Refactored root spawnable instantiation, added selective instantiation of root spawnable entities

This commit is contained in:
pereslav
2021-04-16 00:19:43 +01:00
parent a5fdbddeda
commit 4962218d29
11 changed files with 136 additions and 77 deletions
@@ -18,8 +18,8 @@
#include <AzCore/std/typetraits/is_enum.h>
#include <AzCore/RTTI/TypeInfo.h>
#include <AzCore/RTTI/TypeSafeIntegral.h>
#include "AzCore/Name/Name.h"
#include "AzCore/Name/NameDictionary.h"
#include <AzCore/Name/Name.h>
#include <AzCore/Name/NameDictionary.h>
namespace AzNetworking
{
@@ -15,9 +15,9 @@
#include <Source/MultiplayerSystemComponent.h>
#include <Source/Components/NetBindComponent.h>
#include <Source/AutoGen/AutoComponentTypes.h>
#include <AzNetworking/Framework/NetworkingSystemComponent.h>
#include <Source/Pipeline/NetBindMarkerComponent.h>
#include <Source/Pipeline/NetworkSpawnableHolderComponent.h>
#include <AzNetworking/Framework/NetworkingSystemComponent.h>
namespace Multiplayer
{
@@ -12,13 +12,13 @@
#include <Source/Multiplayer_precompiled.h>
#include <Source/MultiplayerToolsModule.h>
#include "Pipeline/NetworkPrefabProcessor.h"
#include "AzCore/Serialization/Json/RegistrationContext.h"
#include "Prefab/Instance/InstanceSerializer.h"
#include <Pipeline/NetworkPrefabProcessor.h>
#include <AzCore/Serialization/Json/RegistrationContext.h>
#include <Prefab/Instance/InstanceSerializer.h>
namespace Multiplayer
{
//! Multiplayer system component wraps the bridging logic between the game and transport layer.
//! Multiplayer Tools system component provides serialize context reflection for tools-only systems.
class MultiplayerToolsSystemComponent final
: public AZ::Component
{
@@ -13,11 +13,11 @@
#pragma once
#include <AzCore/EBus/Event.h>
#include <AzCore/Name/Name.h>
#include <AzCore/RTTI/TypeSafeIntegral.h>
#include <AzCore/std/string/fixed_string.h>
#include <AzNetworking/Serialization/ISerializer.h>
#include <AzNetworking/ConnectionLayer/ConnectionEnums.h>
#include <AzCore/Name/Name.h>
namespace Multiplayer
{
@@ -70,19 +70,6 @@ namespace Multiplayer
True
};
template<typename TYPE>
bool Serialize(TYPE& value, const char* name);
inline NetEntityId MakeEntityId(uint8_t a_ServerId, int32_t a_NextId)
{
constexpr int32_t MAX_ENTITYID = 0x00FFFFFF;
AZ_Assert((a_NextId < MAX_ENTITYID) && (a_NextId > 0), "Requested Id out of range");
NetEntityId ret = NetEntityId(((static_cast<int32_t>(a_ServerId) << 24) & 0xFF000000) | (a_NextId & MAX_ENTITYID));
return ret;
}
// This is just a placeholder
// The level/prefab cooking will devise the actual solution for identifying a dynamically spawnable entity within a prefab
struct PrefabEntityId
@@ -29,6 +29,7 @@
#include <AzCore/Console/IConsole.h>
#include <AzCore/Console/ILogger.h>
#include <AzCore/Math/Transform.h>
#include <Include/INetworkEntityManager.h>
namespace Multiplayer
{
@@ -532,7 +533,7 @@ namespace Multiplayer
NetEntityId netEntityId,
NetEntityRole localNetworkRole,
AzNetworking::ISerializer& serializer,
[[maybe_unused]] const PrefabEntityId& prefabEntityId
