Merge pull request #2993 from aws-lumberyard-dev/MultiplayerDesyncsAndCorrectionFixes
Multiplayer desyncs and correction fixes
This commit is contained in:
@@ -10,22 +10,9 @@
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namespace AzNetworking
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{
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StringifySerializer::StringifySerializer(char delimeter, bool outputFieldNames, const AZStd::string& seperator)
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: m_delimeter(delimeter)
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, m_outputFieldNames(outputFieldNames)
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, m_separator(seperator)
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const StringifySerializer::ValueMap& StringifySerializer::GetValueMap() const
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{
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;
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}
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const AZStd::string& StringifySerializer::GetString() const
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{
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return m_string;
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}
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const StringifySerializer::StringMap& StringifySerializer::GetValueMap() const
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{
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return m_map;
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return m_valueMap;
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}
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SerializerMode StringifySerializer::GetSerializerMode() const
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@@ -137,22 +124,9 @@ namespace AzNetworking
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template <typename T>
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bool StringifySerializer::ProcessData(const char* name, const T& value)
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{
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// Only add delimeters after we have processed at least one element
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if (!m_string.empty())
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{
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m_string += m_delimeter;
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}
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if (m_outputFieldNames)
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{
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m_string += m_prefix;
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m_string += name;
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m_string += m_separator;
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}
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AZ::CVarFixedString string = AZ::ConsoleTypeHelpers::ValueToString(value);
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m_string += string.c_str();
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m_map[m_prefix + name] = string.c_str();
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const AZStd::string keyString = m_prefix + name;
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AZ::CVarFixedString valueString = AZ::ConsoleTypeHelpers::ValueToString(value);
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m_valueMap[keyString] = valueString.c_str();
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return true;
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}
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}
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@@ -20,17 +20,12 @@ namespace AzNetworking
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{
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public:
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using StringMap = AZStd::map<AZStd::string, AZStd::string>;
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using ValueMap = AZStd::map<AZStd::string, AZStd::string>;
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StringifySerializer(char delimeter = ' ', bool outputFieldNames = true, const AZStd::string& seperator = "=");
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StringifySerializer() = default;
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// GetString
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// After serializing objects, get the serialized values as a single string
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const AZStd::string& GetString() const;
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// GetValueMap
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// After serializing objects, get the serialized values as key value pairs
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const StringMap& GetValueMap() const;
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//! After serializing objects, get the serialized values as a map of key/value pairs.
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const ValueMap& GetValueMap() const;
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// ISerializer interfaces
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SerializerMode GetSerializerMode() const override;
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@@ -62,15 +57,8 @@ namespace AzNetworking
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template <typename T>
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bool ProcessData(const char* name, const T& value);
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private:
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char m_delimeter;
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bool m_outputFieldNames = true;
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StringMap m_map;
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AZStd::string m_string;
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ValueMap m_valueMap;
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AZStd::string m_prefix;
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AZStd::string m_separator;
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AZStd::deque<AZStd::size_t> m_prefixSizeStack;
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};
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}
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+5
-13
@@ -10,11 +10,10 @@
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#include <Source/AutoGen/LocalPredictionPlayerInputComponent.AutoComponent.h>
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#include <Multiplayer/Components/NetBindComponent.h>
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#include <AzNetworking/Serialization/StringifySerializer.h>
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namespace Multiplayer
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{
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using CorrectionEvent = AZ::Event<>;
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class LocalPredictionPlayerInputComponent
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: public LocalPredictionPlayerInputComponentBase
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{
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@@ -41,8 +40,7 @@ namespace Multiplayer
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(
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AzNetworking::IConnection* invokingConnection,
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const Multiplayer::NetworkInputArray& inputArray,
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const AZ::HashValue32& stateHash,
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const AzNetworking::PacketEncodingBuffer& clientState
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const AZ::HashValue32& stateHash
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) override;
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void HandleSendMigrateClientInput
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@@ -58,11 +56,6 @@ namespace Multiplayer
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const AzNetworking::PacketEncodingBuffer& correction
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) override;
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//! Return true if we're currently replaying inputs after a correction.
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//! If this value returns true, effects, audio, and other cosmetic triggers should be suppressed
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//! @return true if we're within correction scope and replaying inputs
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bool IsReplayingInput() const;
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//! Return true if we're currently migrating from one host to another.
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//! @return boolean true if we're currently migrating from one host to another
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bool IsMigrating() const;
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@@ -70,8 +63,6 @@ namespace Multiplayer
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ClientInputId GetLastInputId() const;
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HostFrameId GetInputFrameId(const NetworkInput& input) const;
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void CorrectionEventAddHandle(CorrectionEvent::Handler& handler);
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private:
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void OnMigrateStart(ClientInputId migratedInputId);
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@@ -79,6 +70,9 @@ namespace Multiplayer
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void UpdateAutonomous(AZ::TimeMs deltaTimeMs);
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void UpdateBankedTime(AZ::TimeMs deltaTimeMs);
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using StateHistoryItem = AZStd::unique_ptr<AzNetworking::StringifySerializer>;
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AZStd::map<ClientInputId, StateHistoryItem> m_predictiveStateHistory;
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// Implicitly sorted player input history, back() is the input that corresponds to the latest client input Id
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NetworkInputHistory m_inputHistory;
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@@ -88,7 +82,6 @@ namespace Multiplayer
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AZ::ScheduledEvent m_autonomousUpdateEvent; // Drives autonomous input collection
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AZ::ScheduledEvent m_updateBankedTimeEvent; // Drives authority bank time updates
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CorrectionEvent m_correctionEvent;
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EntityMigrationStartEvent::Handler m_migrateStartHandler;
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EntityMigrationEndEvent::Handler m_migrateEndHandler;
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@@ -104,7 +97,6 @@ namespace Multiplayer
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ClientInputId m_lastMigratedInputId = ClientInputId{ 0 }; // Used to resend inputs that were queued during a migration event
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HostFrameId m_serverMigrateFrameId = InvalidHostFrameId;
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bool m_replayingInput = false; // True if we're replaying inputs under a correction event (use this to suppress effects or audio)
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bool m_allowMigrateClientInput = false; // True if this component was migrated, we will allow the client to send us migrated inputs (one time only)
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};
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}
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@@ -36,6 +36,7 @@ namespace Multiplayer
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using EntityMigrationEndEvent = AZ::Event<>;
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using EntityServerMigrationEvent = AZ::Event<const ConstNetworkEntityHandle&, HostId, AzNetworking::ConnectionId>;
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using EntityPreRenderEvent = AZ::Event<float, float>;
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using EntityCorrectionEvent = AZ::Event<>;
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//! @class NetBindComponent
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//! @brief Component that provides net-binding to a networked entity.
