A bunch of work to get external multiplayer components to actually work
This commit is contained in:
@@ -13,7 +13,7 @@
|
||||
#pragma once
|
||||
|
||||
#include <Source/AutoGen/LocalPredictionPlayerInputComponent.AutoComponent.h>
|
||||
#include <Source/Components/NetBindComponent.h>
|
||||
#include <Multiplayer/NetBindComponent.h>
|
||||
|
||||
namespace Multiplayer
|
||||
{
|
||||
|
||||
@@ -10,8 +10,8 @@
|
||||
*
|
||||
*/
|
||||
|
||||
#include <Source/Components/MultiplayerComponent.h>
|
||||
#include <Source/Components/NetBindComponent.h>
|
||||
#include <Multiplayer/MultiplayerComponent.h>
|
||||
#include <Multiplayer/NetBindComponent.h>
|
||||
#include <AzCore/Serialization/SerializeContext.h>
|
||||
|
||||
namespace Multiplayer
|
||||
|
||||
@@ -1,144 +0,0 @@
|
||||
/*
|
||||
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
|
||||
* its licensors.
|
||||
*
|
||||
* For complete copyright and license terms please see the LICENSE at the root of this
|
||||
* distribution (the "License"). All use of this software is governed by the License,
|
||||
* or, if provided, by the license below or the license accompanying this file. Do not
|
||||
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
|
||||
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
*
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
|
||||
#include <AzCore/Component/Component.h>
|
||||
#include <AzNetworking/Serialization/ISerializer.h>
|
||||
#include <AzNetworking/DataStructures/FixedSizeBitsetView.h>
|
||||
#include <Include/NetworkEntityHandle.h>
|
||||
#include <Include/MultiplayerTypes.h>
|
||||
#include <Include/IMultiplayer.h>
|
||||
|
||||
//! Macro to declare bindings for a multiplayer component inheriting from MultiplayerComponent
|
||||
#define AZ_MULTIPLAYER_COMPONENT(ComponentClass, Guid, Base) \
|
||||
AZ_RTTI(ComponentClass, Guid, Base) \
|
||||
AZ_COMPONENT_INTRUSIVE_DESCRIPTOR_TYPE(ComponentClass) \
|
||||
AZ_COMPONENT_BASE(ComponentClass, Guid, Base)
|
||||
|
||||
namespace Multiplayer
|
||||
{
|
||||
class NetworkEntityRpcMessage;
|
||||
class ReplicationRecord;
|
||||
class NetBindComponent;
|
||||
class MultiplayerController;
|
||||
|
||||
class MultiplayerComponent
|
||||
: public AZ::Component
|
||||
{
|
||||
public:
|
||||
AZ_CLASS_ALLOCATOR(MultiplayerComponent, AZ::SystemAllocator, 0);
|
||||
AZ_RTTI(MultiplayerComponent, "{B7F5B743-CCD3-4981-8F1A-FC2B95CE22D7}", AZ::Component);
|
||||
|
||||
static void Reflect(AZ::ReflectContext* context);
|
||||
static void GetRequiredServices(AZ::ComponentDescriptor::DependencyArrayType& required);
|
||||
|
||||
MultiplayerComponent() = default;
|
||||
~MultiplayerComponent() override = default;
|
||||
|
||||
//! Returns the NetBindComponent responsible for network binding for this entity.
|
||||
//! @return the NetBindComponent responsible for network binding for this entity
|
||||
//! @{
|
||||
const NetBindComponent* GetNetBindComponent() const;
|
||||
NetBindComponent* GetNetBindComponent();
|
||||
//! @}
|
||||
|
||||
//! Linearly searches the components attached to the entity and returns the requested component.
