Changes to make client and entity migration functional, needed in the event of a host quitting necessitating a host migration

Signed-off-by: kberg-amzn <karlberg@amazon.com>
This commit is contained in:
kberg-amzn
2021-09-17 16:48:16 -07:00
parent 7dc930b444
commit 6e84495975
34 changed files with 424 additions and 121 deletions
@@ -123,8 +123,8 @@ namespace Multiplayer
if (IsAutonomous())
{
m_autonomousUpdateEvent.Enqueue(AZ::TimeMs{ 1 }, true);
GetParent().GetNetBindComponent()->AddEntityMigrationStartEventHandler(m_migrateStartHandler);
GetParent().GetNetBindComponent()->AddEntityMigrationEndEventHandler(m_migrateEndHandler);
GetMultiplayer()->AddClientMigrationStartEventHandler(m_migrateStartHandler);
GetMultiplayer()->AddClientMigrationEndEventHandler(m_migrateEndHandler);
}
}
@@ -388,16 +388,6 @@ namespace Multiplayer
m_syncRewindEvent.Signal();
}
void NetBindComponent::NotifyMigrationStart(ClientInputId migratedInputId)
{
m_entityMigrationStartEvent.Signal(migratedInputId);
}
void NetBindComponent::NotifyMigrationEnd()
{
m_entityMigrationEndEvent.Signal();
}
void NetBindComponent::NotifyServerMigration(HostId hostId, AzNetworking::ConnectionId connectionId)
{
m_entityServerMigrationEvent.Signal(m_netEntityHandle, hostId, connectionId);
@@ -428,16 +418,6 @@ namespace Multiplayer
eventHandler.Connect(m_syncRewindEvent);
}
void NetBindComponent::AddEntityMigrationStartEventHandler(EntityMigrationStartEvent::Handler& eventHandler)
{
eventHandler.Connect(m_entityMigrationStartEvent);
}
void NetBindComponent::AddEntityMigrationEndEventHandler(EntityMigrationEndEvent::Handler& eventHandler)
{
eventHandler.Connect(m_entityMigrationEndEvent);
}
void NetBindComponent::AddEntityServerMigrationEventHandler(EntityServerMigrationEvent::Handler& eventHandler)
{
eventHandler.Connect(m_entityServerMigrationEvent);
@@ -13,6 +13,7 @@ namespace Multiplayer
// This can be used to help mitigate client side performance when large numbers of entities are created off the network
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");
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");
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");
ClientToServerConnectionData::ClientToServerConnectionData
(
@@ -26,6 +27,7 @@ namespace Multiplayer
{
m_entityReplicationManager.SetMaxRemoteEntitiesPendingCreationCount(cl_ClientMaxRemoteEntitiesPendingCreationCount);
m_entityReplicationManager.SetEntityPendingRemovalMs(cl_ClientEntityReplicatorPendingRemovalTimeMs);
m_entityReplicationManager.SetEntityActivationTimeSliceMs(cl_DefaultNetworkEntityActivationTimeSliceMs);
}
ClientToServerConnectionData::~ClientToServerConnectionData()
@@ -9,7 +9,7 @@
#pragma once
#include <Multiplayer/ConnectionData/IConnectionData.h>
#include <Source/NetworkEntity/EntityReplication/EntityReplicationManager.h>
#include <Multiplayer/NetworkEntity/EntityReplication/EntityReplicationManager.h>
namespace Multiplayer
{
@@ -9,7 +9,7 @@
#pragma once
#include <Multiplayer/ConnectionData/IConnectionData.h>
#include <Source/NetworkEntity/EntityReplication/EntityReplicationManager.h>
#include <Multiplayer/NetworkEntity/EntityReplication/EntityReplicationManager.h>
namespace Multiplayer
{
@@ -32,7 +32,7 @@ namespace Multiplayer
{
m_networkEditorInterface = AZ::Interface<INetworking>::Get()->CreateNetworkInterface(
AZ::Name(MpEditorInterfaceName), ProtocolType::Tcp, TrustZone::ExternalClientToServer, *this);
m_networkEditorInterface->SetTimeoutEnabled(false);
m_networkEditorInterface->SetTimeoutMs(AZ::TimeMs{ 0 }); // Disable timeouts on this network interface
if (editorsv_isDedicated)
{
uint16_t editorServerPort = DefaultServerEditorPort;
@@ -10,6 +10,17 @@
namespace Multiplayer
{
void FullOwnershipEntityDomain::SetAabb([[maybe_unused]] const AZ::Aabb& aabb)
{
; // Do nothing, by definition we own everything
}
const AZ::Aabb& FullOwnershipEntityDomain::GetAabb() const
{
static AZ::Aabb nullAabb = AZ::Aabb::CreateNull();
return nullAabb;
}
bool FullOwnershipEntityDomain::IsInDomain([[maybe_unused]] const ConstNetworkEntityHandle& entityHandle) const
{
return true;
@@ -21,6 +21,8 @@ namespace Multiplayer
//! IEntityDomain overrides.
