Merge latest to mp_handshake_conndata

Signed-off-by: puvvadar <puvvadar@amazon.com>
This commit is contained in:
puvvadar
2021-10-04 13:58:09 -07:00
564 changed files with 128361 additions and 4655 deletions
@@ -72,7 +72,7 @@ namespace Multiplayer
AZ_CVAR(uint16_t, cl_clientport, 0, nullptr, AZ::ConsoleFunctorFlags::DontReplicate,
"The port to bind to for game traffic when connecting to a remote host, a value of 0 will select any available port");
AZ_CVAR(AZ::CVarFixedString, cl_serveraddr, AZ::CVarFixedString(LocalHost), nullptr, AZ::ConsoleFunctorFlags::DontReplicate,
AZ_CVAR(AZ::CVarFixedString, cl_serveraddr, AZ::CVarFixedString(LocalHost), nullptr, AZ::ConsoleFunctorFlags::DontReplicate,
"The address of the remote server or host to connect to");
AZ_CVAR(uint16_t, cl_serverport, DefaultServerPort, nullptr, AZ::ConsoleFunctorFlags::DontReplicate, "The port of the remote host to connect to for game traffic");
AZ_CVAR(uint16_t, sv_port, DefaultServerPort, nullptr, AZ::ConsoleFunctorFlags::DontReplicate, "The port that this multiplayer gem will bind to for game traffic");
@@ -80,14 +80,13 @@ namespace Multiplayer
AZ_CVAR(ProtocolType, sv_protocol, ProtocolType::Udp, nullptr, AZ::ConsoleFunctorFlags::DontReplicate, "This flag controls whether we use TCP or UDP for game networking");
AZ_CVAR(bool, sv_isDedicated, true, nullptr, AZ::ConsoleFunctorFlags::DontReplicate, "Whether the host command creates an independent or client hosted server");
AZ_CVAR(bool, sv_isTransient, true, nullptr, AZ::ConsoleFunctorFlags::DontReplicate, "Whether a dedicated server shuts down if all existing connections disconnect.");
AZ_CVAR(AZ::TimeMs, cl_defaultNetworkEntityActivationTimeSliceMs, AZ::TimeMs{ 0 }, nullptr, AZ::ConsoleFunctorFlags::DontReplicate,
"Max Ms to use to activate entities coming from the network, 0 means instantiate everything");
AZ_CVAR(AZ::TimeMs, sv_serverSendRateMs, AZ::TimeMs{ 50 }, nullptr, AZ::ConsoleFunctorFlags::Null, "Minimum number of milliseconds between each network update");
AZ_CVAR(AZ::CVarFixedString, sv_defaultPlayerSpawnAsset, "prefabs/player.network.spawnable", nullptr, AZ::ConsoleFunctorFlags::DontReplicate,
"The default spawnable to use when a new player connects");
AZ_CVAR(float, cl_renderTickBlendBase, 0.15f, nullptr, AZ::ConsoleFunctorFlags::Null,
"The base used for blending between network updates, 0.1 will be quite linear, 0.2 or 0.3 will "
"slow down quicker and may be better suited to connections with highly variable latency");
AZ_CVAR(bool, bg_multiplayerDebugDraw, false, nullptr, AZ::ConsoleFunctorFlags::Null, "Enables debug draw for the multiplayer gem");
void MultiplayerSystemComponent::Reflect(AZ::ReflectContext* context)
{
@@ -95,9 +94,6 @@ namespace Multiplayer
{
serializeContext->Class<MultiplayerSystemComponent, AZ::Component>()
->Version(1);
serializeContext->Class<HostId>()
->Version(1);
serializeContext->Class<NetEntityId>()
->Version(1);
serializeContext->Class<NetComponentId>()
@@ -113,7 +109,6 @@ namespace Multiplayer
}
else if (AZ::BehaviorContext* behaviorContext = azrtti_cast<AZ::BehaviorContext*>(context))
{
behaviorContext->Class<HostId>();
behaviorContext->Class<NetEntityId>();
behaviorContext->Class<NetComponentId>();
behaviorContext->Class<PropertyIndex>();
@@ -174,7 +169,12 @@ namespace Multiplayer
AZ::ConsoleInvokedFrom invokedFrom
) { OnConsoleCommandInvoked(command, args, flags, invokedFrom); })
{
;
AZ::Interface<IMultiplayer>::Register(this);
}
MultiplayerSystemComponent::~MultiplayerSystemComponent()
{
AZ::Interface<IMultiplayer>::Unregister(this);
}
void MultiplayerSystemComponent::Activate()
@@ -186,7 +186,6 @@ namespace Multiplayer
{
m_consoleCommandHandler.Connect(AZ::Interface<AZ::IConsole>::Get()->GetConsoleCommandInvokedEvent());
}
AZ::Interface<IMultiplayer>::Register(this);
AZ::Interface<AzFramework::ISessionHandlingClientRequests>::Register(this);
//! Register our gems multiplayer components to assign NetComponentIds