|
||||
//! @return the requested component, or nullptr if the component does not exist on the entity
|
||||
//! @{
|
||||
template <typename ComponentType>
|
||||
const ComponentType* FindComponent() const;
|
||||
template <typename ComponentType>
|
||||
ComponentType* FindComponent();
|
||||
//! @}
|
||||
|
||||
NetEntityId GetNetEntityId() const;
|
||||
NetEntityRole GetNetEntityRole() const;
|
||||
ConstNetworkEntityHandle GetEntityHandle() const;
|
||||
NetworkEntityHandle GetEntityHandle();
|
||||
void MarkDirty();
|
||||
|
||||
virtual NetComponentId GetNetComponentId() const = 0;
|
||||
|
||||
virtual bool HandleRpcMessage(AzNetworking::IConnection* invokingConnection, NetEntityRole netEntityRole, NetworkEntityRpcMessage& rpcMessage) = 0;
|
||||
virtual bool SerializeStateDeltaMessage(ReplicationRecord& replicationRecord, AzNetworking::ISerializer& serializer) = 0;
|
||||
virtual void NotifyStateDeltaChanges(ReplicationRecord& replicationRecord) = 0;
|
||||
virtual bool HasController() const = 0;
|
||||
virtual MultiplayerController* GetController() = 0;
|
||||
|
||||
protected:
|
||||
virtual void ConstructController() = 0;
|
||||
virtual void DestructController() = 0;
|
||||
virtual void ActivateController(EntityIsMigrating entityIsMigrating) = 0;
|
||||
virtual void DeactivateController(EntityIsMigrating entityIsMigrating) = 0;
|
||||
virtual void NetworkAttach(NetBindComponent* netBindComponent, ReplicationRecord& currentEntityRecord, ReplicationRecord& predictableEntityRecord) = 0;
|
||||
|
||||
mutable NetBindComponent* m_netBindComponent = nullptr;
|
||||
|
||||
friend class NetworkEntityHandle;
|
||||
friend class NetBindComponent;
|
||||
friend class MultiplayerController;
|
||||
};
|
||||
|
||||
template <typename ComponentType>
|
||||
inline const ComponentType* MultiplayerComponent::FindComponent() const
|
||||
{
|
||||
return GetEntity()->FindComponent<ComponentType>();
|
||||
}
|
||||
|
||||
template <typename ComponentType>
|
||||
inline ComponentType* MultiplayerComponent::FindComponent()
|
||||
{
|
||||
return GetEntity()->FindComponent<ComponentType>();
|
||||
}
|
||||
|
||||
template <typename TYPE>
|
||||
inline void SerializeNetworkPropertyHelper
|
||||
(
|
||||
AzNetworking::ISerializer& serializer,
|
||||
bool modifyRecord,
|
||||
AzNetworking::FixedSizeBitsetView& bitset,
|
||||
int32_t bitIndex,
|
||||
TYPE& value,
|
||||
const char* name,
|
||||
NetComponentId componentId,
|
||||
PropertyIndex propertyIndex,
|
||||
MultiplayerStats& stats
|
||||
)
|
||||
{
|
||||
if (bitset.GetBit(bitIndex))
|
||||
{
|
||||
const uint32_t prevUpdateSize = serializer.GetSize();
|
||||
serializer.ClearTrackedChangesFlag();
|
||||
serializer.Serialize(value, name);
|
||||
if (modifyRecord && !serializer.GetTrackedChangesFlag())
|
||||
{
|
||||
// If the serializer didn't change any values, then lower the flag so we don't unnecessarily notify
|
||||
bitset.SetBit(bitIndex, false);
|
||||
}
|
||||
const uint32_t postUpdateSize = serializer.GetSize();
|
||||
// Network Property metrics
|
||||
const uint32_t updateSize = (postUpdateSize - prevUpdateSize);
|
||||
if (updateSize > 0)
|
||||
{
|
||||
if (modifyRecord)
|
||||
{
|
||||
stats.RecordPropertyReceived(componentId, propertyIndex, updateSize);
|
||||
}
|
||||
else
|
||||
{
|
||||
stats.RecordPropertySent(componentId, propertyIndex, updateSize);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -10,7 +10,7 @@
|
||||
*
|
||||
*/
|
||||
|
||||
#include <Source/Components/MultiplayerComponentRegistry.h>
|
||||
#include <Multiplayer/MultiplayerComponentRegistry.h>
|
||||
|
||||
namespace Multiplayer
|
||||
{
|
||||
|
||||
@@ -1,70 +0,0 @@
|
||||
/*
|
||||
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
|
||||
* its licensors.
