为什么要有这个算法?

对于一个游戏场景内的实体来说,当战斗频繁的时候,可能存在上千实体的数据同步,例如上千实体挪动时的坐标同步,大型战斗场景时全场景实体的属性的同步等等,这样就会造成一个问题,同步数据量十分多,然而对于客户端来说,咱们能够看到的屏幕视线大小是固定的,对于视线之外的实体的所有数据咱们并不需要晓得,所以就不须要同步,这时候就须要一种算法,能够让咱们疾速定位到在我视线范畴内的实体有哪些,而后为这些玩家同步相干的音讯。

算法数据结构设计

1、为了保障链表元素的查找速度,链表应用跳表实现。
2、须要xlist,ylist两条链表,须要将玩家的x,y坐标别离有序的存储到这两个链表上。

实现细节

注:目前的设计仅仅基于二维

public AoiZone(float xLinksLimit, float yLinksLimit){    _xLinks = new AoiLinkedList(limit: xLinksLimit);//x轴链表    _yLinks = new AoiLinkedList(limit: yLinksLimit);//y轴链表}public AoiLinkedList(int maxLayer = 8, float limit = 0){    _limit = limit;//坐标比拟时的容错值    _maxLayer = maxLayer;//跳表层数    Add(float.MinValue);}public AoiNode Add(float target, AoiEntity entity = null){    var rLayer = 1;    if (_header == null)    {        //创立跳表        rLayer = _maxLayer;        var tempHeader = _header = new AoiNode(rLayer, target, entity);//头结点        for (var layer = _maxLayer - 1; layer >= 1; --layer)        {            _header = _header.Down = new AoiNode(layer, target, top: _header);  //top:pre指针 down:next指针        }        _header = tempHeader;        return null;    }        //随机选取某层插入节点    while (rLayer < _maxLayer && _random.Next(2) == 0) ++rLayer;        //最高的一层(节点起码的一层)头结点    AoiNode cur = _header, insertNode = null, lastLayerNode = null;    for (var layer = _maxLayer; layer >= 1; --layer)    {        while (cur.Right != null && cur.Right.Value < target) cur = cur.Right;//与要插入地位的x/y值比拟大小(可能有新插入数据,每次都得比拟)        if (layer <= rLayer)    //        {            insertNode = new AoiNode(layer, target, entity: entity, left: cur, right: cur.Right);   //            if (cur.Right != null) cur.Right.Left = insertNode;            cur.Right = insertNode;//节点插入            if (lastLayerNode != null)    //跳表上上层指针保护            {                lastLayerNode.Down = insertNode;                insertNode.Top = lastLayerNode;            }            lastLayerNode = insertNode;        }        cur = cur.Down;//下一层    }    Count++;//减少节点数目    return insertNode;}

游戏中的update函数实现:

