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:
kberg-amzn
2021-09-28 19:25:04 -07:00
parent 0a829f9661
commit 02bc89cd92
21 changed files with 185 additions and 134 deletions
@@ -7,9 +7,16 @@
*/
#include <Source/ReplicationWindows/NullReplicationWindow.h>
#include <Source/AutoGen/Multiplayer.AutoPackets.h>
namespace Multiplayer
{
NullReplicationWindow::NullReplicationWindow(AzNetworking::IConnection* connection)
: m_connection(connection)
{
;
}
bool NullReplicationWindow::ReplicationSetUpdateReady()
{
return true;
@@ -36,6 +43,29 @@ namespace Multiplayer
;
}
AzNetworking::PacketId NullReplicationWindow::SendEntityUpdateMessages(NetworkEntityUpdateVector& entityUpdateVector)
{
MultiplayerPackets::EntityUpdates entityUpdatePacket;
entityUpdatePacket.SetHostTimeMs(GetNetworkTime()->GetHostTimeMs());
entityUpdatePacket.SetHostFrameId(GetNetworkTime()->GetHostFrameId());
entityUpdatePacket.SetEntityMessages(entityUpdateVector);
return m_connection->SendUnreliablePacket(entityUpdatePacket);
}
void NullReplicationWindow::SendEntityRpcs(NetworkEntityRpcVector& entityRpcVector, bool reliable)
{
MultiplayerPackets::EntityRpcs entityRpcsPacket;
entityRpcsPacket.SetEntityRpcs(entityRpcVector);
if (reliable)
{
m_connection->SendReliablePacket(entityRpcsPacket);
}
else
{
m_connection->SendUnreliablePacket(entityRpcsPacket);
}
}
void NullReplicationWindow::DebugDraw() const
{
// Nothing to draw