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@@ -87,9 +88,19 @@ namespace Multiplayer
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AzNetworking::ConnectionId GetOwningConnectionId() const;
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void SetAllowAutonomy(bool value);
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MultiplayerComponentInputVector AllocateComponentInputs();
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//! Return true if we're currently processing inputs.
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//! @return true if we're within ProcessInput scope and writing to predictive state
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bool IsProcessingInput() const;
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//! Return true if we're currently replaying inputs after a correction.
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//! If this value returns true, effects, audio, and other cosmetic triggers should be suppressed
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//! @return true if we're within correction scope and replaying inputs
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bool IsReprocessingInput() const;
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void CreateInput(NetworkInput& networkInput, float deltaTime);
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void ProcessInput(NetworkInput& networkInput, float deltaTime);
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void ReprocessInput(NetworkInput& networkInput, float deltaTime);
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bool HandleRpcMessage(AzNetworking::IConnection* invokingConnection, NetEntityRole remoteRole, NetworkEntityRpcMessage& message);
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bool HandlePropertyChangeMessage(AzNetworking::ISerializer& serializer, bool notifyChanges = true);
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@@ -108,6 +119,7 @@ namespace Multiplayer
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void NotifyMigrationEnd();
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void NotifyServerMigration(HostId hostId, AzNetworking::ConnectionId connectionId);
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void NotifyPreRender(float deltaTime, float blendFactor);
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void NotifyCorrection();
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void AddEntityStopEventHandler(EntityStopEvent::Handler& eventHandler);
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void AddEntityDirtiedEventHandler(EntityDirtiedEvent::Handler& eventHandler);
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@@ -116,6 +128,7 @@ namespace Multiplayer
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void AddEntityMigrationEndEventHandler(EntityMigrationEndEvent::Handler& eventHandler);
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void AddEntityServerMigrationEventHandler(EntityServerMigrationEvent::Handler& eventHandler);
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void AddEntityPreRenderEventHandler(EntityPreRenderEvent::Handler& eventHandler);
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void AddEntityCorrectionEventHandler(EntityCorrectionEvent::Handler& handler);
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bool SerializeEntityCorrection(AzNetworking::ISerializer& serializer);
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@@ -165,6 +178,7 @@ namespace Multiplayer
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EntityMigrationEndEvent m_entityMigrationEndEvent;
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EntityServerMigrationEvent m_entityServerMigrationEvent;
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EntityPreRenderEvent m_entityPreRenderEvent;
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EntityCorrectionEvent m_entityCorrectionEvent;
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AZ::Event<> m_onRemove;
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RpcSendEvent::Handler m_handleLocalServerRpcMessageEventHandle;
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AZ::Event<>::Handler m_handleMarkedDirty;
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@@ -177,10 +191,11 @@ namespace Multiplayer
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AzNetworking::ConnectionId m_owningConnectionId = AzNetworking::InvalidConnectionId;
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bool m_isProcessingInput = false;
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bool m_isMigrationDataValid = false;
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bool m_needsToBeStopped = false;
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bool m_allowAutonomy = false; // Set to true for the hosts controlled entity
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bool m_isProcessingInput = false; // Set to true when we are processing input
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bool m_isReprocessingInput = false; // Set to true when we are reprocessing input (during a correction)
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bool m_isMigrationDataValid = false;
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bool m_needsToBeStopped = false;
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bool m_allowAutonomy = false; // Set to true for the hosts controlled entity
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friend class NetworkEntityManager;
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friend class EntityReplicationManager;
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@@ -30,6 +30,7 @@ namespace Multiplayer
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private:
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void OnPreRender(float deltaTime, float blendFactor);
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void OnCorrection();
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void OnRotationChangedEvent(const AZ::Quaternion& rotation);
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void OnTranslationChangedEvent(const AZ::Vector3& translation);
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@@ -47,6 +48,7 @@ namespace Multiplayer
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AZ::Event<uint8_t>::Handler m_resetCountEventHandler;
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EntityPreRenderEvent::Handler m_entityPreRenderEventHandler;
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EntityCorrectionEvent::Handler m_entityCorrectionEventHandler;
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Multiplayer::HostFrameId m_targetHostFrameId = HostFrameId(0);
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};
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@@ -58,6 +58,11 @@ namespace Multiplayer
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//! @return the HostFrameId taking into account the provided rewinding connectionId
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virtual HostFrameId GetHostFrameIdForRewindingConnection(AzNetworking::ConnectionId rewindConnectionId) const = 0;
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//! Forcibly sets the current network time to the provided frameId and game time in milliseconds.
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//! @param frameId the new HostFrameId to use
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//! @param timeMs the new HostTimeMs to use
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virtual void ForceSetTime(HostFrameId frameId, AZ::TimeMs timeMs) = 0;
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//! Alters the current HostFrameId and binds that alteration to the provided ConnectionId.