//! @{
void SetAabb(const AZ::Aabb& aabb) override;
const AZ::Aabb& GetAabb() const override;
bool IsInDomain(const ConstNetworkEntityHandle& entityHandle) const override;
void ActivateTracking(const INetworkEntityManager::OwnedEntitySet& ownedEntitySet) override;
void RetrieveEntitiesNotInDomain(EntitiesNotInDomain& outEntitiesNotInDomain) const override;
@@ -79,8 +79,6 @@ namespace Multiplayer
AZ_CVAR(ProtocolType, sv_protocol, ProtocolType::Udp, nullptr, AZ::ConsoleFunctorFlags::DontReplicate, "This flag controls whether we use TCP or UDP for game networking");
AZ_CVAR(bool, sv_isDedicated, true, nullptr, AZ::ConsoleFunctorFlags::DontReplicate, "Whether the host command creates an independent or client hosted server");
AZ_CVAR(bool, sv_isTransient, true, nullptr, AZ::ConsoleFunctorFlags::DontReplicate, "Whether a dedicated server shuts down if all existing connections disconnect.");
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");
AZ_CVAR(AZ::TimeMs, sv_serverSendRateMs, AZ::TimeMs{ 50 }, nullptr, AZ::ConsoleFunctorFlags::Null, "Minimum number of milliseconds between each network update");
AZ_CVAR(AZ::CVarFixedString, sv_defaultPlayerSpawnAsset, "prefabs/player.network.spawnable", nullptr, AZ::ConsoleFunctorFlags::DontReplicate,
"The default spawnable to use when a new player connects");
@@ -94,7 +92,6 @@ namespace Multiplayer
{
serializeContext->Class<MultiplayerSystemComponent, AZ::Component>()
->Version(1);
serializeContext->Class<HostId>()
->Version(1);
serializeContext->Class<NetEntityId>()
@@ -173,7 +170,12 @@ namespace Multiplayer
AZ::ConsoleInvokedFrom invokedFrom
) { OnConsoleCommandInvoked(command, args, flags, invokedFrom); })
{
;
AZ::Interface<IMultiplayer>::Register(this);
}
MultiplayerSystemComponent::~MultiplayerSystemComponent()
{
AZ::Interface<IMultiplayer>::Unregister(this);
}
void MultiplayerSystemComponent::Activate()
@@ -185,7 +187,6 @@ namespace Multiplayer
{
m_consoleCommandHandler.Connect(AZ::Interface<AZ::IConsole>::Get()->GetConsoleCommandInvokedEvent());
}
AZ::Interface<IMultiplayer>::Register(this);
AZ::Interface<AzFramework::ISessionHandlingClientRequests>::Register(this);
//! Register our gems multiplayer components to assign NetComponentIds
@@ -195,7 +196,6 @@ namespace Multiplayer
void MultiplayerSystemComponent::Deactivate()
{
AZ::Interface<AzFramework::ISessionHandlingClientRequests>::Unregister(this);
AZ::Interface<IMultiplayer>::Unregister(this);
m_consoleCommandHandler.Disconnect();
AZ::Interface<INetworking>::Get()->DestroyNetworkInterface(AZ::Name(MpNetworkInterfaceName));
AzFramework::SessionNotificationBus::Handler::BusDisconnect();
@@ -459,7 +459,7 @@ namespace Multiplayer
AzFramework::PlayerConnectionConfig config;
config.m_playerConnectionId = aznumeric_cast<uint32_t>(connection->GetConnectionId());
config.m_playerSessionId = packet.GetTicket();
if(!AZ::Interface<AzFramework::ISessionHandlingProviderRequests>::Get()->ValidatePlayerJoinSession(config))
if (!AZ::Interface<AzFramework::ISessionHandlingProviderRequests>::Get()->ValidatePlayerJoinSession(config))
{
auto visitor = [](IConnection& connection) { connection.Disconnect(DisconnectReason::TerminatedByUser, TerminationEndpoint::Local); };
m_networkInterface->GetConnectionSet().VisitConnections(visitor);
@@ -488,10 +488,8 @@ namespace Multiplayer
)
{
m_didHandshake = true;
AZ::CVarFixedString commandString = "sv_map " + packet.GetMap();
AZ::Interface<AZ::IConsole>::Get()->PerformCommand(commandString.c_str());
AZ::CVarFixedString loadLevelString = "LoadLevel " + packet.GetMap();
AZ::Interface<AZ::IConsole>::Get()->PerformCommand(loadLevelString.c_str());
return true;
@@ -606,7 +604,22 @@ namespace Multiplayer
[[maybe_unused]] MultiplayerPackets::ClientMigration& packet
)
{
return false;
if (GetAgentType() != MultiplayerAgentType::Client)
