Merge main to mp_session_integ

This commit is contained in:
puvvadar
2021-06-03 15:36:45 -07:00
186 changed files with 8449 additions and 9305 deletions
@@ -12,7 +12,6 @@
#include <Multiplayer/MultiplayerConstants.h>
#include <Multiplayer/Components/MultiplayerComponent.h>
#include <MultiplayerSystemComponent.h>
#include <ConnectionData/ClientToServerConnectionData.h>
#include <ConnectionData/ServerToClientConnectionData.h>
@@ -24,16 +23,25 @@
#include <AzCore/Serialization/SerializeContext.h>
#include <AzCore/Serialization/Utils.h>
#include <AzCore/Interface/Interface.h>
#include <AzCore/Component/TransformBus.h>
#include <AzCore/Console/IConsole.h>
#include <AzCore/Console/ILogger.h>
#include <AzCore/Math/ShapeIntersection.h>
#include <AzCore/Asset/AssetCommon.h>
#include <AzCore/Asset/AssetManagerBus.h>
#include <AzCore/Utils/Utils.h>
#include <AzFramework/Components/CameraBus.h>
#include <AzFramework/Session/ISessionRequests.h>
#include <AzFramework/Session/SessionConfig.h>
#include <AzFramework/Spawnable/Spawnable.h>
#include <AzFramework/Visibility/IVisibilitySystem.h>
#include <AzFramework/Visibility/EntityBoundsUnionBus.h>
#include <AzFramework/Spawnable/Spawnable.h>
#include <AzNetworking/Framework/INetworking.h>
#include <cmath>
namespace AZ::ConsoleTypeHelpers
{
template <>
@@ -76,6 +84,7 @@ 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(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");
void MultiplayerSystemComponent::Reflect(AZ::ReflectContext* context)
@@ -184,10 +193,26 @@ namespace Multiplayer
return disconnectSuccessful;
}
void MultiplayerSystemComponent::OnTick([[maybe_unused]] float deltaTime, [[maybe_unused]] AZ::ScriptTimePoint time)
void MultiplayerSystemComponent::OnTick(float deltaTime, [[maybe_unused]] AZ::ScriptTimePoint time)
{
AZ::TimeMs deltaTimeMs = aznumeric_cast<AZ::TimeMs>(static_cast<int32_t>(deltaTime * 1000.0f));
AZ::TimeMs hostTimeMs = AZ::GetElapsedTimeMs();
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;
TickVisibleNetworkEntities(deltaTime, serverRateSeconds);
if (GetAgentType() == MultiplayerAgentType::ClientServer
|| GetAgentType() == MultiplayerAgentType::DedicatedServer)
{
m_serverSendAccumulator += deltaTime;
if (m_serverSendAccumulator < serverRateSeconds)
{
return;
}
m_serverSendAccumulator -= serverRateSeconds;
m_networkTime.IncrementHostFrameId();
}
// Handle deferred local rpc messages that were generated during the updates
m_networkEntityManager.DispatchLocalDeferredRpcMessages();
@@ -393,13 +418,21 @@ namespace Multiplayer
}
EntityReplicationManager& replicationManager = reinterpret_cast<IConnectionData*>(connection->GetUserData())->GetReplicationManager();
// Ignore a_Request.GetServerGameTimePoint(), clients can't affect the server gametime
if ((GetAgentType() == MultiplayerAgentType::Client) && (packet.GetHostFrameId() > m_lastReplicatedHostFrameId))
{
// Update client to latest server time
m_renderBlendFactor = 0.0f;
m_lastReplicatedHostTimeMs = packet.GetHostTimeMs();
m_lastReplicatedHostFrameId = packet.GetHostFrameId();
m_networkTime.AlterTime(m_lastReplicatedHostFrameId, m_lastReplicatedHostTimeMs, AzNetworking::InvalidConnectionId);
}
for (AZStd::size_t i = 0; i < packet.GetEntityMessages().size(); ++i)
{
const NetworkEntityUpdateMessage& updateMessage = packet.GetEntityMessages()[i];
handledAll &= replicationManager.HandleEntityUpdateMessage(connection, packetHeader, updateMessage);
AZ_Assert(handledAll, "GameServerToClientNetworkRequestHandler EntityUpdates Did not handle all updates");