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//! @param frameId the new HostFrameId to use
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//! @param timeMs the new HostTimeMs to use
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@@ -78,7 +78,7 @@ namespace Multiplayer
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const HostFrameId frameTime = GetCurrentTimeForProperty();
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if (frameTime < m_headTime)
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{
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AZ_Assert(false, "Trying to mutate a rewindable in the past");
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AZ_Assert(false, "Trying to mutate a rewindable value in the past");
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}
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else if (m_headTime < frameTime)
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{
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@@ -643,16 +643,15 @@ bool {{ ClassName }}::Serialize{{ AutoComponentMacros.GetNetPropertiesSetName(Re
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const uint32_t lastBit = static_cast<uint32_t>({{ AutoComponentMacros.GetNetPropertiesQualifiedPropertyDirtyEnum(Component.attrib['Name'], ReplicateFrom, ReplicateTo, Property, 'End') }});
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{% endif %}
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{% if Property.attrib['IsRewindable']|booleanTrue %}
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AzNetworking::FixedSizeBitsetView deltaRecord(replicationRecord.m_{{ LowerFirst(AutoComponentMacros.GetNetPropertiesSetName(ReplicateFrom, ReplicateTo)) }}, firstBit, lastBit - firstBit + 1);
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m_{{ LowerFirst(Property.attrib['Name']) }}.Serialize(serializer, deltaRecord);
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{% else %}
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if (deltaRecord.AnySet())
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{
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{% if Property.attrib['Container'] == 'Vector' %}
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serializer.Serialize<AZStd::fixed_vector<{{ Property.attrib['Type'] }}, {{ Property.attrib['Count'] }}>>(m_{{ LowerFirst(Property.attrib['Name']) }}, "{{ LowerFirst(Property.attrib['Name']) }}");
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serializer.Serialize<AZStd::fixed_vector<{{ Property.attrib['Type'] }}, {{ Property.attrib['Count'] }}>>(m_{{ LowerFirst(Property.attrib['Name']) }}, "{{ LowerFirst(Property.attrib['Name']) }}");
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{% elif Property.attrib['Container'] == 'Array' %}
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serializer.Serialize<AZStd::array<{{ Property.attrib['Type'] }}, {{ Property.attrib['Count'] }}>>(m_{{ LowerFirst(Property.attrib['Name']) }}, "{{ LowerFirst(Property.attrib['Name']) }}");
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serializer.Serialize<AZStd::array<{{ Property.attrib['Type'] }}, {{ Property.attrib['Count'] }}>>(m_{{ LowerFirst(Property.attrib['Name']) }}, "{{ LowerFirst(Property.attrib['Name']) }}");
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{% endif %}
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{% endif %}
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}
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}
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{% else %}
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Multiplayer::SerializeNetworkPropertyHelper
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-1
@@ -22,7 +22,6 @@
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<RemoteProcedure Name="SendClientInput" InvokeFrom="Autonomous" HandleOn="Authority" IsPublic="true" IsReliable="false" GenerateEventBindings="false" Description="Client to server move / input RPC">
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<Param Type="Multiplayer::NetworkInputArray" Name="inputArray" />
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<Param Type="AZ::HashValue32" Name="stateHash" />
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<Param Type="AzNetworking::PacketEncodingBuffer" Name="clientState" Description="This is for debugging desyncs only; release games should not populate this parameter" />
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</RemoteProcedure>
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<RemoteProcedure Name="SendClientInputCorrection" InvokeFrom="Authority" HandleOn="Autonomous" IsPublic="true" IsReliable="false" GenerateEventBindings="false" Description="Autonomous proxy correction RPC">
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@@ -21,28 +21,54 @@ namespace Multiplayer
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AZ_CVAR(AZ::TimeMs, cl_MaxRewindHistoryMs, AZ::TimeMs{ 2000 }, nullptr, AZ::ConsoleFunctorFlags::Null, "Maximum number of milliseconds to keep for server correction rewind and replay");
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#ifndef AZ_RELEASE_BUILD
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AZ_CVAR(float, cl_DebugHackTimeMultiplier, 1.0f, nullptr, AZ::ConsoleFunctorFlags::Null, "Scalar value used to simulate clock hacking cheats for validating bank time system and anticheat");
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AZ_CVAR(bool, cl_EnableDesyncDebugging, false, nullptr, AZ::ConsoleFunctorFlags::Null, "If enabled, debug logs will contain verbose information on detected state desyncs");
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AZ_CVAR(bool, cl_EnableDesyncDebugging, true, nullptr, AZ::ConsoleFunctorFlags::Null, "If enabled, debug logs will contain verbose information on detected state desyncs");
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AZ_CVAR(uint32_t, cl_PredictiveStateHistorySize, 120, nullptr, AZ::ConsoleFunctorFlags::Null, "Controls how many inputs of predictive state should be retained for debugging desyncs");
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#endif
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AZ_CVAR(bool, sv_ForceCorrections, false, nullptr, AZ::ConsoleFunctorFlags::Null, "If enabled, the server will force a correction for every input received for debugging");
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AZ_CVAR(bool, sv_EnableCorrections, true, nullptr, AZ::ConsoleFunctorFlags::Null, "Enables server corrections on autonomous proxy desyncs");
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AZ_CVAR(double, sv_MaxBankTimeWindowSec, 0.2, nullptr, AZ::ConsoleFunctorFlags::Null, "Maximum bank time we allow before we start rejecting autonomous proxy move inputs due to anticheat kicking in");
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AZ_CVAR(double, sv_BankTimeDecay, 0.025, nullptr, AZ::ConsoleFunctorFlags::Null, "Amount to decay bank time by, in case of more permanent shifts in client latency");
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AZ_CVAR(AZ::TimeMs, sv_MinCorrectionTimeMs, AZ::TimeMs{ 100 }, nullptr, AZ::ConsoleFunctorFlags::Null, "Minimum time to wait between sending out corrections in order to avoid flooding corrections on high-latency connections");
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AZ_CVAR(AZ::TimeMs, sv_InputUpdateTimeMs, AZ::TimeMs{ 5 }, nullptr, AZ::ConsoleFunctorFlags::Null, "Minimum time between component updates");
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// Debug helper functions
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AZStd::string GetInputString(NetworkInput& input)
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void PrintCorrectionDifferences(const AzNetworking::StringifySerializer& client, const AzNetworking::StringifySerializer& server)
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{
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AzNetworking::StringifySerializer serializer(',', false);
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input.Serialize(serializer);
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return serializer.GetString();
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const auto& clientMap = client.GetValueMap();
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const auto& serverMap = server.GetValueMap();
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AzNetworking::StringifySerializer::ValueMap differences = clientMap;
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for (auto iter = server.GetValueMap().begin(); iter != server.GetValueMap().end(); ++iter)
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{
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auto serverValueIter = clientMap.find(iter->first);
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if (iter->second == differences[iter->first])
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{
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differences.erase(iter->first);
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}
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}
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if (differences.empty())
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{
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AZLOG_ERROR("The hash mismatched, but no differences were found.")
