PR feedback, removed unnecessary code
Signed-off-by: pereslav <pereslav@amazon.com>
This commit is contained in:
+1
-1
@@ -108,7 +108,7 @@ namespace Multiplayer
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//! NetworkHierarchyRootComponentController
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//! This is the network controller for NetworkHierarchyRootComponent.
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//! Class provides the ability to process input for hierarchies.
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class NetworkHierarchyRootComponentController
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class NetworkHierarchyRootComponentController final
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: public NetworkHierarchyRootComponentControllerBase
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{
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public:
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@@ -373,6 +373,8 @@ namespace Multiplayer
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}
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NetEntityId childNetEntitydId = networkEntityManager->GetNetEntityIdById(child->GetId());
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AZ_Assert(childNetEntitydId != InvalidNetEntityId, "Unable to find the hierarchy entity in Network Entity Manager");
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ConstNetworkEntityHandle childEntityHandle = networkEntityManager->GetEntity(childNetEntitydId);
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NetBindComponent* netComp = childEntityHandle.GetNetBindComponent();
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@@ -395,24 +397,13 @@ namespace Multiplayer
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void NetworkHierarchyRootComponentController::ProcessInput(Multiplayer::NetworkInput& input, float deltaTime)
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{
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// Prevent replaying process input commands for child entities that weren't part of the hierarchy at that time
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//if (!m_firstProcessInputOccurred)
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//{
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// m_firstProcessInputOccurred = true;
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// m_firstProcessInputTime = input.GetInputId().GetGameTimePoint();
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//}
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//else if (m_firstProcessInputTime > input.GetInputId().GetGameTimePoint())
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//{
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// return;
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//}
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if (auto* networkInput = input.FindComponentInput<NetworkHierarchyRootComponentNetworkInput>())
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{
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INetworkEntityManager* networkEntityManager = AZ::Interface<INetworkEntityManager>::Get();
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AZ_Assert(networkEntityManager, "NetworkEntityManager must be created.");
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// Build a set of Net IDs for the children
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AZStd::unordered_set<NetEntityId> currentChildren; // TODO: Cache inside the component if this becomes a performance issue.
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AZStd::unordered_set<NetEntityId> currentChildren;
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NetworkHierarchyRootComponent& component = GetParent();
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for (AZ::Entity* child : component.m_hierarchicalEntities)
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{
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@@ -420,7 +411,9 @@ namespace Multiplayer
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{
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continue;
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}
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NetEntityId childNetEntitydId = networkEntityManager->GetNetEntityIdById(child->GetId()); // TODO: Cache net IDs in the component if this becomes a performance issue
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NetEntityId childNetEntitydId = networkEntityManager->GetNetEntityIdById(child->GetId());
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AZ_Assert(childNetEntitydId != InvalidNetEntityId, "Unable to find the hierarchy entity in Network Entity Manager");
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currentChildren.insert(childNetEntitydId);
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}
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@@ -468,6 +461,8 @@ namespace Multiplayer
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}
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NetEntityId childNetEntitydId = networkEntityManager->GetNetEntityIdById(child->GetId());
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AZ_Assert(childNetEntitydId != InvalidNetEntityId, "Unable to find the hierarchy entity in Network Entity Manager");
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ConstNetworkEntityHandle childEntityHandle = networkEntityManager->GetEntity(childNetEntitydId);
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NetBindComponent* netBindComponent = childEntityHandle.GetNetBindComponent();
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AZ_Assert(netBindComponent, "No NetBindComponent, this should be impossible");
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@@ -335,6 +335,8 @@ namespace Multiplayer
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for (const AZ::Entity* controlledEntity : hierarchyComponent.m_hierarchicalEntities)
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{
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NetEntityId controlledNetEntitydId = networkEntityManager->GetNetEntityIdById(controlledEntity->GetId());
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AZ_Assert(controlledNetEntitydId != InvalidNetEntityId, "Unable to find the hierarchy entity in Network Entity Manager");
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ConstNetworkEntityHandle controlledEntityHandle = networkEntityManager->GetEntity(controlledNetEntitydId);
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AZ_Assert(controlledEntityHandle != nullptr, "We have lost a controlled entity unexpectedly");
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