|
||||
*
|
||||
* For complete copyright and license terms please see the LICENSE at the root of this
|
||||
* distribution (the "License"). All use of this software is governed by the License,
|
||||
* or, if provided, by the license below or the license accompanying this file. Do not
|
||||
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
|
||||
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
*
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
|
||||
#include <AzCore/Name/Name.h>
|
||||
#include <AzCore/std/containers/unordered_map.h>
|
||||
#include <Source/Components/MultiplayerComponent.h>
|
||||
|
||||
namespace Multiplayer
|
||||
{
|
||||
class MultiplayerComponentRegistry
|
||||
{
|
||||
public:
|
||||
using PropertyNameLookupFunction = AZStd::function<const char*(PropertyIndex index)>;
|
||||
using RpcNameLookupFunction = AZStd::function<const char* (RpcIndex index)>;
|
||||
struct ComponentData
|
||||
{
|
||||
AZ::Name m_gemName;
|
||||
AZ::Name m_componentName;
|
||||
PropertyNameLookupFunction m_componentPropertyNameLookupFunction;
|
||||
RpcNameLookupFunction m_componentRpcNameLookupFunction;
|
||||
};
|
||||
|
||||
//! Registers a multiplayer component with the multiplayer system.
|
||||
//! @param componentData the data associated with the component being registered
|
||||
//! @return the NetComponentId assigned to this particular component
|
||||
NetComponentId RegisterMultiplayerComponent(const ComponentData& componentData);
|
||||
|
||||
//! Returns the gem name associated with the provided NetComponentId.
|
||||
//! @param netComponentId the NetComponentId to return the gem name of
|
||||
//! @return the name of the gem that contains the requested component
|
||||
const char* GetComponentGemName(NetComponentId netComponentId) const;
|
||||
|
||||
//! Returns the component name associated with the provided NetComponentId.
|
||||
//! @param netComponentId the NetComponentId to return the component name of
|
||||
//! @return the name of the component
|
||||
const char* GetComponentName(NetComponentId netComponentId) const;
|
||||
|
||||
//! Returns the property name associated with the provided NetComponentId and propertyIndex.
|
||||
//! @param netComponentId the NetComponentId to return the property name of
|
||||
//! @param propertyIndex the index off the network property to return the property name of
|
||||
//! @return the name of the network property
|
||||
const char* GetComponentPropertyName(NetComponentId netComponentId, PropertyIndex propertyIndex) const;
|
||||
|
||||
//! Returns the Rpc name associated with the provided NetComponentId and rpcId.
|
||||
//! @param netComponentId the NetComponentId to return the property name of
|
||||
//! @param rpcIndex the index of the rpc to return the rpc name of
|
||||
//! @return the name of the requested rpc
|
||||
const char* GetComponentRpcName(NetComponentId netComponentId, RpcIndex rpcIndex) const;
|
||||
|
||||
//! Retrieves the stored component data for a given NetComponentId.
|
||||
//! @param netComponentId the NetComponentId to return component data for
|
||||
//! @return reference to the requested component data, an empty container will be returned if the NetComponentId does not exist
|
||||
const ComponentData& GetMultiplayerComponentData(NetComponentId netComponentId) const;
|
||||
|
||||
private:
|
||||
NetComponentId m_nextNetComponentId = NetComponentId{ 0 };
|
||||
AZStd::unordered_map<NetComponentId, ComponentData> m_componentData;
|
||||
};
|
||||
}
|
||||
@@ -10,9 +10,9 @@
|
||||
*
|
||||
*/
|
||||
|
||||
#include <Source/Components/MultiplayerController.h>
|
||||
#include <Source/Components/MultiplayerComponent.h>
|
||||
#include <Source/Components/NetBindComponent.h>
|
||||
#include <Multiplayer/MultiplayerController.h>
|
||||
#include <Multiplayer/MultiplayerComponent.h>
|
||||
#include <Multiplayer/NetBindComponent.h>
|
||||
|
||||
namespace Multiplayer
|
||||
{
|
||||
|
||||
@@ -1,137 +0,0 @@
|
||||
/*
|
||||
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
|
||||
* its licensors.
|
||||
*
|
||||
* For complete copyright and license terms please see the LICENSE at the root of this
|
||||
* distribution (the "License"). All use of this software is governed by the License,
|
||||
* or, if provided, by the license below or the license accompanying this file. Do not
|
||||
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
|
||||
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
*
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
|
||||
#include <Include/NetworkEntityHandle.h>
|
||||
#include <AzCore/Math/Aabb.h>
|
||||
|
||||
namespace Multiplayer
|
||||
{
|
||||
class NetworkInput;
|
||||
class NetBindComponent;
|
||||
class MultiplayerComponent;
|
||||
|
||||
//! @class MultiplayerController
|
||||
//! @brief A base class for all multiplayer component controllers responsible for running local prediction logic.
