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Area of Interest (AOI)

AOI (Area of Interest) is a key technique in large-scale multiplayer games for optimizing network bandwidth. By only synchronizing entities within a player’s view range, network traffic can be significantly reduced.

NetworkAOISystem provides grid-based area of interest management.

import { NetworkPlugin } from '@esengine/network';
const networkPlugin = new NetworkPlugin({
enableAOI: true,
aoiConfig: {
cellSize: 100, // Grid cell size
defaultViewRange: 500, // Default view range
enabled: true,
}
});
await Core.installPlugin(networkPlugin);

Each player that needs to receive sync data must be added as an observer:

// Add observer when player joins
networkPlugin.registerPrefab('player', (scene, spawn) => {
const entity = scene.createEntity(`player_${spawn.netId}`);
// ... setup components
// Add player as AOI observer
networkPlugin.addAOIObserver(
spawn.netId, // Network ID
spawn.pos.x, // Initial X position
spawn.pos.y, // Initial Y position
600 // View range (optional)
);
return entity;
});
// Remove observer when player leaves
networkPlugin.removeAOIObserver(playerNetId);

When a player moves, update their AOI position:

// Update in game loop or sync callback
networkPlugin.updateAOIObserverPosition(playerNetId, newX, newY);
PropertyTypeDefaultDescription
cellSizenumber100Grid cell size
defaultViewRangenumber500Default view range
enabledbooleantrueWhether AOI is enabled

Grid size should be set based on game view range:

// Recommendation: cellSize = defaultViewRange / 3 to / 5
aoiConfig: {
cellSize: 100,
defaultViewRange: 500, // Grid is about 1/5 of view range
}
// Get all entities visible to player
const visibleEntities = networkPlugin.getVisibleEntities(playerNetId);
console.log('Visible entities:', visibleEntities);
// Check if player can see an entity
if (networkPlugin.canSee(playerNetId, targetEntityNetId)) {
// Target is in view
}

The AOI system triggers events when entities enter/exit view:

const aoiSystem = networkPlugin.aoiSystem;
if (aoiSystem) {
aoiSystem.addListener((event) => {
if (event.type === 'enter') {
console.log(`Entity ${event.targetNetId} entered view of ${event.observerNetId}`);
// Can send entity's initial state here
} else if (event.type === 'exit') {
console.log(`Entity ${event.targetNetId} left view of ${event.observerNetId}`);
// Can cleanup resources here
}
});
}

AOI is most commonly used server-side to filter sync data for each client:

// Server-side example
import { NetworkAOISystem, createNetworkAOISystem } from '@esengine/network';
class GameServer {
private aoiSystem = createNetworkAOISystem({
cellSize: 100,
defaultViewRange: 500,
});
// Player joins
onPlayerJoin(playerId: number, x: number, y: number) {
this.aoiSystem.addObserver(playerId, x, y);
}
// Player moves
onPlayerMove(playerId: number, x: number, y: number) {
this.aoiSystem.updateObserverPosition(playerId, x, y);
}
// Send sync data
broadcastSync(allEntities: EntitySyncState[]) {
for (const playerId of this.players) {
// Filter using AOI
const filteredEntities = this.aoiSystem.filterSyncData(
playerId,
allEntities
);
// Send only visible entities
this.sendToPlayer(playerId, { entities: filteredEntities });
}
}
}
┌─────────────────────────────────────────────────────────────┐
│ Game World │
│ ┌─────┬─────┬─────┬─────┬─────┐ │
│ │ │ │ E │ │ │ │
│ ├─────┼─────┼─────┼─────┼─────┤ E = Enemy entity │
│ │ │ P │ ● │ │ │ P = Player │
│ ├─────┼─────┼─────┼─────┼─────┤ ● = Player view center │
│ │ │ │ E │ E │ │ ○ = View range │
│ ├─────┼─────┼─────┼─────┼─────┤ │
│ │ │ │ │ │ E │ Player only sees E in view│
│ └─────┴─────┴─────┴─────┴─────┘ │
│ │
│ View range (circle): Contains 3 enemies │
│ Grid optimization: Only check cells covered by view │
└─────────────────────────────────────────────────────────────┘

AOI uses spatial grid to accelerate queries:

  1. Add Entity: Calculate grid cell based on position
  2. View Detection: Only check cells covered by view range
  3. Move Update: Update cell assignment when crossing cells
  4. Event Trigger: Detect enter/exit view

Different player types can have different view ranges:

// Regular player
networkPlugin.addAOIObserver(playerId, x, y, 500);
// VIP player (larger view)
networkPlugin.addAOIObserver(vipPlayerId, x, y, 800);
// Adjust view range at runtime
const aoiSystem = networkPlugin.aoiSystem;
if (aoiSystem) {
aoiSystem.updateObserverViewRange(playerId, 600);
}

AOI filtering should be done server-side; clients should not trust their own AOI judgment:

// Filter on server before sending
const filtered = aoiSystem.filterSyncData(playerId, entities);
sendToClient(playerId, filtered);

Add buffer zone at view edge to prevent flickering:

// Add immediately when entering view
// Remove with delay when exiting (keep for 1-2 extra seconds)
aoiSystem.addListener((event) => {
if (event.type === 'exit') {
setTimeout(() => {
// Re-check if really exited
if (!aoiSystem.canSee(event.observerNetId, event.targetNetId)) {
removeFromClient(event.observerNetId, event.targetNetId);
}
}, 1000);
}
});

Large entities (like bosses) may need special handling:

// Boss is always visible to everyone
function filterWithBoss(playerId: number, entities: EntitySyncState[]) {
const filtered = aoiSystem.filterSyncData(playerId, entities);
// Add boss entity
const bossState = entities.find(e => e.netId === bossNetId);
if (bossState && !filtered.includes(bossState)) {
filtered.push(bossState);
}
return filtered;
}
// Large-scale game recommended config
aoiConfig: {
cellSize: 200, // Larger grid reduces cell count
defaultViewRange: 800, // Set based on actual view
}
const aoiSystem = networkPlugin.aoiSystem;
if (aoiSystem) {
console.log('AOI enabled:', aoiSystem.enabled);
console.log('Observer count:', aoiSystem.observerCount);
// Get visible entities for specific player
const visible = aoiSystem.getVisibleEntities(playerId);
console.log('Visible entities:', visible.length);
}