Several updates to complete rewind support and remove unneeded functionality

This commit is contained in:
karlberg
2021-05-19 13:27:24 -07:00
parent e0ea9e6224
commit 487e989e68
20 changed files with 267 additions and 270 deletions
@@ -13,10 +13,15 @@
#include <Source/NetworkTime/NetworkTime.h>
#include <Multiplayer/IMultiplayer.h>
#include <Multiplayer/Components/NetBindComponent.h>
#include <Multiplayer/Components/NetworkTransformComponent.h>
#include <AzCore/Math/ShapeIntersection.h>
#include <AzFramework/Visibility/IVisibilitySystem.h>
#include <AzFramework/Visibility/EntityBoundsUnionBus.h>
namespace Multiplayer
{
AZ_CVAR(float, sv_RewindVolumeExtrudeDistance, 50.0f, nullptr, AZ::ConsoleFunctorFlags::Null, "The amount to increase rewind volume checks to account for fast moving entities");
NetworkTime::NetworkTime()
{
AZ::Interface<INetworkTime>::Register(this);
@@ -73,35 +78,59 @@ namespace Multiplayer
void NetworkTime::SyncEntitiesToRewindState(const AZ::Aabb& rewindVolume)
{
// TODO: extrude rewind volume for initial gather
AZStd::vector<AzFramework::VisibilityEntry*> gatheredEntries;
AZ::Interface<AzFramework::IVisibilitySystem>::Get()->GetDefaultVisibilityScene()->Enumerate(rewindVolume, [&gatheredEntries](const AzFramework::IVisibilityScene::NodeData& nodeData)
// Since the vis system doesn't support rewound queries, first query with an expanded volume to catch any fast moving entities
const AZ::Aabb expandedVolume = rewindVolume.GetExpanded(AZ::Vector3(sv_RewindVolumeExtrudeDistance));
AzFramework::IEntityBoundsUnion* entityBoundsUnion = AZ::Interface<AzFramework::IEntityBoundsUnion>::Get();
AZStd::vector<NetBindComponent*> gatheredEntities;
AZ::Interface<AzFramework::IVisibilitySystem>::Get()->GetDefaultVisibilityScene()->Enumerate(expandedVolume,
[entityBoundsUnion, rewindVolume, &gatheredEntities](const AzFramework::IVisibilityScene::NodeData& nodeData)
{
gatheredEntries.reserve(gatheredEntries.size() + nodeData.m_entries.size());
gatheredEntities.reserve(gatheredEntities.size() + nodeData.m_entries.size());
for (AzFramework::VisibilityEntry* visEntry : nodeData.m_entries)
{
if (visEntry->m_typeFlags & AzFramework::VisibilityEntry::TypeFlags::TYPE_Entity)
{
// TODO: offset aabb for exact rewound position and check against the non-extruded rewind volume
gatheredEntries.push_back(visEntry);
AZ::Entity* entity = static_cast<AZ::Entity*>(visEntry->m_userData);
const AZ::Aabb currentBounds = entityBoundsUnion->GetEntityLocalBoundsUnion(entity->GetId());
const AZ::Vector3 currentCenter = currentBounds.GetCenter();
NetworkTransformComponent* networkTransform = entity->template FindComponent<NetworkTransformComponent>();
if (networkTransform != nullptr)
{
const AZ::Vector3 rewindCenter = networkTransform->GetTranslation(); // Get the rewound position
const AZ::Vector3 rewindOffset = rewindCenter - currentCenter; // Compute offset between rewound and current positions
const AZ::Aabb rewoundAabb = currentBounds.GetTranslated(rewindOffset); // Apply offset to the entity aabb
if (AZ::ShapeIntersection::Overlaps(rewoundAabb, rewindVolume)) // Validate the rewound aabb intersects our rewind volume
{
// Due to component constraints, netBindComponent must exist if networkTransform exists
NetBindComponent* netBindComponent = entity->template FindComponent<NetBindComponent>();
gatheredEntities.push_back(netBindComponent);
}
}
}
}
});
for (AzFramework::VisibilityEntry* visEntry : gatheredEntries)
NetworkEntityTracker* networkEntityTracker = GetNetworkEntityTracker();
for (NetBindComponent* netBindComponent : gatheredEntities)
{
AZ::Entity* entity = static_cast<AZ::Entity*>(visEntry->m_userData);
[[maybe_unused]] NetBindComponent* entryNetBindComponent = entity->template FindComponent<NetBindComponent>();
if (entryNetBindComponent != nullptr)
{
// TODO: invoke the sync to rewind event on the netBindComponent and add the entity to the rewound entity set
}
netBindComponent->NotifySyncRewindState();
m_rewoundEntities.push_back(NetworkEntityHandle(netBindComponent, networkEntityTracker));
}
}
void NetworkTime::ClearRewoundEntities()
{
AZ_Assert(!IsTimeRewound(), "Cannot clear rewound entity state while still within scoped rewind");
// TODO: iterate all rewound entities, signal them to sync rewind state, and clear the rewound entity set
for (NetworkEntityHandle entityHandle : m_rewoundEntities)
{
NetBindComponent* netBindComponent = entityHandle.GetNetBindComponent();
netBindComponent->NotifySyncRewindState();
}
m_rewoundEntities.clear();
}
}
@@ -13,6 +13,7 @@
#pragma once
#include <Multiplayer/NetworkTime/INetworkTime.h>
#include <Multiplayer/NetworkEntity/NetworkEntityHandle.h>
#include <AzCore/Component/Component.h>
#include <AzCore/Console/IConsole.h>
@@ -42,6 +43,8 @@ namespace Multiplayer
private:
AZStd::vector<NetworkEntityHandle> m_rewoundEntities;
HostFrameId m_hostFrameId = HostFrameId{ 0 };
HostFrameId m_unalteredFrameId = HostFrameId{ 0 };
AZ::TimeMs m_hostTimeMs = AZ::TimeMs{ 0 };