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}
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for (auto iter = differences.begin(); iter != differences.end(); ++iter)
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{
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auto clientValueIter = clientMap.find(iter->first);
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auto serverValueIter = serverMap.find(iter->first);
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if (clientValueIter == clientMap.end() || serverValueIter == serverMap.end())
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{
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AZLOG_ERROR(" %s (Not found in server and/or client value map!)", iter->first.c_str());
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continue;
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}
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AZLOG_ERROR(" %s Server=%s Client=%s", iter->first.c_str(), serverValueIter->second.c_str(), clientValueIter->second.c_str());
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}
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}
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AZStd::string GetCorrectionDataString(NetBindComponent* netBindComponent)
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inline double ConvertTimeMsToSeconds(AZ::TimeMs value)
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{
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AzNetworking::StringifySerializer serializer(',', false);
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netBindComponent->SerializeEntityCorrection(serializer);
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return serializer.GetString();
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return static_cast<double>(static_cast<AZ::TimeMs>(value)) / 1000.0;
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}
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void LocalPredictionPlayerInputComponent::LocalPredictionPlayerInputComponent::Reflect(AZ::ReflectContext* context)
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@@ -106,8 +132,7 @@ namespace Multiplayer
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(
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AzNetworking::IConnection* invokingConnection,
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const Multiplayer::NetworkInputArray& inputArray,
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const AZ::HashValue32& stateHash,
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[[maybe_unused]] const AzNetworking::PacketEncodingBuffer& clientState
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const AZ::HashValue32& stateHash
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)
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{
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if (invokingConnection == nullptr)
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@@ -131,7 +156,7 @@ namespace Multiplayer
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}
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const AZ::TimeMs currentTimeMs = AZ::GetElapsedTimeMs();
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const double clientInputRateSec = static_cast<double>(static_cast<AZ::TimeMs>(cl_InputRateMs)) / 1000.0;
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const double clientInputRateSec = ConvertTimeMsToSeconds(cl_InputRateMs);
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m_lastInputReceivedTimeMs = currentTimeMs;
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// Keep track of last inputs received, also allows us to update frame ids
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@@ -156,8 +181,8 @@ namespace Multiplayer
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if (m_clientBankedTime < sv_MaxBankTimeWindowSec)
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{
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// Client blends from previous frame to target so here we subtract blend factor to get to that state
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const float blendFactor = AZStd::min(AZStd::max(0.f, input.GetHostBlendFactor()), 1.f);
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const AZ::TimeMs blendMs = AZ::TimeMs(static_cast<float>(static_cast<AZ::TimeMs>(cl_InputRateMs)) * (1.f - blendFactor));
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const float blendFactor = AZStd::min(AZStd::max(0.f, input.GetHostBlendFactor()), 1.0f);
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const AZ::TimeMs blendMs = AZ::TimeMs(static_cast<float>(static_cast<AZ::TimeMs>(cl_InputRateMs)) * (1.0f - blendFactor));
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m_clientBankedTime = AZStd::min(m_clientBankedTime + clientInputRateSec, (double)sv_MaxBankTimeWindowSec); // clamp to boundary
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{
|
||||
ScopedAlterTime scopedTime(input.GetHostFrameId(), input.GetHostTimeMs() - blendMs, input.GetHostBlendFactor(), invokingConnection->GetConnectionId());
|
||||
@@ -179,7 +204,7 @@ namespace Multiplayer
|
||||
}
|
||||
}
|
||||
|
||||
if (sv_EnableCorrections && (currentTimeMs - m_lastCorrectionSentTimeMs > sv_MinCorrectionTimeMs))
|
||||
if (sv_ForceCorrections || (sv_EnableCorrections && (currentTimeMs - m_lastCorrectionSentTimeMs > sv_MinCorrectionTimeMs)))
|
||||
{
|
||||
m_lastCorrectionSentTimeMs = currentTimeMs;
|
||||
|
||||
@@ -213,69 +238,6 @@ namespace Multiplayer
|
||||
|
||||
// Send correction
|
||||
SendClientInputCorrection(GetLastInputId(), correction);
|
||||
|
||||
#ifndef AZ_RELEASE_BUILD
|
||||
AZStd::string clientStateString;
|
||||
AZStd::string serverStateString;
|
||||
if (cl_EnableDesyncDebugging)
|
||||
{
|
||||
// In debug, show which states caused the correction
|
||||
// Write in client state
|
||||
AzNetworking::NetworkOutputSerializer clientStateSerializer(clientState.GetBuffer(), static_cast<uint32_t>(clientState.GetSize()));
