public interface IInterestSourceWhere the entities a chain considers come from.
No guide page documents this yet — the page shows what the code says about itself.
Remarks
Separate from the rules, and that separation is where the scaling is. A rule filters what it is given, so a chain of rules over every networked entity costs one sweep of the world per player — ten thousand objects and two hundred players is two million questions a tick, whatever the rules then say. A source that can answer "what is near this player" without looking at everything is what turns that into one pass plus a small lookup each, and it is the whole of the difference between twenty players and two hundred.
Which is why the distance grid is a source rather than a rule. It reads as a filter — "is this within range" — and writing it as one would produce something that passes every test and scales like the thing it was meant to replace.
Methods (1)
Used by (3)
- AllNetworkedSourceVixen.Net
- InterestChainVixen.Net
- InterestGridVixen.Net