|
||||
class MultiplayerController
|
||||
{
|
||||
public:
|
||||
enum class InputPriorityOrder
|
||||
{
|
||||
First = 0,
|
||||
Default = 1000,
|
||||
SubEntities = 90000,
|
||||
Last = 100000
|
||||
};
|
||||
|
||||
MultiplayerController(MultiplayerComponent& owner);
|
||||
virtual ~MultiplayerController() = default;
|
||||
|
||||
//! Activates the controller.
|
||||
virtual void Activate(EntityIsMigrating entityIsMigrating) = 0;
|
||||
|
||||
//! Deactivates the controller.
|
||||
virtual void Deactivate(EntityIsMigrating entityIsMigrating) = 0;
|
||||
|
||||
//! Returns the networkId for the entity that owns this controller.
|
||||
//! @return the networkId for the entity that owns this controller
|
||||
NetEntityId GetNetEntityId() const;
|
||||
|
||||
//! Returns the networkRole for the entity that owns this controller.
|
||||
//! @return the networkRole for the entity that owns this controller
|
||||
NetEntityRole GetNetEntityRole() const;
|
||||
|
||||
//! Returns the raw AZ::Entity pointer for the entity that owns this controller.
|
||||
//! @return the raw AZ::Entity pointer for the entity that owns this controller
|
||||
AZ::Entity* GetEntity() const;
|
||||
|
||||
//! Returns the network entity handle for the entity that owns this controller.
|
||||
//! @return the network entity handle for the entity that owns this controller
|
||||
ConstNetworkEntityHandle GetEntityHandle() const;
|
||||
|
||||
//! Returns the network entity handle for the entity that owns this controller.
|
||||
//! @return the network entity handle for the entity that owns this controller
|
||||
NetworkEntityHandle GetEntityHandle();
|
||||
|
||||
protected:
|
||||
|
||||
//! Returns the NetBindComponent responsible for net binding for this controller
|
||||
//! @{
|
||||
const NetBindComponent* GetNetBindComponent() const;
|
||||
NetBindComponent* GetNetBindComponent();
|
||||
//! @}
|
||||
|
||||
//! Returns the MultiplayerComponent that owns this controller instance.
|
||||
//! @return the MultiplayerComponent that owns this controller instance
|
||||
//! @{
|
||||
const MultiplayerComponent& GetOwner() const;
|
||||
MultiplayerComponent& GetOwner();
|
||||
//! @}
|
||||
|
||||
//! Returns true if the owning entity is currently inside ProcessInput scope.
|
||||
bool IsProcessingInput() const;
|
||||
|
||||
//! Returns the input priority ordering for determining the order of ProcessInput or CreateInput functions.
|
||||
virtual InputPriorityOrder GetInputOrder() const = 0;
|
||||
|
||||
//! Queries the rewind system to determine what volume is relevent for a given input, this is very important for performance at scale.
|
||||
//! @param networkInput input structure to process
|
||||
//! @param deltaTime amount of time the provided input would be integrated over
|
||||
//! @return a world-space aabb representing the volume relevent to the provided input
|
||||
virtual AZ::Aabb GetRewindBoundsForInput(const NetworkInput& networkInput, float deltaTime) const = 0;
|
||||
|
||||
//! Base execution for ProcessInput packet, do not call directly.
|
||||
//! @param networkInput input structure to process
|
||||
//! @param deltaTime amount of time to integrate the provided inputs over
|
||||
virtual void ProcessInput(NetworkInput& networkInput, float deltaTime) = 0;
|
||||
|
||||
//! Only valid on a client, should never be invoked on the server.