const PrefabEntityId& prefabEntityId
)
{
ConstNetworkEntityHandle replicatorEntity = GetNetworkEntityManager()->GetEntity(netEntityId);
@@ -544,6 +545,15 @@ namespace Multiplayer
if (createEntity)
{
//replicatorEntity = GetNetworkEntityManager()->CreateSingleEntityImmediateInternal(prefabEntityId, EntitySpawnType::Replicate, AutoActivate::DoNotActivate, netEntityId, localNetworkRole, AZ::Transform::Identity());
INetworkEntityManager::EntityList entityList = GetNetworkEntityManager()->CreateEntitiesImmediate(
prefabEntityId, netEntityId, localNetworkRole,
AZ::Transform::Identity());
if (entityList.size() == 1)
{
replicatorEntity = entityList[0];
}
AZ_Assert(replicatorEntity != nullptr, "Failed to create entity from prefab %s", prefabEntityId.m_prefabName.GetCStr());
if (replicatorEntity == nullptr)
{
@@ -54,7 +54,8 @@ namespace Multiplayer
//! Creates new entities of the given archetype
//! @param prefabEntryId the name of the spawnable to spawn
virtual void CreateEntitiesImmediate(const PrefabEntityId& prefabEntryId) = 0;
virtual EntityList CreateEntitiesImmediate(
const PrefabEntityId& prefabEntryId, NetEntityId netEntityId, NetEntityRole netEntityRole, const AZ::Transform& transform) = 0;
//! Returns an ConstEntityPtr for the provided entityId.
//! @param netEntityId the netEntityId to get an ConstEntityPtr for
@@ -20,6 +20,9 @@
#include <AzFramework/Entity/EntityContextBus.h>
#include <AzFramework/Entity/GameEntityContextBus.h>
#include <AzFramework/Components/TransformComponent.h>
#include <Include/IMultiplayer.h>
#include <Pipeline/NetworkSpawnableHolderComponent.h>
#include <AzCore/Asset/AssetManager.h>
namespace Multiplayer
{
@@ -32,7 +35,6 @@ namespace Multiplayer
, m_updateEntityDomainEvent([this] { UpdateEntityDomain(); }, AZ::Name("NetworkEntityManager update entity domain event"))
, m_entityAddedEventHandler([this](AZ::Entity* entity) { OnEntityAdded(entity); })
, m_entityRemovedEventHandler([this](AZ::Entity* entity) { OnEntityRemoved(entity); })
, m_rootSpawnableMonitor(*this)
{
AZ::Interface<INetworkEntityManager>::Register(this);
AzFramework::RootSpawnableNotificationBus::Handler::BusConnect();
@@ -284,8 +286,8 @@ namespace Multiplayer
NetBindComponent* netBindComponent = entity->FindComponent<NetBindComponent>();
if (netBindComponent != nullptr)
{
const NetEntityId netEntityId = NextId();
netBindComponent->PreInit(entity, PrefabEntityId(), netEntityId, NetEntityRole::Authority);
//const NetEntityId netEntityId = NextId();
//netBindComponent->PreInit(entity, PrefabEntityId(), netEntityId, NetEntityRole::Authority);
}
}
@@ -337,7 +339,8 @@ namespace Multiplayer
}
}
INetworkEntityManager::EntityList NetworkEntityManager::CreateEntitiesImmediate(const AzFramework::Spawnable& spawnable)
INetworkEntityManager::EntityList NetworkEntityManager::CreateEntitiesImmediate(
const AzFramework::Spawnable& spawnable, NetEntityRole netEntityRole)
{
INetworkEntityManager::EntityList returnList;
@@ -361,7 +364,7 @@ namespace Multiplayer
