Removal and Replacement of the CryTimer (gEnv->pTimer) (#5409)
Replaced and removed the CryTimer (gEnv->pTimer). The new TimeSystem is a merger of the current time functionality found in the engine.
* Rename TimeSystemComponent.h/.cpp to TimeSystem.h/.cpp
* Adding New TimeSystem
* remove old timer cvars
* small improvements to the time system.
- updated parts to use the time conversion functions.
- in AdvanceTickDeltaTimes applying t_simulationTickScale is now uses doubles instead of floats.
* Replace gEnv->pTimer / ITimer usages with TimeSystem
* Updating usages of AZ::TimeMs{ 0 } and AZ::TimeUs{ 0 } to AZ::Time::ZeroTimeMs and AZ::Time::ZeroTimeUs
* red code the CryTimer
* using TimeUs instead of TimeMs is some cases + updating usages of old cvars to new
Signed-off-by: amzn-sean <75276488+amzn-sean@users.noreply.github.com>
This commit is contained in:
@@ -66,11 +66,6 @@ namespace Multiplayer
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}
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}
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inline double ConvertTimeMsToSeconds(AZ::TimeMs value)
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{
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return static_cast<double>(static_cast<AZ::TimeMs>(value)) / 1000.0;
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}
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void LocalPredictionPlayerInputComponent::LocalPredictionPlayerInputComponent::Reflect(AZ::ReflectContext* context)
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{
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AZ::SerializeContext* serializeContext = azrtti_cast<AZ::SerializeContext*>(context);
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@@ -162,7 +157,7 @@ namespace Multiplayer
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}
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const AZ::TimeMs currentTimeMs = AZ::GetElapsedTimeMs();
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const double clientInputRateSec = ConvertTimeMsToSeconds(cl_InputRateMs);
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const double clientInputRateSec = AZ::TimeMsToSecondsDouble(cl_InputRateMs);
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m_lastInputReceivedTimeMs = currentTimeMs;
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// Keep track of last inputs received, also allows us to update frame ids
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@@ -267,7 +262,7 @@ namespace Multiplayer
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return;
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}
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const double clientInputRateSec = ConvertTimeMsToSeconds(cl_InputRateMs);
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const double clientInputRateSec = AZ::TimeMsToSecondsDouble(cl_InputRateMs);
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// Copy array so we can modify input ids
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NetworkInputMigrationVector inputArrayCopy = inputArray;
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@@ -342,7 +337,7 @@ namespace Multiplayer
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// If this correction is for a move outside our input history window, just start replaying from the oldest move we have available
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const uint32_t startReplayIndex = (inputHistorySize > historicalDelta) ? (inputHistorySize - historicalDelta) : 0;
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const double clientInputRateSec = ConvertTimeMsToSeconds(cl_InputRateMs);
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const double clientInputRateSec = AZ::TimeMsToSecondsDouble(cl_InputRateMs);
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for (uint32_t replayIndex = startReplayIndex; replayIndex < inputHistorySize; ++replayIndex)
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{
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// Reprocess the input for this frame
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@@ -423,9 +418,9 @@ namespace Multiplayer
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void LocalPredictionPlayerInputComponentController::UpdateAutonomous(AZ::TimeMs deltaTimeMs)
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{
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const double deltaTime = ConvertTimeMsToSeconds(deltaTimeMs);
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const double clientInputRateSec = ConvertTimeMsToSeconds(cl_InputRateMs);
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const double maxRewindHistory = ConvertTimeMsToSeconds(cl_MaxRewindHistoryMs);
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const double deltaTime = AZ::TimeMsToSecondsDouble(deltaTimeMs);
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const double clientInputRateSec = AZ::TimeMsToSecondsDouble(cl_InputRateMs);
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const double maxRewindHistory = AZ::TimeMsToSecondsDouble(cl_MaxRewindHistoryMs);
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#ifndef AZ_RELEASE_BUILD
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m_moveAccumulator += deltaTime * cl_DebugHackTimeMultiplier;
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@@ -13,7 +13,7 @@ namespace Multiplayer
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// This can be used to help mitigate client side performance when large numbers of entities are created off the network
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AZ_CVAR(uint32_t, cl_ClientMaxRemoteEntitiesPendingCreationCount, AZStd::numeric_limits<uint32_t>::max(), nullptr, AZ::ConsoleFunctorFlags::DontReplicate, "Maximum number of entities that we have sent to the client, but have not had a confirmation back from the client");
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AZ_CVAR(AZ::TimeMs, cl_ClientEntityReplicatorPendingRemovalTimeMs, AZ::TimeMs{ 10000 }, nullptr, AZ::ConsoleFunctorFlags::DontReplicate, "How long should wait prior to removing an entity for the client through a change in the replication window, entity deletes are still immediate");
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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");
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AZ_CVAR(AZ::TimeMs, cl_DefaultNetworkEntityActivationTimeSliceMs, AZ::Time::ZeroTimeMs, nullptr, AZ::ConsoleFunctorFlags::DontReplicate, "Max Ms to use to activate entities coming from the network, 0 means instantiate everything");
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ClientToServerConnectionData::ClientToServerConnectionData
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(
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@@ -27,7 +27,7 @@ namespace Multiplayer
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CollectHierarchyRoots();
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AZ::EntitySystemBus::Handler::BusConnect();
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m_updateDebugOverlay.Enqueue(AZ::TimeMs{ 0 }, true);
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m_updateDebugOverlay.Enqueue(AZ::Time::ZeroTimeMs, true);
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}
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MultiplayerDebugHierarchyReporter::~MultiplayerDebugHierarchyReporter()
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@@ -127,7 +127,7 @@ namespace Multiplayer
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MultiplayerDebugPerEntityReporter::MultiplayerDebugPerEntityReporter()
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: m_updateDebugOverlay([this]() { UpdateDebugOverlay(); }, AZ::Name("UpdateDebugPerEntityOverlay"))