|
||||
//! @param networkInput input structure to process
|
||||
//! @param deltaTime amount of time to integrate the provided inputs over
|
||||
virtual void CreateInput(NetworkInput& networkInput, float deltaTime) = 0;
|
||||
|
||||
template <typename ComponentType>
|
||||
const ComponentType* FindComponent() const;
|
||||
|
||||
template <typename ComponentType>
|
||||
ComponentType* FindComponent();
|
||||
|
||||
template <typename ControllerType>
|
||||
ControllerType* FindController(const NetworkEntityHandle& entityHandle) const;
|
||||
|
||||
MultiplayerController* FindController(const AZ::Uuid& typeId, const NetworkEntityHandle& entityHandle) const;
|
||||
|
||||
private:
|
||||
|
||||
MultiplayerComponent& m_owner;
|
||||
friend class NetBindComponent; // For access to create and process input methods
|
||||
};
|
||||
|
||||
template <typename ComponentType>
|
||||
inline const ComponentType* MultiplayerController::FindComponent() const
|
||||
{
|
||||
return GetEntity()->FindComponent<ComponentType>();
|
||||
}
|
||||
|
||||
template <typename ComponentType>
|
||||
inline ComponentType* MultiplayerController::FindComponent()
|
||||
{
|
||||
return GetEntity()->FindComponent<ComponentType>();
|
||||
}
|
||||
|
||||
template <typename ControllerType>
|
||||
inline ControllerType* MultiplayerController::FindController(const NetworkEntityHandle& entityHandle) const
|
||||
{
|
||||
return static_cast<ControllerType*>(FindController(typename ControllerType::ComponentType::RTTI_Type(), entityHandle));
|
||||
}
|
||||
}
|
||||
@@ -10,13 +10,13 @@
|
||||
*
|
||||
*/
|
||||
|
||||
#include <Source/Components/NetBindComponent.h>
|
||||
#include <Source/Components/MultiplayerComponent.h>
|
||||
#include <Source/Components/MultiplayerController.h>
|
||||
#include <Source/NetworkEntity/NetworkEntityRpcMessage.h>
|
||||
#include <Source/NetworkEntity/NetworkEntityUpdateMessage.h>
|
||||
#include <Source/NetworkInput/NetworkInput.h>
|
||||
#include <Include/INetworkEntityManager.h>
|
||||
#include <Multiplayer/NetBindComponent.h>
|
||||
#include <Multiplayer/NetworkEntityRpcMessage.h>
|
||||
#include <Multiplayer/NetworkEntityUpdateMessage.h>
|
||||
#include <Multiplayer/NetworkInput.h>
|
||||
#include <Multiplayer/INetworkEntityManager.h>
|
||||
#include <Multiplayer/MultiplayerComponent.h>
|
||||
#include <Multiplayer/MultiplayerController.h>
|
||||
#include <AzCore/Console/IConsole.h>
|
||||
#include <AzCore/Console/ILogger.h>
|
||||
#include <AzCore/Interface/Interface.h>
|
||||
@@ -177,21 +177,6 @@ namespace Multiplayer
|
||||
}
|
||||
}
|
||||
|
||||
AZ::Aabb NetBindComponent::GetRewindBoundsForInput(const NetworkInput& networkInput, float deltaTime) const
|
||||
{
|
||||
AZ_Assert(m_netEntityRole == NetEntityRole::Authority, "Incorrect network role for computing rewind bounds");
|
||||
AZ::Aabb bounds = AZ::Aabb::CreateNull();
|
||||
for (MultiplayerComponent* multiplayerComponent : m_multiplayerInputComponentVector)
|
||||
{
|
||||
const AZ::Aabb componentBounds = multiplayerComponent->GetController()->GetRewindBoundsForInput(networkInput, deltaTime);
|
||||
if (componentBounds.IsValid())
|
||||
{
|
||||
bounds.AddAabb(componentBounds);
|
||||
}
|
||||
}
|
||||
return bounds;
|
||||
}
|
||||
|
||||
bool NetBindComponent::HandleRpcMessage(AzNetworking::IConnection* invokingConnection, NetEntityRole remoteRole, NetworkEntityRpcMessage& message)
|
||||
{
|
||||
auto findIt = m_multiplayerComponentMap.find(message.GetComponentId());
|
||||
|
||||
@@ -1,165 +0,0 @@
|
||||
/*
|
||||
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
|
||||
* its licensors.