prefabEntityId.m_entityOffset = aznumeric_cast<uint32_t>(i);
const NetEntityId netEntityId = NextId();
netBindComponent->PreInit(clone, prefabEntityId, netEntityId, NetEntityRole::Authority);
netBindComponent->PreInit(clone, prefabEntityId, netEntityId, netEntityRole);
AzFramework::GameEntityContextRequestBus::Broadcast(
&AzFramework::GameEntityContextRequestBus::Events::AddGameEntity, clone);
@@ -378,8 +381,62 @@ namespace Multiplayer
return returnList;
}
void NetworkEntityManager::CreateEntitiesImmediate([[maybe_unused]] const PrefabEntityId& a_SliceEntryId)
INetworkEntityManager::EntityList NetworkEntityManager::CreateEntitiesImmediate(
const PrefabEntityId& prefabEntryId, NetEntityId netEntityId, NetEntityRole netEntityRole,
const AZ::Transform& transform)
{
INetworkEntityManager::EntityList returnList;
// TODO: Implement for non-root spawnables
auto spawnableAssetId = m_networkPrefabLibrary.GetAssetIdByName(prefabEntryId.m_prefabName);
if (spawnableAssetId == m_rootSpawnableAsset.GetId())
{
AzFramework::Spawnable* netSpawnable = m_rootSpawnableAsset.GetAs<AzFramework::Spawnable>();
if (!netSpawnable)
{
return returnList;
}
const uint32_t entityIndex = prefabEntryId.m_entityOffset;
if (entityIndex == PrefabEntityId::AllIndices)
{
return CreateEntitiesImmediate(*netSpawnable, netEntityRole);
}
const AzFramework::Spawnable::EntityList& entities = netSpawnable->GetEntities();
size_t entitiesSize = entities.size();
if (entityIndex >= entitiesSize)
{
return returnList;
}
AZ::SerializeContext* serializeContext = nullptr;
AZ::ComponentApplicationBus::BroadcastResult(serializeContext, &AZ::ComponentApplicationBus::Events::GetSerializeContext);
AZ::Entity* clone = serializeContext->CloneObject(entities[entityIndex].get());
AZ_Assert(clone != nullptr, "Failed to clone spawnable entity.");
clone->SetId(AZ::Entity::MakeId());
NetBindComponent* netBindComponent = clone->FindComponent<NetBindComponent>();
if (netBindComponent)
{
netBindComponent->PreInit(clone, prefabEntryId, netEntityId, netEntityRole);
auto* transformComponent = clone->FindComponent<AzFramework::TransformComponent>();
if (transformComponent)
{
transformComponent->SetWorldTM(transform);
}
AzFramework::GameEntityContextRequestBus::Broadcast(
&AzFramework::GameEntityContextRequestBus::Events::AddGameEntity, clone);
returnList.push_back(netBindComponent->GetEntityHandle());
}
}
return returnList;
}
Multiplayer::NetEntityId NetworkEntityManager::NextId()
@@ -389,55 +446,57 @@ namespace Multiplayer
}
void NetworkEntityManager::OnRootSpawnableAssigned(
[[maybe_unused]] AZ::Data::Asset<AzFramework::Spawnable> rootSpawnable, [[maybe_unused]] uint32_t generation)
AZ::Data::Asset<AzFramework::Spawnable> rootSpawnable, [[maybe_unused]] uint32_t generation)
{
AZStd::string hint = rootSpawnable.GetHint();
size_t extensionPos = hint.find(".spawnable");
if (extensionPos == AZStd::string::npos)
AzFramework::Spawnable* rootSpawnableData = rootSpawnable.GetAs<AzFramework::Spawnable>();
const auto& entityList = rootSpawnableData->GetEntities();
