csharp
public interface IInterestResolverDecides 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)
Used by (5)
- SliceResolverNetworkSoak
- InterestChainVixen.Net
- PickyResolverVixen.Net.Tests
- ReplicateEverythingResolverVixen.Net
- ReplicationServerVixen.Net