@@ -196,11 +195,12 @@ namespace Multiplayer
void MultiplayerSystemComponent::Deactivate()
{
AZ::Interface<AzFramework::ISessionHandlingClientRequests>::Unregister(this);
AZ::Interface<IMultiplayer>::Unregister(this);
m_consoleCommandHandler.Disconnect();
AZ::Interface<INetworking>::Get()->DestroyNetworkInterface(AZ::Name(MpNetworkInterfaceName));
AzFramework::SessionNotificationBus::Handler::BusDisconnect();
AZ::TickBus::Handler::BusDisconnect();
m_networkEntityManager.Reset();
}
bool MultiplayerSystemComponent::StartHosting(uint16_t port, bool isDedicated)
@@ -209,7 +209,7 @@ namespace Multiplayer
return m_networkInterface->Listen(port);
}
bool MultiplayerSystemComponent::Connect(AZStd::string remoteAddress, uint16_t port)
bool MultiplayerSystemComponent::Connect(const AZStd::string& remoteAddress, uint16_t port)
{
InitializeMultiplayer(MultiplayerAgentType::Client);
const IpAddress address(remoteAddress.c_str(), port, m_networkInterface->GetType());
@@ -311,7 +311,6 @@ namespace Multiplayer
void MultiplayerSystemComponent::OnTick(float deltaTime, [[maybe_unused]] AZ::ScriptTimePoint time)
{
const AZ::TimeMs deltaTimeMs = aznumeric_cast<AZ::TimeMs>(static_cast<int32_t>(deltaTime * 1000.0f));
const AZ::TimeMs hostTimeMs = AZ::GetElapsedTimeMs();
const AZ::TimeMs serverRateMs = static_cast<AZ::TimeMs>(sv_serverSendRateMs);
const float serverRateSeconds = static_cast<float>(serverRateMs) / 1000.0f;
@@ -348,12 +347,12 @@ namespace Multiplayer
// Send out the game state update to all connections
{
auto sendNetworkUpdates = [hostTimeMs, &stats](IConnection& connection)
auto sendNetworkUpdates = [&stats](IConnection& connection)
{
if (connection.GetUserData() != nullptr)
{
IConnectionData* connectionData = reinterpret_cast<IConnectionData*>(connection.GetUserData());
connectionData->Update(hostTimeMs);
connectionData->Update();
if (connectionData->GetConnectionDataType() == ConnectionDataType::ServerToClient)
{
stats.m_clientConnectionCount++;
@@ -395,6 +394,11 @@ namespace Multiplayer
{
m_networkInterface->GetConnectionSet().VisitConnections(visitor);
}
if (bg_multiplayerDebugDraw)
{
m_networkEntityManager.DebugDraw();
}
}
int MultiplayerSystemComponent::GetTickOrder()
@@ -460,7 +464,7 @@ namespace Multiplayer
AzFramework::PlayerConnectionConfig config;
config.m_playerConnectionId = aznumeric_cast<uint32_t>(connection->GetConnectionId());
config.m_playerSessionId = packet.GetTicket();
if(!AZ::Interface<AzFramework::ISessionHandlingProviderRequests>::Get()->ValidatePlayerJoinSession(config))
if (!AZ::Interface<AzFramework::ISessionHandlingProviderRequests>::Get()->ValidatePlayerJoinSession(config))
{
auto visitor = [](IConnection& connection) { connection.Disconnect(DisconnectReason::TerminatedByUser, TerminationEndpoint::Local); };
m_networkInterface->GetConnectionSet().VisitConnections(visitor);
@@ -469,7 +473,7 @@ namespace Multiplayer
}
reinterpret_cast<ServerToClientConnectionData*>(connection->GetUserData())->SetProviderTicket(packet.GetTicket().c_str());
if (connection->SendReliablePacket(MultiplayerPackets::Accept(InvalidHostId, sv_map)))
if (connection->SendReliablePacket(MultiplayerPackets::Accept(sv_map)))
{
reinterpret_cast<ServerToClientConnectionData*>(connection->GetUserData())->SetDidHandshake(true);
@@ -489,10 +493,8 @@ namespace Multiplayer
)
{
reinterpret_cast<ClientToServerConnectionData*>(connection->GetUserData())->SetDidHandshake(true);
AZ::CVarFixedString commandString = "sv_map " + packet.GetMap();
AZ::Interface<AZ::IConsole>::Get()->PerformCommand(commandString.c_str());
AZ::CVarFixedString loadLevelString = "LoadLevel " + packet.GetMap();
AZ::Interface<AZ::IConsole>::Get()->PerformCommand(loadLevelString.c_str());
return true;
@@ -607,7 +609,22 @@ namespace Multiplayer
[[maybe_unused]] MultiplayerPackets::ClientMigration& packet
)
{
return false;
if (GetAgentType() != MultiplayerAgentType::Client)
{
// Only clients are allowed to migrate from one server to another
return false;
}
