi int) int { if yi < 0 { yi = 0 } else if yi >= m.yTowerNum { yi = m.yTowerNum - 1 } return yi }
2.离开区域
func (m *TowerAOIManager) OnLeave(obj scene.GameObject) bool { obj.GetAOITower().RemoveObj(obj, true) // 离开当前区域 // 查找视野内所有区域,然后从关注列表中移除 m.visitWatchedTowers(obj.GetPosition(), obj.GetViewRange(), func(tower *tower) { tower.removeWatcher(obj) }) return true }
3.移动
每帧移动坐标点 movePos
func (m *TowerAOIManager) OnMove(obj scene.GameObject, movePos *geom.Vector2d) bool { oldX, oldY := obj.GetPosition().GetX(), obj.GetPosition().GetY() obj.SetPosition(movePos) //设置当前坐标 t0 := obj.GetAOITower() t1 := m.getTowerXY(movePos) // 判断移动是否跨区域了 if t0.GetTowerId() != t1.GetTowerId() { t0.RemoveObj(obj, false) t1.AddObj(obj, t0, true) } // 计算前后变化的区域,进行移除和添加关注列表 oximin, oximax, oyimin, oyimax := m.getWatchedTowers(oldX, oldY, obj.GetViewRange()) ximin, ximax, yimin, yimax := m.getWatchedTowers(movePos.GetX(), movePos.GetY(), obj.GetViewRange()) for xi := oximin; xi <= oximax; xi++ { for yi := oyimin; yi <= oyimax; yi++ { if xi >= ximin && xi <= ximax && yi >= yimin && yi <= yimax { continue } tower := &m.towers[xi][yi] tower.removeWatcher(obj) } } for xi := ximin; xi <= ximax; xi++ { for yi := yimin; yi <= yimax; yi++ { if xi >= oximin && xi <= oximax && yi >= oyimin && yi <= oyimax { continue } tower := &m.towers[xi][yi] tower.addWatcher(obj, true) } } return true }
4.同步
每帧同步所有区域变化的物体对象
func (m *TowerAOIManager) OnSync() { for i := 0; i < m.xTowerNum; i++ { for j := 0; j < m.yTowerNum; j++ { m.towers[i][j].Broadcast() } } }
简单的实现了 AOI 区域变化管理,当然后面还需要优化,我们知道"九宫格" 算法的缺点:
1 . 当玩家跨越格子的时候,比如说从A点到B点.瞬间会有新增格子,那其中的对象就会进入视野,与此同时,就会有消失的格子,那其中的对象就要消失视野.这个瞬间就会出现一个流量激增点,它可能会导致客户端卡顿等问题.
2. 流量浪费.有客户端不需要的对象被同步过来了.我们知道它是基于格子来管理地图对象的.那么就会无法保证九宫区域一定刚好是视野范围.肯定是大于视野区域这样才保证同步对象正确.(如果是俯视角那种 ,视野就会是一个 梯形范围.)
或者你可以在服务端中,根据客户端梯形视野在作一遍初筛.