Merge remote-tracking branch 'origin' into MultiplayerComponents

This commit is contained in:
karlberg
2021-06-02 14:57:00 -07:00
640 changed files with 17532 additions and 12712 deletions
@@ -469,19 +469,16 @@ namespace Multiplayer
m_connAcquiredEvent.Signal(datum);
}
// Hosts will spawn a new default player prefab for the user that just connected
if (GetAgentType() == MultiplayerAgentType::ClientServer
|| GetAgentType() == MultiplayerAgentType::DedicatedServer)
{
PrefabEntityId playerPrefabEntityId(AZ::Name(static_cast<AZ::CVarFixedString>(sv_defaultPlayerSpawnAsset).c_str()), 1);
INetworkEntityManager::EntityList entityList = m_networkEntityManager.CreateEntitiesImmediate(playerPrefabEntityId, NetEntityRole::Authority, AZ::Transform::CreateIdentity());
NetworkEntityHandle controlledEntity;
if (entityList.size() > 0)
NetworkEntityHandle controlledEntity = SpawnDefaultPlayerPrefab();
if (controlledEntity.Exists())
{
controlledEntity = entityList[0];
controlledEntity.GetNetBindComponent()->SetOwningConnectionId(connection->GetConnectionId());
}
if (connection->GetUserData() == nullptr) // Only add user data if the connect event handler has not already done so
{
connection->SetUserData(new ServerToClientConnectionData(connection, *this, controlledEntity));
@@ -553,6 +550,17 @@ namespace Multiplayer
}
}
m_agentType = multiplayerType;
// Spawn the default player for this host since the host is also a player (not a dedicated server)
if (m_agentType == MultiplayerAgentType::ClientServer)
{
NetworkEntityHandle controlledEntity = SpawnDefaultPlayerPrefab();
if (NetBindComponent* controlledEntityNetBindComponent = controlledEntity.GetNetBindComponent())
{
controlledEntityNetBindComponent->SetAllowAutonomy(true);
}
}
AZLOG_INFO("Multiplayer operating in %s mode", GetEnumString(m_agentType));
}
@@ -728,6 +736,19 @@ namespace Multiplayer
}
}
NetworkEntityHandle MultiplayerSystemComponent::SpawnDefaultPlayerPrefab()
{
PrefabEntityId playerPrefabEntityId(AZ::Name(static_cast<AZ::CVarFixedString>(sv_defaultPlayerSpawnAsset).c_str()), 1);
INetworkEntityManager::EntityList entityList = m_networkEntityManager.CreateEntitiesImmediate(playerPrefabEntityId, NetEntityRole::Authority, AZ::Transform::CreateIdentity());
NetworkEntityHandle controlledEntity;
if (entityList.size() > 0)
{
controlledEntity = entityList[0];
}
return controlledEntity;
}
void host([[maybe_unused]] const AZ::ConsoleCommandContainer& arguments)
{
Multiplayer::MultiplayerAgentType serverType = sv_isDedicated ? MultiplayerAgentType::DedicatedServer : MultiplayerAgentType::ClientServer;