|
||||
GetNetBindComponent()->SerializeEntityCorrection(clientStateSerializer);
|
||||
|
||||
// Read out state values
|
||||
AzNetworking::StringifySerializer clientValues;
|
||||
GetNetBindComponent()->SerializeEntityCorrection(clientValues);
|
||||
|
||||
// Restore server state
|
||||
AzNetworking::NetworkOutputSerializer serverStateSerializer(correction.GetBuffer(), static_cast<uint32_t>(correction.GetSize()));
|
||||
GetNetBindComponent()->SerializeEntityCorrection(serverStateSerializer);
|
||||
|
||||
// Read out state values
|
||||
AzNetworking::StringifySerializer serverValues;
|
||||
GetNetBindComponent()->SerializeEntityCorrection(serverValues);
|
||||
|
||||
AZStd::map<AZStd::string, AZStd::pair<AZStd::string, AZStd::string>> mapComparison;
|
||||
|
||||
// put the server value in the first part of the pair
|
||||
for (const auto& pair : serverValues.GetValueMap())
|
||||
{
|
||||
mapComparison[pair.first].first = pair.second;
|
||||
}
|
||||
|
||||
// put the client value in the second part of the pair
|
||||
for (const auto& pair : clientValues.GetValueMap())
|
||||
{
|
||||
mapComparison[pair.first].second = pair.second;
|
||||
}
|
||||
|
||||
bool firstIt = true;
|
||||
for (const auto& mapPair : mapComparison)
|
||||
{
|
||||
if (mapPair.second.first != mapPair.second.second)
|
||||
{
|
||||
if (!firstIt)
|
||||
{
|
||||
clientStateString += ",";
|
||||
serverStateString += ",";
|
||||
}
|
||||
firstIt = false;
|
||||
|
||||
AZStd::string clientValue = mapPair.second.second.empty() ? "<no value>" : mapPair.second.second;
|
||||
AZStd::string serverValue = mapPair.second.first.empty() ? "<no value>" : mapPair.second.first;
|
||||
clientStateString += mapPair.first + "=" + clientValue;
|
||||
serverStateString += mapPair.first + "=" + serverValue;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
clientStateString = "available in debug only";
|
||||
serverStateString = "available in debug only";
|
||||
}
|
||||
AZLOG_ERROR("** Autonomous proxy desync detected! ** clientState=[%s], serverState=[%s]", clientStateString.c_str(), serverStateString.c_str());
|
||||
#endif
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -302,7 +264,7 @@ namespace Multiplayer
|
||||
return;
|
||||
}
|
||||
|
||||
const float clientInputRateSec = static_cast<float>(static_cast<AZ::TimeMs>(cl_InputRateMs)) / 1000.0;
|
||||
const double clientInputRateSec = ConvertTimeMsToSeconds(cl_InputRateMs);
|
||||
|
||||
// Copy array so we can modify input ids
|
||||
NetworkInputMigrationVector inputArrayCopy = inputArray;
|
||||
@@ -317,14 +279,7 @@ namespace Multiplayer
|
||||
ScopedAlterTime scopedTime(input.GetHostFrameId(), input.GetHostTimeMs(), input.GetHostBlendFactor(), invokingConnection->GetConnectionId());
|
||||
GetNetBindComponent()->ProcessInput(input, clientInputRateSec);
|
||||
|
||||
AZLOG
|
||||
(
|
||||
NET_Prediction,
|
||||
"Migrated InputId=%d - i=[%s] o=[%s]",
|
||||
aznumeric_cast<int32_t>(input.GetClientInputId()),
|
||||
GetInputString(input).c_str(),
|
||||
GetCorrectionDataString(GetNetBindComponent()).c_str()
|
||||
);
|
||||
AZLOG(NET_Prediction, "Migrated InputId=%d", aznumeric_cast<int32_t>(input.GetClientInputId()));
|
||||
|
||||
// Don't bother checking for corrections here, the next regular input will trigger any corrections if necessary
|
||||
// Also don't bother with any cheat detection here, because the input array is limited in size and at most and can only be sent once
|
||||
@@ -334,7 +289,7 @@ namespace Multiplayer
|
||||
|
||||
void LocalPredictionPlayerInputComponentController::HandleSendClientInputCorrection
|
||||
(
|
||||
AzNetworking::IConnection* invokingConnection,
|
||||
[[maybe_unused]] AzNetworking::IConnection* invokingConnection,
|
||||
const Multiplayer::ClientInputId& inputId,
|
||||
const AzNetworking::PacketEncodingBuffer& correction
|
||||
)
|
||||
@@ -357,15 +312,26 @@ namespace Multiplayer
|
||||
// Apply the correction
|
||||
AzNetworking::TrackChangedSerializer<AzNetworking::NetworkOutputSerializer> serializer(correction.GetBuffer(), static_cast<uint32_t>(correction.GetSize()));
|
||||
GetNetBindComponent()->SerializeEntityCorrection(serializer);
|
||||
m_correctionEvent.Signal();
|
||||
GetNetBindComponent()->NotifyCorrection();
|
||||
|
||||
AZLOG
|
||||
(
|
||||
NET_Prediction,
|
||||
"Corrected InputId=%d - o=[%s]",
|
||||
aznumeric_cast<int32_t>(m_lastCorrectionInputId),
|
||||
GetCorrectionDataString(GetNetBindComponent()).c_str()
|
||||
);
|
||||
#ifndef AZ_RELEASE_BUILD
|
||||
if (cl_EnableDesyncDebugging)
|
||||
{
|
||||
AZLOG_INFO("** Autonomous Desync - Corrected clientInputId=%d ", aznumeric_cast<int32_t>(inputId));
|
||||
auto iter = m_predictiveStateHistory.find(inputId);
|
||||
if (iter != m_predictiveStateHistory.end())
|
||||
{
|
||||
// Read out state values
|
||||
AzNetworking::StringifySerializer serverValues;
|
||||
GetNetBindComponent()->SerializeEntityCorrection(serverValues);
|
||||
PrintCorrectionDifferences(*iter->second, serverValues);
|
||||
}
|
||||
else
|
||||
{
|
||||
AZLOG_INFO("Received correction that is too old to diff, increase cl_PredictiveStateHistorySize");
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
const uint32_t inputHistorySize = static_cast<uint32_t>(m_inputHistory.Size());
|
||||
const uint32_t historicalDelta = aznumeric_cast<uint32_t>(m_clientInputId - inputId); // Do not replay the move we just corrected, that was already processed by the server
|
||||
@@ -373,46 +339,18 @@ namespace Multiplayer
|
||||
// If this correction is for a move outside our input history window, just start replaying from the oldest move we have available
|
||||
const uint32_t startReplayIndex = (inputHistorySize > historicalDelta) ? (inputHistorySize - historicalDelta) : 0;
|
||||
|
||||
// Flag that we are replaying inputs
|
||||
struct ScopedReplayingInput
|
||||
{
|
||||
ScopedReplayingInput(LocalPredictionPlayerInputComponentController* instance)
|
||||
: m_instance(instance)
|
||||
{
|
||||
m_instance->m_replayingInput = true;
|
||||
}
|
||||
~ScopedReplayingInput()
|
||||
{
|
||||