//key:实体ID//area:视线范畴//enter:此帧玩家坐标视线内的玩家public AoiEntity Refresh(long key, Vector2, out HashSet<long> enter){    var entity = Refresh(key, area);    enter = entity?.ViewEntity;    return entity;}public AoiEntity Refresh(long key, float x, float y, Vector2 area){    if (!_entityList.TryGetValue(key, out var entity)) return null;    var isFind = false;    if (Math.Abs(entity.X.Value - x) > 0)    {        isFind = true;        _xLinks.Move(entity.X, ref x);    }    if (Math.Abs(entity.Y.Value - y) > 0)    {        isFind = true;        _yLinks.Move(entity.Y, ref y);    }    if (isFind) Find(entity, ref area);    return entity;}//此函数次要是玩家每帧挪动后,x,y坐标变换后将链表从新变成有序的过程public void Move(AoiNode node, ref float target){    var cur = node;    #region Left    if (target > cur.Value) //挪动后的值大于以后节点的值    {        while (cur != null)        {            if (cur.Right != null && target > cur.Right.Value)            {                var findNode = cur;                // Find the target node to be moved to.                //此处如果节点很多,遍历可能会耗费一些性能                while (findNode.Right != null && findNode.Right.Value < target) findNode = findNode.Right;                    // Fuse the current node.                CircuitBreaker(cur);//从以后地位移除                // Move to the target node location                cur.Left = findNode;                cur.Right = findNode.Right;//退出到新的地位                if (findNode.Right != null) findNode.Right.Left = cur;                findNode.Right = cur;            }            cur.Value = target;            cur = cur.Top;//调整跳表下面层的节点程序        }        return;    }    #endregion Left    #region Right    while (cur != null)////挪动后的值小于以后节点的值    {        if (cur.Left != null && target < cur.Left.Value)        {            // Find the target node to be moved to.            var findNode = cur;            while (findNode.Left != null && findNode.Left.Value > target) findNode = findNode.Left;            // Fuse the current node.            CircuitBreaker(cur);            // Move to the target node location            cur.Right = findNode;            cur.Left = findNode.Left;            if (findNode.Left != null) findNode.Left.Right = cur;            findNode.Left = cur;        }        cur.Value = target;        cur = cur.Top;    }    #endregion Right}
private void Find(AoiEntity node, ref Vector2 area){    //将上帧的可视实体存到备份HashSet汇合里    SwapViewEntity(ref node.ViewEntity, ref node.ViewEntityBak);    #region xLinks        //定位到此实体,而后再xlist,ylist上别离进行left、right指针遍历,将distance在指定范畴内的实体存入此帧ViewEntity    for (var i = 0; i < 2; i++)    {        var cur = i == 0 ? node.X.Right : node.X.Left;        while (cur != null)        {            if (Math.Abs(Math.Abs(cur.Value) - Math.Abs(node.X.Value)) > area.X)    //cur.value为aoi网格节点的value            {                break;            }            if (Math.Abs(Math.Abs(cur.Entity.Y.Value) - Math.Abs(node.Y.Value)) <= area.Y)  //cur.Entity.Y.Value为以后网格节点上的实体value            {                if (Distance(                    new Vector2(node.X.Value, node.Y.Value),                    new Vector2(cur.Entity.X.Value, cur.Entity.Y.Value)) <= area.X)                {                    node.ViewEntity.Add(cur.Entity.Key);//在范畴内的话                }            }            cur = i == 0 ? cur.Right : cur.Left; //别离在左右进行遍历        }    }    #endregion xLinks    #region yLinks    for (var i = 0; i < 2; i++)    {        var cur = i == 0 ? node.Y.Right : node.Y.Left;        while (cur != null)        {            if (Math.Abs(Math.Abs(cur.Value) - Math.Abs(node.Y.Value)) > area.Y)            {                break;            }            if (Math.Abs(Math.Abs(cur.Entity.X.Value) - Math.Abs(node.X.Value)) <= area.X)            {                if (Distance(                    new Vector2(node.X.Value, node.Y.Value),                    new Vector2(cur.Entity.X.Value, cur.Entity.Y.Value)) <= area.Y)                {                    node.ViewEntity.Add(cur.Entity.Key);                }            }            cur = i == 0 ? cur.Right : cur.Left;        }    }    #endregion yLinks}
//用于函数回调//本帧绝对上帧来到视线的人public IEnumerable<long> Leave => ViewEntityBak.Except(ViewEntity);//本帧绝对上帧进入视线的人public IEnumerable<long> NewEnter => ViewEntity.Except(ViewEntityBak);//本帧绝对上帧进入视线的人

测试代码

private static void Main(string[] args)  {  var zone = new AoiZone(.001f, .001f);  var area = new Vector2(3, 3);  // 增加500个玩家。  for (var i = 1; i <= 500; i++) zone.Enter(i, i, i);  // 刷新key为3的信息。  zone.Refresh(3, area, out var enters);  Console.WriteLine("---------------id为3玩家以后视线范畴的玩家列表--------------");  foreach (var aoiKey in enters)  {      var findEntity = zone[aoiKey];      Console.WriteLine($"X:{findEntity.X.Value} Y:{findEntity.Y.Value}");  }  // 更新key为3的坐标为(20,20)。  var entity = zone.Refresh(3, 20, 20, new Vector2(3, 3), out enters);  Console.WriteLine("---------------id为3玩家挪动后来到玩家视线范畴的玩家列表--------------");  foreach (var aoiKey in entity.Leave)  {      var findEntity = zone[aoiKey];      Console.WriteLine($"X:{findEntity.X.Value} Y:{findEntity.Y.Value}");  }  Console.WriteLine("---------------id为3玩家挪动后新退出玩家视线范畴的玩家列表--------------");  foreach (var aoiKey in entity.NewEnter)  {      var findEntity = zone[aoiKey];      Console.WriteLine($"X:{findEntity.X.Value} Y:{findEntity.Y.Value}");  }  // 来到以后AOI  zone.Exit(50);}

测试后果

---------------id为3玩家以后视线范畴的玩家列表--------------X:4 Y:4X:5 Y:5X:2 Y:2X:1 Y:1---------------id为3玩家挪动后来到玩家视线范畴的玩家列表--------------X:4 Y:4X:5 Y:5X:2 Y:2X:1 Y:1---------------id为3玩家挪动后新退出玩家视线范畴的玩家列表--------------X:20 Y:20X:21 Y:21X:22 Y:22X:19 Y:19X:18 Y:18

现存问题

此十字链表设计目前存在一个问题:当我的项目中实体数目十分多,每帧实体挪动频繁,每帧都会去进行x,y链表坐标排序,对性能耗费还是蛮大的,还在思考单纯用链表如何解决此问题。

援用:https://github.com/qq362946/A...