if (entityList.size() == 0)
{
AZ_Error("NetworkEntityManager", false, "OnRootSpawnableAssigned: Root spawnable hint doesn't have .spawnable extension");
AZ_Error("NetworkEntityManager", false, "OnRootSpawnableAssigned: Root spawnable doesn't have any entities.");
return;
}
AZStd::string newhint = hint.replace(extensionPos, 0, ".network");
auto rootSpawnableAssetId = m_networkPrefabLibrary.GetAssetIdByName(AZ::Name(newhint));
if (!rootSpawnableAssetId.IsValid())
const auto& rootEntity = entityList[0];
auto* spawnableHolder = rootEntity->FindComponent<NetworkSpawnableHolderComponent>();
if (!spawnableHolder)
{
AZ_Error("NetworkEntityManager", false, "OnRootSpawnableAssigned: Network spawnable asset ID is invalid");
AZ_Error("NetworkEntityManager", false, "OnRootSpawnableAssigned: Root entity doesn't have NetworkSpawnableHolderComponent.");
return;
}
m_rootSpawnableAsset = AZ::Data::Asset<AzFramework::Spawnable>(
rootSpawnableAssetId, azrtti_typeid<AzFramework::Spawnable>(), newhint);
if (m_rootSpawnableAsset.QueueLoad())
AZ::Data::Asset<AzFramework::Spawnable> netSpawnableAsset = spawnableHolder->GetNetworkSpawnableAsset();
AzFramework::Spawnable* netSpawnable = netSpawnableAsset.GetAs<AzFramework::Spawnable>();
if (!netSpawnable)
{
m_rootSpawnableMonitor.Connect(rootSpawnableAssetId);
// TODO: Temp sync load until JsonSerialization of loadBehavior is fixed.
netSpawnableAsset = AZ::Data::AssetManager::Instance().GetAsset<AzFramework::Spawnable>(
netSpawnableAsset.GetId(), AZ::Data::AssetLoadBehavior::PreLoad);
AZ::Data::AssetManager::Instance().BlockUntilLoadComplete(netSpawnableAsset);
netSpawnable = netSpawnableAsset.GetAs<AzFramework::Spawnable>();
}
else
if (!netSpawnable)
{
AZ_Error("NetworkEntityManager", false, "OnRootSpawnableAssigned: Unable to queue networked root spawnable '%s' for loading.",
m_rootSpawnableAsset.GetHint().c_str());
AZ_Error("NetworkEntityManager", false, "OnRootSpawnableAssigned: Net spawnable doesn't have any data.");
return;
}
m_rootSpawnableAsset = netSpawnableAsset;
const auto agentType = AZ::Interface<IMultiplayer>::Get()->GetAgentType();
const bool spawnImmediately =
(agentType == MultiplayerAgentType::ClientServer || agentType == MultiplayerAgentType::DedicatedServer);
if (spawnImmediately)
{
CreateEntitiesImmediate(*netSpawnable, NetEntityRole::Authority);
}
}
void NetworkEntityManager::OnRootSpawnableReleased([[maybe_unused]] uint32_t generation)
{
m_rootSpawnableMonitor.Disconnect();
}
NetworkEntityManager::NetworkSpawnableMonitor::NetworkSpawnableMonitor(
NetworkEntityManager& entityManager)
: m_entityManager(entityManager)
{
}
void NetworkEntityManager::NetworkSpawnableMonitor::OnAssetReady(AZ::Data::Asset<AZ::Data::AssetData> asset)
{
AzFramework::Spawnable* spawnable = asset.GetAs<AzFramework::Spawnable>();
AZ_Assert(spawnable, "NetworkSpawnableMonitor: Loaded asset data didn't contain a Spawanble.");
m_entityManager.CreateEntitiesImmediate(*spawnable);
// TODO: Do we need to clear all entities here?
