Vixen
02b45cc4
csharp
public interface IInterestResolver

Decides which entities one player is told about.

No guide page documents this yet — the page shows what the code says about itself.

Remarks

Composable by design: the shipped resolvers are meant to be joined and added to — scene scope, then explicit overrides, then a distance grid, then rate falloff — and a game with a notion of rooms, teams or fog of war writes its own and puts it in the chain. The interface is deliberately about which entities and not about how they are found.

The default is everything, which is a deliberate ergonomics choice rather than a placeholder: a prototype works before anybody has thought about interest management, and the first time it matters is the first time the profiler says so.

Methods (1)

  • void Resolve(World world, PlayerId player, List<Entity> observed)

    Fills with what this player should be told about.

Used by (5)

  • SliceResolverNetworkSoak
  • InterestChainVixen.Net
  • PickyResolverVixen.Net.Tests
  • ReplicateEverythingResolverVixen.Net
  • ReplicationServerVixen.Net