m_instance->m_replayingInput = false;
|
||||
}
|
||||
LocalPredictionPlayerInputComponentController* m_instance;
|
||||
};
|
||||
ScopedReplayingInput markReplayingInput(this);
|
||||
|
||||
const float clientInputRateSec = static_cast<float>(static_cast<AZ::TimeMs>(cl_InputRateMs)) / 1000.0;
|
||||
const double clientInputRateSec = ConvertTimeMsToSeconds(cl_InputRateMs);
|
||||
for (uint32_t replayIndex = startReplayIndex; replayIndex < inputHistorySize; ++replayIndex)
|
||||
{
|
||||
// Reprocess the input for this frame
|
||||
NetworkInput& input = m_inputHistory[replayIndex];
|
||||
ScopedAlterTime scopedTime(input.GetHostFrameId(), input.GetHostTimeMs(), input.GetHostBlendFactor(), invokingConnection->GetConnectionId());
|
||||
GetNetBindComponent()->ProcessInput(input, clientInputRateSec);
|
||||
GetNetBindComponent()->ReprocessInput(input, clientInputRateSec);
|
||||
|
||||
AZLOG
|
||||
(
|
||||
NET_Prediction,
|
||||
"Replayed InputId=%d - i=[%s] o=[%s]",
|
||||
aznumeric_cast<int32_t>(input.GetClientInputId()),
|
||||
GetInputString(input).c_str(),
|
||||
GetCorrectionDataString(GetNetBindComponent()).c_str()
|
||||
);
|
||||
AZLOG(NET_Prediction, "Replayed InputId=%d", aznumeric_cast<int32_t>(input.GetClientInputId()));
|
||||
}
|
||||
}
|
||||
|
||||
bool LocalPredictionPlayerInputComponentController::IsReplayingInput() const
|
||||
{
|
||||
return m_replayingInput;
|
||||
}
|
||||
|
||||
bool LocalPredictionPlayerInputComponentController::IsMigrating() const
|
||||
{
|
||||
return m_lastMigratedInputId != ClientInputId{ 0 };
|
||||
@@ -432,11 +370,6 @@ namespace Multiplayer
|
||||
return (input.GetHostFrameId() == InvalidHostFrameId) ? m_serverMigrateFrameId : input.GetHostFrameId();
|
||||
}
|
||||
|
||||
void LocalPredictionPlayerInputComponentController::CorrectionEventAddHandle(CorrectionEvent::Handler& handler)
|
||||
{
|
||||
handler.Connect(m_correctionEvent);
|
||||
}
|
||||
|
||||
void LocalPredictionPlayerInputComponentController::OnMigrateStart(ClientInputId migratedInputId)
|
||||
{
|
||||
m_lastMigratedInputId = migratedInputId;
|
||||
@@ -477,9 +410,9 @@ namespace Multiplayer
|
||||
|
||||
void LocalPredictionPlayerInputComponentController::UpdateAutonomous(AZ::TimeMs deltaTimeMs)
|
||||
{
|
||||
const double deltaTime = static_cast<double>(deltaTimeMs) / 1000.0;
|
||||
const double inputRate = static_cast<double>(static_cast<AZ::TimeMs>(cl_InputRateMs)) / 1000.0;
|
||||
const double maxRewindHistory = static_cast<double>(static_cast<AZ::TimeMs>(cl_MaxRewindHistoryMs)) / 1000.0;
|
||||
const double deltaTime = ConvertTimeMsToSeconds(deltaTimeMs);
|
||||
const double clientInputRateSec = ConvertTimeMsToSeconds(cl_InputRateMs);
|
||||
const double maxRewindHistory = ConvertTimeMsToSeconds(cl_MaxRewindHistoryMs);
|
||||
|
||||
#ifndef AZ_RELEASE_BUILD
|
||||
m_moveAccumulator += deltaTime * cl_DebugHackTimeMultiplier;
|
||||
@@ -487,13 +420,13 @@ namespace Multiplayer
|
||||
m_moveAccumulator += deltaTime;
|
||||
#endif
|
||||
|
||||
const uint32_t maxClientInputs = inputRate > 0.0 ? static_cast<uint32_t>(maxRewindHistory / inputRate) : 0;
|
||||
const uint32_t maxClientInputs = clientInputRateSec > 0.0 ? static_cast<uint32_t>(maxRewindHistory / clientInputRateSec) : 0;
|
||||
|
||||
IMultiplayer* multiplayer = GetMultiplayer();
|
||||
INetworkTime* networkTime = GetNetworkTime();
|
||||
while (m_moveAccumulator >= inputRate)
|
||||
while (m_moveAccumulator >= clientInputRateSec)
|
||||
{
|
||||
m_moveAccumulator -= inputRate;
|
||||
m_moveAccumulator -= clientInputRateSec;
|
||||
++m_clientInputId;
|
||||
|
||||
NetworkInputArray inputArray(GetEntityHandle());
|
||||
@@ -505,35 +438,17 @@ namespace Multiplayer
|
||||
input.SetHostBlendFactor(multiplayer->GetCurrentBlendFactor());
|
||||
|
||||
// Allow components to form the input for this frame
|
||||
GetNetBindComponent()->CreateInput(input, inputRate);
|
||||
GetNetBindComponent()->CreateInput(input, clientInputRateSec);
|
||||
|
||||
// Process the input for this frame
|
||||
GetNetBindComponent()->ProcessInput(input, inputRate);
|
||||
GetNetBindComponent()->ProcessInput(input, clientInputRateSec);
|
||||
|
||||
AZLOG
|
||||
(
|
||||
NET_Prediction,
|
||||
"Processed InutId=%d - i=[%s] o=[%s]",
|
||||
aznumeric_cast<int32_t>(m_clientInputId),
|
||||
GetInputString(input).c_str(),
|
||||
GetCorrectionDataString(GetNetBindComponent()).c_str()
|
||||
);
|
||||
AZLOG(NET_Prediction, "Processed InputId=%d", aznumeric_cast<int32_t>(m_clientInputId));
|
||||
|
||||
// Generate a hash based on the current client predicted states
|
||||
AzNetworking::HashSerializer hashSerializer;
|
||||
GetNetBindComponent()->SerializeEntityCorrection(hashSerializer);
|
||||
|
||||
// In debug, send the entire client output state to the server to make it easier to debug desync issues
|
||||
AzNetworking::PacketEncodingBuffer processInputResult;
|
||||
#ifndef AZ_RELEASE_BUILD
|
||||
if (cl_EnableDesyncDebugging)
|
||||
{
|
||||
AzNetworking::NetworkInputSerializer processInputResultSerializer(processInputResult.GetBuffer(), static_cast<uint32_t>(processInputResult.GetCapacity()));
|
||||
GetNetBindComponent()->SerializeEntityCorrection(processInputResultSerializer);
|
||||
processInputResult.Resize(processInputResultSerializer.GetSize());
|
||||
}
|
||||
#endif
|
||||
|
||||
// Save this input and discard move history outside our client rewind window
|
||||
m_inputHistory.PushBack(input);
|
||||
while (m_inputHistory.Size() > maxClientInputs)
|
||||
@@ -552,10 +467,23 @@ namespace Multiplayer
|
||||
inputArray[i] = m_inputHistory[historyIndex];
|
||||
}
|
||||
|
||||
#ifndef AZ_RELEASE_BUILD
|
||||
if (cl_EnableDesyncDebugging)
|
||||
{
|
||||
StateHistoryItem inputHistory = AZStd::make_unique<AzNetworking::StringifySerializer>();
|
||||
while (m_predictiveStateHistory.size() > cl_PredictiveStateHistorySize)
|
||||
{
|
||||
m_predictiveStateHistory.erase(m_predictiveStateHistory.begin());
|
||||
}
|
||||
GetNetBindComponent()->SerializeEntityCorrection(*inputHistory);
|
||||
m_predictiveStateHistory.emplace(m_clientInputId, AZStd::move(inputHistory));