|
||||
*
|
||||
* For complete copyright and license terms please see the LICENSE at the root of this
|
||||
* distribution (the "License"). All use of this software is governed by the License,
|
||||
* or, if provided, by the license below or the license accompanying this file. Do not
|
||||
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
|
||||
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
*
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
|
||||
#include <AzCore/Component/Component.h>
|
||||
#include <AzCore/Component/Entity.h>
|
||||
#include <AzCore/Math/Aabb.h>
|
||||
#include <AzCore/std/containers/map.h>
|
||||
#include <AzCore/std/containers/vector.h>
|
||||
#include <AzCore/std/smart_ptr/unique_ptr.h>
|
||||
#include <AzNetworking/Serialization/ISerializer.h>
|
||||
#include <AzNetworking/ConnectionLayer/IConnection.h>
|
||||
#include <Source/NetworkEntity/EntityReplication/ReplicationRecord.h>
|
||||
#include <Include/NetworkEntityHandle.h>
|
||||
#include <Include/IMultiplayerComponentInput.h>
|
||||
#include <Include/INetworkTime.h>
|
||||
#include <Include/MultiplayerTypes.h>
|
||||
#include <AzCore/EBus/Event.h>
|
||||
|
||||
namespace Multiplayer
|
||||
{
|
||||
class NetworkInput;
|
||||
class ReplicationRecord;
|
||||
class MultiplayerComponent;
|
||||
|
||||
using EntityStopEvent = AZ::Event<const ConstNetworkEntityHandle&>;
|
||||
using EntityDirtiedEvent = AZ::Event<>;
|
||||
using EntityMigrationStartEvent = AZ::Event<ClientInputId>;
|
||||
using EntityMigrationEndEvent = AZ::Event<>;
|
||||
using EntityServerMigrationEvent = AZ::Event<const ConstNetworkEntityHandle&, HostId, AzNetworking::ConnectionId>;
|
||||
|
||||
//! @class NetBindComponent
|
||||
//! @brief Component that provides net-binding to a networked entity.
|
||||
class NetBindComponent final
|
||||
: public AZ::Component
|
||||
{
|
||||
public:
|
||||
AZ_COMPONENT(NetBindComponent, "{DAA076B3-1A1C-4FEF-8583-1DF696971604}");
|
||||
|
||||
static void Reflect(AZ::ReflectContext* context);
|
||||
static void GetProvidedServices(AZ::ComponentDescriptor::DependencyArrayType& provided);
|
||||
static void GetIncompatibleServices(AZ::ComponentDescriptor::DependencyArrayType& incompatible);
|
||||
|
||||
NetBindComponent();
|
||||
~NetBindComponent() override = default;
|
||||
|
||||
//! AZ::Component overrides.
|
||||
//! @{
|
||||
void Init() override;
|
||||
void Activate() override;
|
||||
void Deactivate() override;
|
||||
//! @}
|
||||
|
||||
NetEntityRole GetNetEntityRole() const;
|
||||
bool IsAuthority() const;
|
||||
bool HasController() const;
|
||||
NetEntityId GetNetEntityId() const;
|
||||
const PrefabEntityId& GetPrefabEntityId() const;
|
||||
ConstNetworkEntityHandle GetEntityHandle() const;
|
||||
NetworkEntityHandle GetEntityHandle();
|
||||
|
||||
MultiplayerComponentInputVector AllocateComponentInputs();
|
||||
bool IsProcessingInput() const;
|
||||
void CreateInput(NetworkInput& networkInput, float deltaTime);
|
||||
void ProcessInput(NetworkInput& networkInput, float deltaTime);
|
||||
AZ::Aabb GetRewindBoundsForInput(const NetworkInput& networkInput, float deltaTime) const;
|
||||
|
||||
bool HandleRpcMessage(AzNetworking::IConnection* invokingConnection, NetEntityRole remoteRole, NetworkEntityRpcMessage& message);
|
||||
bool HandlePropertyChangeMessage(AzNetworking::ISerializer& serializer, bool notifyChanges = true);
|
||||
|
||||
RpcSendEvent& GetSendAuthorityToClientRpcEvent();
|
||||
RpcSendEvent& GetSendAuthorityToAutonomousRpcEvent();
|
||||
RpcSendEvent& GetSendServerToAuthorityRpcEvent();
|
||||
RpcSendEvent& GetSendAutonomousToAuthorityRpcEvent();
|
||||
|
||||
const ReplicationRecord& GetPredictableRecord() const;
|
||||
|
||||
void MarkDirty();
|
||||