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{
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m_updateDebugOverlay.Enqueue(AZ::TimeMs{ 0 }, true);
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m_updateDebugOverlay.Enqueue(AZ::Time::ZeroTimeMs, true);
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m_eventHandlers.m_entitySerializeStart = decltype(m_eventHandlers.m_entitySerializeStart)([this](AzNetworking::SerializerMode mode, AZ::EntityId entityId, const char* entityName)
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{
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@@ -35,7 +35,7 @@ namespace Multiplayer
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{
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m_networkEditorInterface = AZ::Interface<INetworking>::Get()->CreateNetworkInterface(
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AZ::Name(MpEditorInterfaceName), ProtocolType::Tcp, TrustZone::ExternalClientToServer, *this);
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m_networkEditorInterface->SetTimeoutMs(AZ::TimeMs{ 0 }); // Disable timeouts on this network interface
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m_networkEditorInterface->SetTimeoutMs(AZ::Time::ZeroTimeMs); // Disable timeouts on this network interface
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// Wait to activate the editor-server until LegacySystemInterfaceCreated so that the logging system is ready
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// Automated testing listens for these logs
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@@ -178,7 +178,7 @@ namespace Multiplayer
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AZStd::queue<AZStd::string> m_pendingConnectionTickets;
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AZStd::unordered_map<uint64_t, NetEntityId> m_playerRejoinData;
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AZ::TimeMs m_lastReplicatedHostTimeMs = AZ::TimeMs{ 0 };
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AZ::TimeMs m_lastReplicatedHostTimeMs = AZ::Time::ZeroTimeMs;
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HostFrameId m_lastReplicatedHostFrameId = HostFrameId(0);
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uint64_t m_temporaryUserIdentifier = 0; // Used in the event of a migration or rejoin
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+3
-3
@@ -54,10 +54,10 @@ namespace Multiplayer
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m_maxPayloadSize = connection.GetConnectionMtu() - UdpPacketHeaderSerializeSize - ReplicationManagerPacketOverhead;
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// Schedule ClearRemovedReplicators()
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m_clearRemovedReplicators.Enqueue(AZ::TimeMs{ 0 }, true);
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m_clearRemovedReplicators.Enqueue(AZ::Time::ZeroTimeMs, true);
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// Start window update events
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m_updateWindow.Enqueue(AZ::TimeMs{ 0 }, true);
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m_updateWindow.Enqueue(AZ::Time::ZeroTimeMs, true);
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INetworkEntityManager* networkEntityManager = GetNetworkEntityManager();
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if (networkEntityManager != nullptr)
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@@ -97,7 +97,7 @@ namespace Multiplayer
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notReadyEntities.push_back(entityId);
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}
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}
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if (m_entityActivationTimeSliceMs > AZ::TimeMs{ 0 } && AZ::GetElapsedTimeMs() > endTimeMs)
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if (m_entityActivationTimeSliceMs > AZ::Time::ZeroTimeMs && AZ::GetElapsedTimeMs() > endTimeMs)
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{
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// If we go over our timeslice, break out the loop
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break;
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@@ -344,7 +344,7 @@ namespace Multiplayer
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void EntityReplicator::SetPendingRemoval(AZ::TimeMs pendingRemovalTimeMs)
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{
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AZ_Assert(m_propertyPublisher, "Only valid if we are publishing updates");
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if (pendingRemovalTimeMs > AZ::TimeMs{ 0 })
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if (pendingRemovalTimeMs > AZ::Time::ZeroTimeMs)
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{
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if (!IsPendingRemoval())
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{
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@@ -26,7 +26,7 @@ namespace Multiplayer
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bool PropertySubscriber::IsDeleting() const
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{
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return m_markForRemovalTimeMs > AZ::TimeMs{ 0 };
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return m_markForRemovalTimeMs > AZ::Time::ZeroTimeMs;
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}
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bool PropertySubscriber::IsDeleted() const
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@@ -40,6 +40,6 @@ namespace Multiplayer
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// The last packet to have been received about this entity
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AzNetworking::PacketId m_lastReceivedPacketId = AzNetworking::InvalidPacketId;
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AZ::TimeMs m_markForRemovalTimeMs = AZ::TimeMs{ 0 };
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AZ::TimeMs m_markForRemovalTimeMs = AZ::Time::ZeroTimeMs;
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};
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}
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@@ -123,7 +123,7 @@ namespace Multiplayer
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AZ_Assert(entityHandle.GetNetBindComponent(), "No NetBindComponent found on networked entity");
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}
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m_removeList.push_back(entityHandle.GetNetEntityId());
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m_removeEntitiesEvent.Enqueue(AZ::TimeMs{ 0 });
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m_removeEntitiesEvent.Enqueue(AZ::Time::ZeroTimeMs);
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}
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}
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@@ -44,7 +44,7 @@ namespace Multiplayer
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HostFrameId m_hostFrameId = HostFrameId{ 0 };
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HostFrameId m_unalteredFrameId = HostFrameId{ 0 };
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AZ::TimeMs m_hostTimeMs = AZ::TimeMs{ 0 };
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AZ::TimeMs m_hostTimeMs = AZ::Time::ZeroTimeMs;
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float m_hostBlendFactor = DefaultBlendFactor;
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AzNetworking::ConnectionId m_rewindingConnectionId = AzNetworking::InvalidConnectionId;
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};
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