// Store the temporary user identifier so we can transmit it with our next Connect packet
// The new server will use this to re-attach our set of autonomous entities
// Disconnect our existing server connection
auto visitor = [](IConnection& connection) { connection.Disconnect(DisconnectReason::ClientMigrated, TerminationEndpoint::Local); };
m_networkInterface->GetConnectionSet().VisitConnections(visitor);
AZLOG_INFO("Migrating to new server shard");
m_clientMigrationStartEvent.Signal(packet.GetLastClientInputId());
m_networkInterface->Connect(packet.GetRemoteServerAddress());
return true;
}
ConnectResult MultiplayerSystemComponent::ValidateConnect
@@ -641,7 +658,7 @@ namespace Multiplayer
else
{
AZLOG_INFO("New incoming connection from remote address: %s", connection->GetRemoteAddress().GetString().c_str());
m_connAcquiredEvent.Signal(datum);
m_connectionAcquiredEvent.Signal(datum);
}
// Hosts will spawn a new default player prefab for the user that just connected
@@ -655,27 +672,14 @@ namespace Multiplayer
}
controlledEntity.Activate();
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));
}
connection->SetUserData(new ServerToClientConnectionData(connection, *this, controlledEntity));
AZStd::unique_ptr<IReplicationWindow> window = AZStd::make_unique<ServerToClientReplicationWindow>(controlledEntity, connection);
reinterpret_cast<ServerToClientConnectionData*>(connection->GetUserData())->GetReplicationManager().SetReplicationWindow(AZStd::move(window));
}
else
{
if (connection->GetUserData() == nullptr) // Only add user data if the connect event handler has not already done so
{
connection->SetUserData(new ClientToServerConnectionData(connection, *this, providerTicket));
}
else
{
reinterpret_cast<ClientToServerConnectionData*>(connection->GetUserData())->SetProviderTicket(providerTicket);
}
AZStd::unique_ptr<IReplicationWindow> window = AZStd::make_unique<NullReplicationWindow>();
reinterpret_cast<ClientToServerConnectionData*>(connection->GetUserData())->GetReplicationManager().SetEntityActivationTimeSliceMs(cl_defaultNetworkEntityActivationTimeSliceMs);
connection->SetUserData(new ClientToServerConnectionData(connection, *this, providerTicket));
AZStd::unique_ptr<IReplicationWindow> window = AZStd::make_unique<NullReplicationWindow>(connection);
reinterpret_cast<ClientToServerConnectionData*>(connection->GetUserData())->GetReplicationManager().SetReplicationWindow(AZStd::move(window));
}
}
@@ -754,13 +758,21 @@ namespace Multiplayer
if (m_agentType == MultiplayerAgentType::Uninitialized)
{
m_spawnNetboundEntities = false;
if (multiplayerType == MultiplayerAgentType::ClientServer || multiplayerType == MultiplayerAgentType::DedicatedServer)
{
m_spawnNetboundEntities = true;
m_initEvent.Signal(m_networkInterface);
//const AZ::Aabb worldBounds = AZ::Interface<IPhysics>.Get()->GetWorldBounds();
AZStd::unique_ptr<IEntityDomain> newDomain = AZStd::make_unique<FullOwnershipEntityDomain>();
m_networkEntityManager.Initialize(InvalidHostId, AZStd::move(newDomain));
if (!m_networkEntityManager.IsInitialized())
{
// Set up a full ownership domain if we didn't construct a domain during the initialize event
const AZ::CVarFixedString serverAddr = cl_serveraddr;
const uint16_t serverPort = cl_serverport;
const AzNetworking::ProtocolType serverProtocol = sv_protocol;
const AzNetworking::IpAddress hostId = AzNetworking::IpAddress(serverAddr.c_str(), serverPort, serverProtocol);
m_networkEntityManager.Initialize(hostId, AZStd::make_unique<FullOwnershipEntityDomain>());
}
}
}
m_agentType = multiplayerType;
@@ -779,14 +791,34 @@ namespace Multiplayer
AZLOG_INFO("Multiplayer operating in %s mode", GetEnumString(m_agentType));
}
void MultiplayerSystemComponent::AddClientMigrationStartEventHandler(ClientMigrationStartEvent::Handler& handler)
{
handler.Connect(m_clientMigrationStartEvent);
}
void MultiplayerSystemComponent::AddClientMigrationEndEventHandler(ClientMigrationEndEvent::Handler& handler)
{
