Changes to get client migration partially functional
Signed-off-by: kberg-amzn <karlberg@amazon.com>
This commit is contained in:
@@ -32,7 +32,7 @@ namespace Multiplayer
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using EntityStopEvent = AZ::Event<const ConstNetworkEntityHandle&>;
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using EntityDirtiedEvent = AZ::Event<>;
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using EntitySyncRewindEvent = AZ::Event<>;
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using EntityServerMigrationEvent = AZ::Event<const ConstNetworkEntityHandle&, const HostId&, AzNetworking::ConnectionId>;
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using EntityServerMigrationEvent = AZ::Event<const ConstNetworkEntityHandle&, const HostId&, const HostId&, AzNetworking::ConnectionId>;
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using EntityPreRenderEvent = AZ::Event<float>;
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using EntityCorrectionEvent = AZ::Event<>;
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@@ -113,7 +113,7 @@ namespace Multiplayer
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void MarkDirty();
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void NotifyLocalChanges();
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void NotifySyncRewindState();
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void NotifyServerMigration(const HostId& hostId, AzNetworking::ConnectionId connectionId);
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void NotifyServerMigration(const HostId& remoteHostId, const HostId& migrateHostId, AzNetworking::ConnectionId connectionId);
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void NotifyPreRender(float deltaTime);
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void NotifyCorrection();
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@@ -45,7 +45,7 @@ namespace Multiplayer
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using ClientMigrationStartEvent = AZ::Event<ClientInputId>;
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using ClientMigrationEndEvent = AZ::Event<>;
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using ClientDisconnectedEvent = AZ::Event<>;
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using NotifyClientMigrationEvent = AZ::Event<const HostId&, uint64_t, ClientInputId>;
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using NotifyClientMigrationEvent = AZ::Event<const HostId&, uint64_t, ClientInputId, NetEntityId>;
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using NotifyEntityMigrationEvent = AZ::Event<const ConstNetworkEntityHandle&, const HostId&>;
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using ConnectionAcquiredEvent = AZ::Event<MultiplayerAgentDatum>;
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using SessionInitEvent = AZ::Event<AzNetworking::INetworkInterface*>;
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@@ -131,10 +131,11 @@ namespace Multiplayer
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virtual void AddSessionShutdownHandler(SessionShutdownEvent::Handler& handler) = 0;
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//! Signals a NotifyClientMigrationEvent with the provided parameters.
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//! @param hostId the host id of the host the client is migrating to
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//! @param userIdentifier the user identifier the client will provide the new host to validate identity
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//! @param lastClientInputId the last processed clientInputId by the current host
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virtual void SendNotifyClientMigrationEvent(const HostId& hostId, uint64_t userIdentifier, ClientInputId lastClientInputId) = 0;
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//! @param hostId the host id of the host the client is migrating to
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//! @param userIdentifier the user identifier the client will provide the new host to validate identity
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//! @param lastClientInputId the last processed clientInputId by the current host
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//! @param controlledEntityId the entityId of the clients autonomous entity
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virtual void SendNotifyClientMigrationEvent(const HostId& hostId, uint64_t userIdentifier, ClientInputId lastClientInputId, NetEntityId controlledEntityId) = 0;
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//! Signals a NotifyEntityMigrationEvent with the provided parameters.
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//! @param entityHandle the network entity handle of the entity being migrated
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@@ -176,6 +177,11 @@ namespace Multiplayer
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//! @return pointer to the filtered entity manager, or nullptr if not set
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virtual IFilterEntityManager* GetFilterEntityManager() = 0;
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//! Registers a temp userId to allow a host to look up a players controlled entity in the event of a rejoin or migration event.
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//! @param temporaryUserIdentifier the temporary user identifier used to identify a player across hosts
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//! @param controlledEntityId the controlled entityId of the players autonomous entity
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virtual void RegisterPlayerIdentifierForRejoin(uint64_t temporaryUserIdentifier, NetEntityId controlledEntityId) = 0;
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//! Enables or disables automatic instantiation of netbound entities.
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//! This setting is controlled by the networking layer and should not be touched
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//! If enabled, netbound entities will instantiate as spawnables are loaded into the game world, generally true for the server
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@@ -68,6 +68,7 @@ namespace Multiplayer
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Server, // A simulated proxy on a server
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Authority // An authoritative proxy on a server (full authority)
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};
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const char* GetEnumString(NetEntityRole value);
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enum class ComponentSerializationType : uint8_t
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{
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@@ -113,6 +114,24 @@ namespace Multiplayer
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bool Serialize(AzNetworking::ISerializer& serializer);
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};
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inline const char* GetEnumString(NetEntityRole value)
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{
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switch (value)
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{
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case NetEntityRole::InvalidRole:
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return "InvalidRole";
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case NetEntityRole::Client:
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return "Client";
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case NetEntityRole::Autonomous:
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return "Autonomous";
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case NetEntityRole::Server:
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return "Server";
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case NetEntityRole::Authority:
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return "Authority";
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}
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return "Unknown";
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}
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inline PrefabEntityId::PrefabEntityId(AZ::Name name, uint32_t entityOffset)
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: m_prefabName(name)
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, m_entityOffset(entityOffset)
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+5
@@ -57,6 +57,10 @@ namespace Multiplayer
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EntityReplicationManager(AzNetworking::IConnection& connection, AzNetworking::IConnectionListener& connectionListener, Mode mode);
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~EntityReplicationManager() = default;
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//! Used to override during client migration if your host has a specially assigned publically routable address.
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//! @param remoteHostId the publically routable address to use in place of the remote HostId
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void SetMigrateHostId(const HostId& remoteHostId);
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const HostId& GetMigrateHostId() const;
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const HostId& GetRemoteHostId() const;
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void ActivatePendingEntities();
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@@ -207,6 +211,7 @@ namespace Multiplayer
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AZ::TimeMs m_entityPendingRemovalMs = AZ::TimeMs{ 0 };
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AZ::TimeMs m_frameTimeMs = AZ::TimeMs{ 0 };
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HostId m_remoteHostId = InvalidHostId;
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HostId m_migrateHostId = InvalidHostId;
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uint32_t m_maxRemoteEntitiesPendingCreationCount = AZStd::numeric_limits<uint32_t>::max();
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uint32_t m_maxPayloadSize = 0;
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Mode m_updateMode = Mode::Invalid;
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