|
||||
}
|
||||
#endif
|
||||
|
||||
// Send the input to server (only when we are not migrating)
|
||||
if (!IsMigrating())
|
||||
{
|
||||
SendClientInput(inputArray, hashSerializer.GetHash(), processInputResult);
|
||||
SendClientInput(inputArray, hashSerializer.GetHash());
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -563,7 +491,7 @@ namespace Multiplayer
|
||||
void LocalPredictionPlayerInputComponentController::UpdateBankedTime(AZ::TimeMs deltaTimeMs)
|
||||
{
|
||||
const double deltaTime = static_cast<double>(deltaTimeMs) / 1000.0;
|
||||
const double inputRate = static_cast<double>(static_cast<AZ::TimeMs>(cl_InputRateMs)) / 1000.0;
|
||||
const double clientInputRateSec = static_cast<double>(static_cast<AZ::TimeMs>(cl_InputRateMs)) / 1000.0;
|
||||
const double maxRewindHistory = static_cast<double>(static_cast<AZ::TimeMs>(cl_MaxRewindHistoryMs)) / 1000.0;
|
||||
|
||||
// Update banked time accumulator
|
||||
@@ -577,18 +505,11 @@ namespace Multiplayer
|
||||
|
||||
NetworkInput& input = m_lastInputReceived[0];
|
||||
{
|
||||
ScopedAlterTime scopedTime(input.GetHostFrameId(), input.GetHostTimeMs(), DefaultBlendFactor, AzNetworking::InvalidConnectionId);
|
||||
GetNetBindComponent()->ProcessInput(input, inputRate);
|
||||
ScopedAlterTime scopedTime(input.GetHostFrameId(), input.GetHostTimeMs(), DefaultBlendFactor, GetNetBindComponent()->GetOwningConnectionId());
|
||||
GetNetBindComponent()->ProcessInput(input, clientInputRateSec);
|
||||
}
|
||||
|
||||
AZLOG
|
||||
(
|
||||
NET_Prediction,
|
||||
"Forced InputId=%d - i=[%s] o=[%s]",
|
||||
aznumeric_cast<int32_t>(input.GetClientInputId()),
|
||||
GetInputString(input).c_str(),
|
||||
GetCorrectionDataString(GetNetBindComponent()).c_str()
|
||||
);
|
||||
AZLOG(NET_Prediction, "Forced InputId=%d", aznumeric_cast<int32_t>(input.GetClientInputId()));
|
||||
}
|
||||
|
||||
// Decay our bank time window, in case the remote endpoint has suffered a more persistent shift in latency, this should cause the client to eventually recover
|
||||
|
||||
@@ -267,10 +267,15 @@ namespace Multiplayer
|
||||
return m_isProcessingInput;
|
||||
}
|
||||
|
||||
bool NetBindComponent::IsReprocessingInput() const
|
||||
{
|
||||
return m_isReprocessingInput;
|
||||
}
|
||||
|
||||
void NetBindComponent::CreateInput(NetworkInput& networkInput, float deltaTime)
|
||||
{
|
||||
// Only autonomous or authority runs this logic
|
||||
AZ_Assert(m_netEntityRole == NetEntityRole::Autonomous || m_netEntityRole == NetEntityRole::Authority, "Incorrect network role for input creation");
|
||||
// Only autonomous runs this logic
|
||||
AZ_Assert(IsNetEntityRoleAutonomous(), "Incorrect network role for input creation");
|
||||
for (MultiplayerComponent* multiplayerComponent : m_multiplayerInputComponentVector)
|
||||
{
|
||||
multiplayerComponent->GetController()->CreateInput(networkInput, deltaTime);
|
||||
@@ -279,12 +284,21 @@ namespace Multiplayer
|
||||
|
||||
void NetBindComponent::ProcessInput(NetworkInput& networkInput, float deltaTime)
|
||||
{
|
||||
m_isProcessingInput = true;
|
||||
// Only autonomous and authority runs this logic
|
||||
AZ_Assert((NetworkRoleHasController(m_netEntityRole)), "Incorrect network role for input processing");
|
||||
for (MultiplayerComponent* multiplayerComponent : m_multiplayerInputComponentVector)
|
||||
{
|
||||
multiplayerComponent->GetController()->ProcessInput(networkInput, deltaTime);
|
||||
}
|
||||
m_isProcessingInput = false;
|
||||
}
|
||||
|
||||
void NetBindComponent::ReprocessInput(NetworkInput& networkInput, float deltaTime)
|
||||
{
|
||||
m_isReprocessingInput = true;
|
||||
ProcessInput(networkInput, deltaTime);
|
||||
m_isReprocessingInput = false;
|
||||
}
|
||||
|
||||
bool NetBindComponent::HandleRpcMessage(AzNetworking::IConnection* invokingConnection, NetEntityRole remoteRole, NetworkEntityRpcMessage& message)
|
||||
@@ -394,6 +408,11 @@ namespace Multiplayer
|
||||
m_entityPreRenderEvent.Signal(deltaTime, blendFactor);
|
||||
}
|
||||
|
||||
void NetBindComponent::NotifyCorrection()
|
||||
{
|
||||
m_entityCorrectionEvent.Signal();
|
||||
}
|
||||
|
||||
void NetBindComponent::AddEntityStopEventHandler(EntityStopEvent::Handler& eventHandler)
|
||||
{
|
||||
eventHandler.Connect(m_entityStopEvent);
|
||||
@@ -429,6 +448,11 @@ namespace Multiplayer
|
||||
eventHandler.Connect(m_entityPreRenderEvent);
|
||||
}
|
||||
|
||||
void NetBindComponent::AddEntityCorrectionEventHandler(EntityCorrectionEvent::Handler& eventHandler)
|
||||
{
|
||||
eventHandler.Connect(m_entityCorrectionEvent);
|
||||
}
|
||||
|
||||
bool NetBindComponent::SerializeEntityCorrection(AzNetworking::ISerializer& serializer)
|
||||
{
|
||||
m_predictableRecord.ResetConsumedBits();
|
||||
@@ -656,6 +680,7 @@ namespace Multiplayer
|
||||
MultiplayerComponent* multiplayerComponent = azrtti_cast<MultiplayerComponent*>(component);
|
||||
if (multiplayerComponent != nullptr)
|
||||
{
|
||||
multiplayerComponent->SetOwningConnectionId(m_owningConnectionId);
|
||||
m_multiplayerInputComponentVector.push_back(multiplayerComponent);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -31,6 +31,7 @@ namespace Multiplayer
|
||||
, m_scaleEventHandler([this](float scale) { OnScaleChangedEvent(scale); })
|
||||
, m_resetCountEventHandler([this](const uint8_t&) { OnResetCountChangedEvent(); })
|
||||
, m_entityPreRenderEventHandler([this](float deltaTime, float blendFactor) { OnPreRender(deltaTime, blendFactor); })
|
||||
, m_entityCorrectionEventHandler([this]() { OnCorrection(); })
|
||||
{
|
||||
;
|
||||
}
|
||||
@@ -47,6 +48,7 @@ namespace Multiplayer
|
||||
ScaleAddEvent(m_scaleEventHandler);
|
||||
ResetCountAddEvent(m_resetCountEventHandler);
|
||||
GetNetBindComponent()->AddEntityPreRenderEventHandler(m_entityPreRenderEventHandler);
|
||||
GetNetBindComponent()->AddEntityCorrectionEventHandler(m_entityCorrectionEventHandler);
|
||||
|
||||
// When coming into relevance, reset all blending factors so we don't interpolate to our start position
|
||||
OnResetCountChangedEvent();
|
||||