m_rootSpawnableAsset.Release();
}
}
@@ -15,7 +15,6 @@
#include <AzCore/EBus/ScheduledEvent.h>
#include <AzCore/Component/ComponentApplicationBus.h>
#include <AzFramework/Spawnable/RootSpawnableInterface.h>
#include <AzFramework/Spawnable/SpawnableMonitor.h>
#include <Source/NetworkEntity/INetworkEntityManager.h>
#include <Source/NetworkEntity/NetworkEntityAuthorityTracker.h>
#include <Source/NetworkEntity/NetworkEntityTracker.h>
@@ -46,9 +45,11 @@ namespace Multiplayer
HostId GetHostId() const override;
ConstNetworkEntityHandle GetEntity(NetEntityId netEntityId) const override;
EntityList CreateEntitiesImmediate(const AzFramework::Spawnable& spawnable);
EntityList CreateEntitiesImmediate(const AzFramework::Spawnable& spawnable, NetEntityRole netEntityRole);
void CreateEntitiesImmediate(const PrefabEntityId& a_SliceEntryId) override;
EntityList CreateEntitiesImmediate(
const PrefabEntityId& prefabEntryId, NetEntityId netEntityId, NetEntityRole netEntityRole,
const AZ::Transform& transform) override;
uint32_t GetEntityCount() const override;
NetworkEntityHandle AddEntityToEntityMap(NetEntityId netEntityId, AZ::Entity* entity) override;
@@ -78,15 +79,6 @@ namespace Multiplayer
//! @}
private:
class NetworkSpawnableMonitor final : public AzFramework::SpawnableMonitor
{
public:
explicit NetworkSpawnableMonitor(NetworkEntityManager& entityManager);
void OnAssetReady(AZ::Data::Asset<AZ::Data::AssetData> asset) override;
NetworkEntityManager& m_entityManager;
};
void OnEntityAdded(AZ::Entity* entity);
void OnEntityRemoved(AZ::Entity* entity);
void RemoveEntities();
@@ -120,7 +112,6 @@ namespace Multiplayer
DeferredRpcMessages m_localDeferredRpcMessages;
NetworkSpawnableLibrary m_networkPrefabLibrary;
NetworkSpawnableMonitor m_rootSpawnableMonitor;
AZ::Data::Asset<AzFramework::Spawnable> m_rootSpawnableAsset;
};
}
@@ -124,7 +124,7 @@ namespace Multiplayer
AzFramework::TransformComponent* transformComponent = netEntity->FindComponent<AzFramework::TransformComponent>();
breadcrumbEntity->CreateComponent<AzFramework::TransformComponent>(*transformComponent);
// TODO: Add NetBindMarkerComponent here referring to the net entity
// TODO: Configure NetBindMarkerComponent to refer to the net entity
sourceInstance->AddEntity(*breadcrumbEntity);
}
@@ -133,6 +133,7 @@ namespace Multiplayer
AZ::Data::AssetId assetId = networkSpawnable->GetId();
AZ::Data::Asset<AzFramework::Spawnable> networkSpawnableAsset;
networkSpawnableAsset.Create(assetId);
networkSpawnableAsset.SetAutoLoadBehavior(AZ::Data::AssetLoadBehavior::PreLoad);
EntityOptionalReference containerEntityRef = sourceInstance->GetContainerEntity();
if (containerEntityRef.has_value())
@@ -39,4 +39,13 @@ namespace Multiplayer
m_networkSpawnableAsset = networkSpawnableAsset;
}
AZ::Data::Asset<AzFramework::Spawnable> NetworkSpawnableHolderComponent::GetNetworkSpawnableAsset()
{
return m_networkSpawnableAsset;
}
NetworkSpawnableHolderComponent::NetworkSpawnableHolderComponent()
{
}
}
@@ -27,7 +27,7 @@ namespace Multiplayer
static void Reflect(AZ::ReflectContext* context);
NetworkSpawnableHolderComponent() = default;
NetworkSpawnableHolderComponent();;
~NetworkSpawnableHolderComponent() override = default;
//! AZ::Component overrides.
@@ -37,6 +37,7 @@ namespace Multiplayer
//! @}
void SetNetworkSpawnableAsset(AZ::Data::Asset<AzFramework::Spawnable> networkSpawnableAsset);
AZ::Data::Asset<AzFramework::Spawnable> GetNetworkSpawnableAsset();
private:
AZ::Data::Asset<AzFramework::Spawnable> m_networkSpawnableAsset{ AZ::Data::AssetLoadBehavior::PreLoad };