handler.Connect(m_clientMigrationEndEvent);
}
void MultiplayerSystemComponent::AddClientDisconnectedHandler(ClientDisconnectedEvent::Handler& handler)
{
handler.Connect(m_clientDisconnectedEvent);
}
void MultiplayerSystemComponent::AddNotifyClientMigrationHandler(NotifyClientMigrationEvent::Handler& handler)
{
handler.Connect(m_notifyClientMigrationEvent);
}
void MultiplayerSystemComponent::AddNotifyEntityMigrationEventHandler(NotifyEntityMigrationEvent::Handler& handler)
{
handler.Connect(m_notifyEntityMigrationEvent);
}
void MultiplayerSystemComponent::AddConnectionAcquiredHandler(ConnectionAcquiredEvent::Handler& handler)
{
handler.Connect(m_connAcquiredEvent);
handler.Connect(m_connectionAcquiredEvent);
}
void MultiplayerSystemComponent::AddSessionInitHandler(SessionInitEvent::Handler& handler)
@@ -799,6 +831,16 @@ namespace Multiplayer
handler.Connect(m_shutdownEvent);
}
void MultiplayerSystemComponent::SendNotifyClientMigrationEvent(const HostId& hostId, uint64_t userIdentifier, ClientInputId lastClientInputId)
{
m_notifyClientMigrationEvent.Signal(hostId, userIdentifier, lastClientInputId);
}
void MultiplayerSystemComponent::SendNotifyEntityMigrationEvent(const ConstNetworkEntityHandle& entityHandle, const HostId& remoteHostId)
{
m_notifyEntityMigrationEvent.Signal(entityHandle, remoteHostId);
}
void MultiplayerSystemComponent::SendReadyForEntityUpdates(bool readyForEntityUpdates)
{
IConnectionSet& connectionSet = m_networkInterface->GetConnectionSet();
@@ -845,6 +887,16 @@ namespace Multiplayer
return m_filterEntityManager;
}
void MultiplayerSystemComponent::SetShouldSpawnNetworkEntities(bool value)
{
m_spawnNetboundEntities = value;
}
bool MultiplayerSystemComponent::GetShouldSpawnNetworkEntities() const
{
return m_spawnNetboundEntities;
}
void MultiplayerSystemComponent::DumpStats([[maybe_unused]] const AZ::ConsoleCommandContainer& arguments)
{
const MultiplayerStats& stats = GetStats();
@@ -904,7 +956,7 @@ namespace Multiplayer
// Unfortunately necessary, as NotifyPreRender can update transforms and thus cause a deadlock inside the vis system
AZStd::vector<NetBindComponent*> gatheredEntities;
AZ::Interface<AzFramework::IVisibilitySystem>::Get()->GetDefaultVisibilityScene()->Enumerate(viewFrustum,
[&gatheredEntities](const AzFramework::IVisibilityScene::NodeData& nodeData)
[this, &gatheredEntities](const AzFramework::IVisibilityScene::NodeData& nodeData)
{
gatheredEntities.reserve(gatheredEntities.size() + nodeData.m_entries.size());
for (AzFramework::VisibilityEntry* visEntry : nodeData.m_entries)
@@ -912,7 +964,7 @@ namespace Multiplayer
if (visEntry->m_typeFlags & AzFramework::VisibilityEntry::TypeFlags::TYPE_Entity)
{
AZ::Entity* entity = static_cast<AZ::Entity*>(visEntry->m_userData);
NetBindComponent* netBindComponent = entity->FindComponent<NetBindComponent>();
NetBindComponent* netBindComponent = m_networkEntityManager.GetNetworkEntityTracker()->GetNetBindComponent(entity);
if (netBindComponent != nullptr)
{
gatheredEntities.push_back(netBindComponent);
@@ -932,7 +984,7 @@ namespace Multiplayer
for (auto& iter : *(m_networkEntityManager.GetNetworkEntityTracker()))
{
AZ::Entity* entity = iter.second;
NetBindComponent* netBindComponent = entity->FindComponent<NetBindComponent>();
NetBindComponent* netBindComponent = m_networkEntityManager.GetNetworkEntityTracker()->GetNetBindComponent(entity);
if (netBindComponent != nullptr)
{
netBindComponent->NotifyPreRender(deltaTime);
@@ -991,7 +1043,10 @@ namespace Multiplayer
void host([[maybe_unused]] const AZ::ConsoleCommandContainer& arguments)
{
AZ::Interface<IMultiplayer>::Get()->StartHosting(sv_port, sv_isDedicated);
if (!AZ::Interface<IMultiplayer>::Get()->StartHosting(sv_port, sv_isDedicated))
{
AZLOG_ERROR("Failed to start listening on port %u, port is in use?", static_cast<uint32_t>(sv_port));
}
}
AZ_CONSOLEFREEFUNC(host, AZ::ConsoleFunctorFlags::DontReplicate, "Opens a multiplayer connection as a host for other clients to connect to");