Fixes to sending entity updates and entity rpcs within an environment set up for cross host entity migration
Signed-off-by: kberg-amzn <karlberg@amazon.com>
This commit is contained in:
@@ -7,9 +7,16 @@
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*/
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#include <Source/ReplicationWindows/NullReplicationWindow.h>
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#include <Source/AutoGen/Multiplayer.AutoPackets.h>
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namespace Multiplayer
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{
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NullReplicationWindow::NullReplicationWindow(AzNetworking::IConnection* connection)
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: m_connection(connection)
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{
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;
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}
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bool NullReplicationWindow::ReplicationSetUpdateReady()
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{
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return true;
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@@ -36,6 +43,29 @@ namespace Multiplayer
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;
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}
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AzNetworking::PacketId NullReplicationWindow::SendEntityUpdateMessages(NetworkEntityUpdateVector& entityUpdateVector)
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{
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MultiplayerPackets::EntityUpdates entityUpdatePacket;
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entityUpdatePacket.SetHostTimeMs(GetNetworkTime()->GetHostTimeMs());
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entityUpdatePacket.SetHostFrameId(GetNetworkTime()->GetHostFrameId());
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entityUpdatePacket.SetEntityMessages(entityUpdateVector);
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return m_connection->SendUnreliablePacket(entityUpdatePacket);
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}
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void NullReplicationWindow::SendEntityRpcs(NetworkEntityRpcVector& entityRpcVector, bool reliable)
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{
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MultiplayerPackets::EntityRpcs entityRpcsPacket;
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entityRpcsPacket.SetEntityRpcs(entityRpcVector);
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if (reliable)
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{
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m_connection->SendReliablePacket(entityRpcsPacket);
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}
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else
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{
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m_connection->SendUnreliablePacket(entityRpcsPacket);
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}
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}
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void NullReplicationWindow::DebugDraw() const
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{
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// Nothing to draw
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