@@ -119,6 +121,18 @@ namespace Multiplayer
|
||||
}
|
||||
}
|
||||
|
||||
void NetworkTransformComponent::OnCorrection()
|
||||
{
|
||||
// Snap to latest
|
||||
OnResetCountChangedEvent();
|
||||
|
||||
// Hard set the entities transform
|
||||
if (!GetTransformComponent()->GetWorldTM().IsClose(m_targetTransform))
|
||||
{
|
||||
GetTransformComponent()->SetWorldTM(m_targetTransform);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
NetworkTransformComponentController::NetworkTransformComponentController(NetworkTransformComponent& parent)
|
||||
: NetworkTransformComponentControllerBase(parent)
|
||||
|
||||
@@ -554,7 +554,7 @@ namespace Multiplayer
|
||||
m_tickFactor = 0.0f;
|
||||
m_lastReplicatedHostTimeMs = packet.GetHostTimeMs();
|
||||
m_lastReplicatedHostFrameId = packet.GetHostFrameId();
|
||||
m_networkTime.AlterTime(m_lastReplicatedHostFrameId, m_lastReplicatedHostTimeMs, AzNetworking::InvalidConnectionId);
|
||||
m_networkTime.ForceSetTime(m_lastReplicatedHostFrameId, m_lastReplicatedHostTimeMs);
|
||||
}
|
||||
|
||||
for (AZStd::size_t i = 0; i < packet.GetEntityMessages().size(); ++i)
|
||||
@@ -861,7 +861,7 @@ namespace Multiplayer
|
||||
{
|
||||
m_tickFactor += deltaTime / serverRateSeconds;
|
||||
// Linear close to the origin, but asymptote at y = 1
|
||||
m_renderBlendFactor = AZStd::clamp(1.0f - (std::pow(cl_renderTickBlendBase, m_tickFactor)), 0.0f, 1.0f);
|
||||
m_renderBlendFactor = AZStd::clamp(1.0f - (std::pow(cl_renderTickBlendBase, m_tickFactor)), 0.0f, m_tickFactor);
|
||||
AZLOG
|
||||
(
|
||||
NET_Blending,
|
||||
|
||||
+11
-3
@@ -524,6 +524,7 @@ namespace Multiplayer
|
||||
|
||||
bool EntityReplicationManager::HandlePropertyChangeMessage
|
||||
(
|
||||
AzNetworking::IConnection* invokingConnection,
|
||||
EntityReplicator* entityReplicator,
|
||||
AzNetworking::PacketId packetId,
|
||||
NetEntityId netEntityId,
|
||||
@@ -558,6 +559,12 @@ namespace Multiplayer
|
||||
NetBindComponent* netBindComponent = replicatorEntity.GetNetBindComponent();
|
||||
AZ_Assert(netBindComponent != nullptr, "No NetBindComponent");
|
||||
|
||||
if (createEntity)
|
||||
{
|
||||
// Always set our invoking connectionId for any newly created entities, since this connection now 'owns' them from a rewind perspective
|
||||
netBindComponent->SetOwningConnectionId(invokingConnection->GetConnectionId());
|
||||
}
|
||||
|
||||
const bool changeNetworkRole = (netBindComponent->GetNetEntityRole() != localNetworkRole);
|
||||
if (changeNetworkRole)
|
||||
{
|
||||
@@ -744,7 +751,7 @@ namespace Multiplayer
|
||||
|
||||
bool EntityReplicationManager::HandleEntityUpdateMessage
|
||||
(
|
||||
[[maybe_unused]] AzNetworking::IConnection* invokingConnection,
|
||||
AzNetworking::IConnection* invokingConnection,
|
||||
const AzNetworking::IPacketHeader& packetHeader,
|
||||
const NetworkEntityUpdateMessage& updateMessage
|
||||
)
|
||||
@@ -794,7 +801,7 @@ namespace Multiplayer
|
||||
}
|
||||
|
||||
// This may implicitly create a replicator for us
|
||||
bool handled = HandlePropertyChangeMessage(entityReplicator, packetHeader.GetPacketId(), updateMessage.GetEntityId(), updateMessage.GetNetworkRole(), outputSerializer, prefabEntityId);
|
||||
bool handled = HandlePropertyChangeMessage(invokingConnection, entityReplicator, packetHeader.GetPacketId(), updateMessage.GetEntityId(), updateMessage.GetNetworkRole(), outputSerializer, prefabEntityId);
|
||||
AZ_Assert(handled, "Failed to handle NetworkEntityUpdateMessage message");
|
||||
|
||||
return handled;
|
||||
@@ -1121,7 +1128,7 @@ namespace Multiplayer
|
||||
}
|
||||
}
|
||||
|
||||
bool EntityReplicationManager::HandleEntityMigration([[maybe_unused]] AzNetworking::IConnection* invokingConnection, EntityMigrationMessage& message)
|
||||
bool EntityReplicationManager::HandleEntityMigration(AzNetworking::IConnection* invokingConnection, EntityMigrationMessage& message)
|
||||
{
|
||||
EntityReplicator* replicator = GetEntityReplicator(message.m_entityId);
|
||||
{
|
||||
@@ -1130,6 +1137,7 @@ namespace Multiplayer
|
||||
AzNetworking::TrackChangedSerializer<AzNetworking::NetworkOutputSerializer> outputSerializer(message.m_propertyUpdateData.GetBuffer(), static_cast<uint32_t>(message.m_propertyUpdateData.GetSize()));
|
||||
if (!HandlePropertyChangeMessage
|
||||
(
|
||||
invokingConnection,
|
||||
replicator,
|
||||
AzNetworking::InvalidPacketId,
|
||||
message.m_entityId,
|
||||
|
||||
+1
@@ -136,6 +136,7 @@ namespace Multiplayer
|
||||
|
||||
bool HandlePropertyChangeMessage
|
||||
(
|
||||
AzNetworking::IConnection* invokingConnection,
|
||||
EntityReplicator* entityReplicator,
|
||||
AzNetworking::PacketId packetId,
|
||||
NetEntityId netEntityId,
|
||||
|
||||
@@ -70,6 +70,15 @@ namespace Multiplayer
|
||||
return (IsTimeRewound() && (rewindConnectionId == m_rewindingConnectionId)) ? m_unalteredFrameId : m_hostFrameId;
|
||||
}
|
||||
|
||||
void NetworkTime::ForceSetTime(HostFrameId frameId, AZ::TimeMs timeMs)
|
||||
{
|
||||
AZ_Assert(!IsTimeRewound(), "Forcibly setting network time is unsupported under a rewound time scope");
|
||||
m_unalteredFrameId = frameId;
|
||||
m_hostFrameId = frameId;
|
||||
m_hostTimeMs = timeMs;
|
||||
m_rewindingConnectionId = AzNetworking::InvalidConnectionId;
|
||||
}
|
||||
|
||||
void NetworkTime::AlterTime(HostFrameId frameId, AZ::TimeMs timeMs, AzNetworking::ConnectionId rewindConnectionId)
|
||||
{
|
||||
m_hostFrameId = frameId;
|
||||
|
||||
@@ -33,6 +33,7 @@ namespace Multiplayer
|
||||
float GetHostBlendFactor() const override;
|
||||
AzNetworking::ConnectionId GetRewindingConnectionId() const override;
|
||||
HostFrameId GetHostFrameIdForRewindingConnection(AzNetworking::ConnectionId rewindConnectionId) const override;
|
||||
void ForceSetTime(HostFrameId frameId, AZ::TimeMs timeMs) override;
|
||||
void AlterTime(HostFrameId frameId, AZ::TimeMs timeMs, AzNetworking::ConnectionId rewindConnectionId) override;
|
||||
void AlterBlendFactor(float blendFactor) override;
|
||||
void SyncEntitiesToRewindState(const AZ::Aabb& rewindVolume) override;
|
||||
|
||||
Reference in New Issue
Block a user