AZ_Assert(handledAll, "EntityUpdates did not handle all update messages");
}
return handledAll;
@@ -468,7 +501,7 @@ namespace Multiplayer
// Hosts will spawn a new default player prefab for the user that just connected
if (GetAgentType() == MultiplayerAgentType::ClientServer
|| GetAgentType() == MultiplayerAgentType::DedicatedServer)
|| GetAgentType() == MultiplayerAgentType::DedicatedServer)
{
NetworkEntityHandle controlledEntity = SpawnDefaultPlayerPrefab();
if (controlledEntity.Exists())
@@ -630,6 +663,74 @@ namespace Multiplayer
AZLOG_INFO("Total RPCs received bytes: %llu", aznumeric_cast<AZ::u64>(rpcsRecv.m_totalBytes));
}
void MultiplayerSystemComponent::TickVisibleNetworkEntities(float deltaTime, float serverRateSeconds)
{
const float targetAdjustBlend = AZStd::clamp(deltaTime / serverRateSeconds, 0.0f, 1.0f);
m_renderBlendFactor += targetAdjustBlend;
// Linear close to the origin, but asymptote at y = 1
const float adjustedBlendFactor = 1.0f - (std::pow(0.2f, m_renderBlendFactor));
AZLOG(NET_Blending, "Computed blend factor of %f", adjustedBlendFactor);
if (Camera::ActiveCameraRequestBus::HasHandlers())
{
// If there's a camera, update only what's visible
AZ::Transform activeCameraTransform;
Camera::Configuration activeCameraConfiguration;
Camera::ActiveCameraRequestBus::BroadcastResult(activeCameraTransform, &Camera::ActiveCameraRequestBus::Events::GetActiveCameraTransform);
Camera::ActiveCameraRequestBus::BroadcastResult(activeCameraConfiguration, &Camera::ActiveCameraRequestBus::Events::GetActiveCameraConfiguration);
const AZ::ViewFrustumAttributes frustumAttributes
(
activeCameraTransform,
activeCameraConfiguration.m_frustumHeight / activeCameraConfiguration.m_frustumWidth,
activeCameraConfiguration.m_fovRadians,
activeCameraConfiguration.m_nearClipDistance,
activeCameraConfiguration.m_farClipDistance
);
const AZ::Frustum viewFrustum = AZ::Frustum(frustumAttributes);
// Unfortunately necessary, as NotifyPreRender can update transforms and thus cause a deadlock inside the vis system
AZStd::vector<NetBindComponent*> gatheredEntities;
AzFramework::IEntityBoundsUnion* entityBoundsUnion = AZ::Interface<AzFramework::IEntityBoundsUnion>::Get();
AZ::Interface<AzFramework::IVisibilitySystem>::Get()->GetDefaultVisibilityScene()->Enumerate(viewFrustum,
[&gatheredEntities, entityBoundsUnion](const AzFramework::IVisibilityScene::NodeData& nodeData)
{
gatheredEntities.reserve(gatheredEntities.size() + nodeData.m_entries.size());
for (AzFramework::VisibilityEntry* visEntry : nodeData.m_entries)
{
if (visEntry->m_typeFlags & AzFramework::VisibilityEntry::TypeFlags::TYPE_Entity)
{
AZ::Entity* entity = static_cast<AZ::Entity*>(visEntry->m_userData);
NetBindComponent* netBindComponent = entity->FindComponent<NetBindComponent>();
if (netBindComponent != nullptr)
{
gatheredEntities.push_back(netBindComponent);
}
}
}
});
for (NetBindComponent* netBindComponent : gatheredEntities)
{
netBindComponent->NotifyPreRender(deltaTime, adjustedBlendFactor);
}
}
else
{
// If there's no camera, fall back to updating all net entities
for (auto& iter : *(m_networkEntityManager.GetNetworkEntityTracker()))
{
AZ::Entity* entity = iter.second;
NetBindComponent* netBindComponent = entity->FindComponent<NetBindComponent>();
if (netBindComponent != nullptr)
{
netBindComponent->NotifyPreRender(deltaTime, adjustedBlendFactor);
}
}
}
}
void MultiplayerSystemComponent::OnConsoleCommandInvoked
(
AZStd::string_view command,