Changes to get client migration partially functional
Signed-off-by: kberg-amzn <karlberg@amazon.com>
This commit is contained in:
+4
-12
@@ -91,17 +91,10 @@ namespace Multiplayer
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return m_isPoorConnection ? sv_MinEntitiesToReplicate : sv_MaxEntitiesToReplicate;
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}
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bool ServerToClientReplicationWindow::IsInWindow(const ConstNetworkEntityHandle& entityHandle, NetEntityRole& outNetworkRole) const
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bool ServerToClientReplicationWindow::IsInWindow([[maybe_unused]] const ConstNetworkEntityHandle& entityHandle, NetEntityRole& outNetworkRole) const
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{
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// TODO: Clean up this interface, this function is used for server->server migrations, and probably shouldn't be exposed in it's current setup
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AZ_Assert(false, "IsInWindow should not be called on the ServerToClientReplicationWindow");
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outNetworkRole = NetEntityRole::InvalidRole;
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auto iter = m_replicationSet.find(entityHandle);
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if (iter != m_replicationSet.end())
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{
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outNetworkRole = iter->second.m_netEntityRole;
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return true;
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}
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return false;
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}
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@@ -145,7 +138,7 @@ namespace Multiplayer
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NetworkEntityTracker* networkEntityTracker = GetNetworkEntityTracker();
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IFilterEntityManager* filterEntityManager = GetMultiplayer()->GetFilterEntityManager();
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// Add all the neighbors
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// Add all the neighbours
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for (AzFramework::VisibilityEntry* visEntry : gatheredEntries)
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{
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AZ::Entity* entity = static_cast<AZ::Entity*>(visEntry->m_userData);
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@@ -300,7 +293,6 @@ namespace Multiplayer
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void ServerToClientReplicationWindow::AddEntityToReplicationSet(ConstNetworkEntityHandle& entityHandle, float priority, [[maybe_unused]] float distanceSquared)
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{
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// Assumption: the entity has been checked for filtering prior to this call.
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if (!sv_ReplicateServerProxies)
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{
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NetBindComponent* netBindComponent = entityHandle.GetNetBindComponent();
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@@ -311,11 +303,11 @@ namespace Multiplayer
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}
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}
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const bool isQueueFull = (m_candidateQueue.size() >= sv_MaxEntitiesToTrackReplication); // See if have the maximum number of entities in our set
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const bool isQueueFull = (m_candidateQueue.size() >= sv_MaxEntitiesToTrackReplication); // See if have the maximum number of entities in our set
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const bool isInReplicationSet = m_replicationSet.find(entityHandle) != m_replicationSet.end();
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if (!isInReplicationSet)
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{
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if (isQueueFull) // if our set is full, then we need to remove the worst priority in our set
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if (isQueueFull) // If our set is full, then we need to remove the worst priority in our set
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{
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ConstNetworkEntityHandle removeEnt = m_candidateQueue.top().m_entityHandle;
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m_candidateQueue.pop();
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