void NotifyLocalChanges();
|
||||
void NotifyMigrationStart(ClientInputId migratedInputId);
|
||||
void NotifyMigrationEnd();
|
||||
void NotifyServerMigration(HostId hostId, AzNetworking::ConnectionId connectionId);
|
||||
|
||||
void AddEntityStopEventHandler(EntityStopEvent::Handler& eventHandler);
|
||||
void AddEntityDirtiedEventHandler(EntityDirtiedEvent::Handler& eventHandler);
|
||||
void AddEntityMigrationStartEventHandler(EntityMigrationStartEvent::Handler& eventHandler);
|
||||
void AddEntityMigrationEndEventHandler(EntityMigrationEndEvent::Handler& eventHandler);
|
||||
void AddEntityServerMigrationEventHandler(EntityServerMigrationEvent::Handler& eventHandler);
|
||||
|
||||
bool SerializeEntityCorrection(AzNetworking::ISerializer& serializer);
|
||||
|
||||
bool SerializeStateDeltaMessage(ReplicationRecord& replicationRecord, AzNetworking::ISerializer& serializer);
|
||||
void NotifyStateDeltaChanges(ReplicationRecord& replicationRecord);
|
||||
|
||||
void FillReplicationRecord(ReplicationRecord& replicationRecord) const;
|
||||
void FillTotalReplicationRecord(ReplicationRecord& replicationRecord) const;
|
||||
|
||||
private:
|
||||
void PreInit(AZ::Entity* entity, const PrefabEntityId& prefabEntityId, NetEntityId netEntityId, NetEntityRole netEntityRole);
|
||||
|
||||
void ConstructControllers();
|
||||
void DestructControllers();
|
||||
void ActivateControllers(EntityIsMigrating entityIsMigrating);
|
||||
void DeactivateControllers(EntityIsMigrating entityIsMigrating);
|
||||
|
||||
void OnEntityStateEvent(AZ::Entity::State oldState, AZ::Entity::State newState);
|
||||
|
||||
void NetworkAttach();
|
||||
|
||||
void HandleMarkedDirty();
|
||||
void HandleLocalServerRpcMessage(NetworkEntityRpcMessage& message);
|
||||
|
||||
void DetermineInputOrdering();
|
||||
|
||||
void StopEntity();
|
||||
|
||||
ReplicationRecord m_currentRecord = NetEntityRole::InvalidRole;
|
||||
ReplicationRecord m_totalRecord = NetEntityRole::InvalidRole;
|
||||
ReplicationRecord m_predictableRecord = NetEntityRole::Autonomous;
|
||||
ReplicationRecord m_localNotificationRecord = NetEntityRole::InvalidRole;
|
||||
PrefabEntityId m_prefabEntityId;
|
||||
AZStd::unordered_map<NetComponentId, MultiplayerComponent*> m_multiplayerComponentMap;
|
||||
AZStd::vector<MultiplayerComponent*> m_multiplayerSerializationComponentVector;
|
||||
AZStd::vector<MultiplayerComponent*> m_multiplayerInputComponentVector;
|
||||
|
||||
RpcSendEvent m_sendAuthorityToClientRpcEvent;
|
||||
RpcSendEvent m_sendAuthorityToAutonomousRpcEvent;
|
||||
RpcSendEvent m_sendServertoAuthorityRpcEvent;
|
||||
RpcSendEvent m_sendAutonomousToAuthorityRpcEvent;
|
||||
|
||||
EntityStopEvent m_entityStopEvent;
|
||||
EntityDirtiedEvent m_dirtiedEvent;
|
||||
EntityMigrationStartEvent m_entityMigrationStartEvent;
|
||||
EntityMigrationEndEvent m_entityMigrationEndEvent;
|
||||
EntityServerMigrationEvent m_entityServerMigrationEvent;
|
||||
AZ::Event<> m_onRemove;
|
||||
RpcSendEvent::Handler m_handleLocalServerRpcMessageEventHandle;
|
||||
AZ::Event<>::Handler m_handleMarkedDirty;
|
||||
AZ::Event<>::Handler m_handleNotifyChanges;
|
||||
AZ::Entity::EntityStateEvent::Handler m_handleEntityStateEvent;
|
||||
|
||||
NetworkEntityHandle m_netEntityHandle;
|
||||
NetEntityRole m_netEntityRole = NetEntityRole::InvalidRole;
|
||||
NetEntityId m_netEntityId = InvalidNetEntityId;
|
||||
|
||||
bool m_isProcessingInput = false;
|
||||
bool m_isMigrationDataValid = false;
|
||||
bool m_needsToBeStopped = false;
|
||||
|
||||
friend class NetworkEntityManager;
|
||||
friend class EntityReplicationManager;
|
||||
};
|
||||
|
||||
bool NetworkRoleHasController(NetEntityRole networkRole);
|
||||
}
|
||||
Reference in New Issue
Block a user