Integrating github/staging through commit ab87ed9

This commit is contained in:
alexpete
2021-04-09 11:27:37 -07:00
parent ae62a97894
commit 1044dc3da1
1582 changed files with 29374 additions and 519051 deletions
@@ -67,6 +67,8 @@ namespace Multiplayer
void ServerToClientConnectionData::Update(AZ::TimeMs serverGameTimeMs)
{
m_entityReplicationManager.ActivatePendingEntities();
if (CanSendUpdates())
{
NetBindComponent* netBindComponent = m_controlledEntity.GetNetBindComponent();
@@ -1,90 +0,0 @@
/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
#include <Source/ConnectionData/ServerToServerConnectionData.h>
namespace Multiplayer
{
AZ_CVAR(AZ::TimeMs, sv_DefaultNetworkEntityActivationTimeSliceMs, AZ::TimeMs{ 0 }, nullptr, AZ::ConsoleFunctorFlags::Null, "Max Ms to use to activate entities coming from the network, 0 means instantiate everything");
AZ_CVAR(AZ::TimeMs, sv_ServerToServerReconnectDelayMs, AZ::TimeMs{ 1000 }, nullptr, AZ::ConsoleFunctorFlags::Null, "Number of milliseconds for delaying reconnecting that is based on sv_ServerNonceTimeoutMs");
AZ_CVAR(uint32_t, sv_ServerMaxRemoteEntitiesPendingCreationCount, 512, nullptr, AZ::ConsoleFunctorFlags::Null, "Maximum number of entities that we have sent to the remote server, but have not had a confirmation back from the remote server");
ServerToServerConnectionData::ServerToServerConnectionData
(
AzNetworking::IConnection* connection,
AzNetworking::IConnectionListener& connectionListener,
const AzNetworking::IpAddress& serverAddress
)
: m_connection(connection)
, m_serverAddress(serverAddress)
, m_entityReplicationManager(*connection, connectionListener, EntityReplicationManager::Mode::LocalServerToRemoteServer)
, m_connectEvent([this]() { OnConnectTimeout(); }, AZ::Name("Server to server connection timeout event"))
{
m_entityReplicationManager.SetRemoteHostId(InvalidHostId);// serverAddrInfo.GetServerAddrInfo().GetShardId());
m_entityReplicationManager.SetEntityActivationTimeSliceMs(sv_DefaultNetworkEntityActivationTimeSliceMs);
m_entityReplicationManager.SetMaxRemoteEntitiesPendingCreationCount(sv_ServerMaxRemoteEntitiesPendingCreationCount);
if (connection->GetConnectionRole() == AzNetworking::ConnectionRole::Connector)
{
m_connectEvent.Enqueue(sv_ServerToServerReconnectDelayMs);
}
}
ServerToServerConnectionData::~ServerToServerConnectionData()
{
m_entityReplicationManager.Clear(false);
}
ConnectionDataType ServerToServerConnectionData::GetConnectionDataType() const
{
return ConnectionDataType::ServerToServer;
}
AzNetworking::IConnection* ServerToServerConnectionData::GetConnection() const
{
return m_connection;
}
EntityReplicationManager& ServerToServerConnectionData::GetReplicationManager()
{
return m_entityReplicationManager;
}
void ServerToServerConnectionData::Update(AZ::TimeMs serverGameTimeMs)
{
if (IsReady())
{
m_entityReplicationManager.SendUpdates(serverGameTimeMs);
}
}
HostId ServerToServerConnectionData::GetHostId() const
{
return InvalidHostId; // GetServerToServerAddrInfo().GetServerAddrInfo().GetShardId();
}
void ServerToServerConnectionData::OnConnectTimeout()
{
AZ_Assert(m_connection->GetConnectionRole() == AzNetworking::ConnectionRole::Connector, "Timeout should only be queued for connectors");
if (m_connection->GetConnectionState() == AzNetworking::ConnectionState::Connecting)
{
//NovaGameHubServer::RequestNewNoncesToReconnect::Request request;
//request.SetReconnectingServerShardId(GetShardId());
//gNovaGame->GetNovaServiceAgent().DispatchRequest(request, 0, &gNovaGame->GetNovaServiceAgent());
//AZLOG(Debug_UdpServerConnect, "Sent RequestNewNoncesToReconnect shardId:%u", static_cast<uint32_t>(GetShardId()));
//
//// Requeue in case we need to request additional nonces
//m_ConnectTimedEvent.Enqueue(TimeMs(sv_ServerToServerReconnectDelayMs + sv_ServerNonceTimeoutMs));
}
}
}
@@ -1,68 +0,0 @@
/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
#pragma once
#include <Source/ConnectionData/IConnectionData.h>
#include <Source/NetworkEntity/INetworkEntityManager.h>
#include <Source/NetworkEntity/EntityReplication/EntityReplicationManager.h>
namespace Multiplayer
{
class ServerToServerConnectionData
: public IConnectionData
{
public:
//! Constructor
//! @param connection connection to other server
//! @param connectionListener the connection listener interface for handling packets
//! @param serverAddress the address for the remote server
ServerToServerConnectionData
(
AzNetworking::IConnection* connection,
AzNetworking::IConnectionListener& connectionListener,
const AzNetworking::IpAddress& serverAddress
);
~ServerToServerConnectionData() override;
//! IConnectionData interface
//! @{
ConnectionDataType GetConnectionDataType() const override;
AzNetworking::IConnection* GetConnection() const override;
EntityReplicationManager& GetReplicationManager() override;
void Update(AZ::TimeMs serverGameTimeMs) override;
//! @}
const AzNetworking::IpAddress& GetServerAddress() const;
bool IsReady();
void SetIsReady(bool isReady);
//! Get my server shard Id
//! @return return shard Id
HostId GetHostId() const;
private:
void OnConnectTimeout();
AzNetworking::IpAddress m_serverAddress;
AzNetworking::IConnection* m_connection = nullptr;
EntityReplicationManager m_entityReplicationManager;
AZ::ScheduledEvent m_connectEvent; //< Connection timeout handler
bool m_isReady = false;
AZ_DISABLE_COPY_MOVE(ServerToServerConnectionData);
};
}
#include <Source/ConnectionData/ServerToServerConnectionData.inl>
@@ -1,29 +0,0 @@
/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
namespace Multiplayer
{
inline const AzNetworking::IpAddress& ServerToServerConnectionData::GetServerAddress() const
{
return m_serverAddress;
}
inline bool ServerToServerConnectionData::IsReady()
{
return m_isReady;
}
inline void ServerToServerConnectionData::SetIsReady(bool isReady)
{
m_isReady = isReady;
}
}