{
// Only clients are allowed to migrate from one server to another
return false;
}
// Store the temporary user identifier so we can transmit it with our next Connect packet
// The new server will use this to reattach our set of autonomous entities
// Disconnect our existing server connection
auto visitor = [](IConnection& connection) { connection.Disconnect(DisconnectReason::ClientMigrated, TerminationEndpoint::Local); };
m_networkInterface->GetConnectionSet().VisitConnections(visitor);
AZLOG_INFO("Migrating to new server shard");
//m_clientMigrateStartEvent(packet.GetLastInputGameTimeMs());
m_networkInterface->Connect(packet.GetRemoteServerAddress());
return true;
}
ConnectResult MultiplayerSystemComponent::ValidateConnect
@@ -640,7 +653,7 @@ namespace Multiplayer
else
{
AZLOG_INFO("New incoming connection from remote address: %s", connection->GetRemoteAddress().GetString().c_str());
m_connAcquiredEvent.Signal(datum);
m_connectionAcquiredEvent.Signal(datum);
}
// Hosts will spawn a new default player prefab for the user that just connected
@@ -654,27 +667,14 @@ namespace Multiplayer
}
controlledEntity.Activate();
if (connection->GetUserData() == nullptr) // Only add user data if the connect event handler has not already done so
{
connection->SetUserData(new ServerToClientConnectionData(connection, *this, controlledEntity));
}
connection->SetUserData(new ServerToClientConnectionData(connection, *this, controlledEntity));
AZStd::unique_ptr<IReplicationWindow> window = AZStd::make_unique<ServerToClientReplicationWindow>(controlledEntity, connection);
reinterpret_cast<ServerToClientConnectionData*>(connection->GetUserData())->GetReplicationManager().SetReplicationWindow(AZStd::move(window));
}
else
{
if (connection->GetUserData() == nullptr) // Only add user data if the connect event handler has not already done so
{
connection->SetUserData(new ClientToServerConnectionData(connection, *this, providerTicket));
}
else
{
reinterpret_cast<ClientToServerConnectionData*>(connection->GetUserData())->SetProviderTicket(providerTicket);
}
connection->SetUserData(new ClientToServerConnectionData(connection, *this, providerTicket));
AZStd::unique_ptr<IReplicationWindow> window = AZStd::make_unique<NullReplicationWindow>();
reinterpret_cast<ClientToServerConnectionData*>(connection->GetUserData())->GetReplicationManager().SetEntityActivationTimeSliceMs(cl_defaultNetworkEntityActivationTimeSliceMs);
reinterpret_cast<ClientToServerConnectionData*>(connection->GetUserData())->GetReplicationManager().SetReplicationWindow(AZStd::move(window));
}
}
@@ -757,9 +757,11 @@ namespace Multiplayer
{
m_initEvent.Signal(m_networkInterface);
//const AZ::Aabb worldBounds = AZ::Interface<IPhysics>.Get()->GetWorldBounds();
AZStd::unique_ptr<IEntityDomain> newDomain = AZStd::make_unique<FullOwnershipEntityDomain>();
m_networkEntityManager.Initialize(InvalidHostId, AZStd::move(newDomain));
if (!m_networkEntityManager.IsInitialized())
{
// Set up a full ownership domain if we didn't construct a domain during the initialize event
m_networkEntityManager.Initialize(InvalidHostId, AZStd::make_unique<FullOwnershipEntityDomain>());
}
}
}
m_agentType = multiplayerType;
@@ -778,6 +780,16 @@ namespace Multiplayer
AZLOG_INFO("Multiplayer operating in %s mode", GetEnumString(m_agentType));
}
void MultiplayerSystemComponent::AddClientMigrationStartEventHandler(ClientMigrationStartEvent::Handler& handler)
{
handler.Connect(m_clientMigrationStartEvent);
}
void MultiplayerSystemComponent::AddClientMigrationEndEventHandler(ClientMigrationEndEvent::Handler& handler)
{
handler.Connect(m_clientMigrationEndEvent);
}
void MultiplayerSystemComponent::AddClientDisconnectedHandler(ClientDisconnectedEvent::Handler& handler)
{
handler.Connect(m_clientDisconnectedEvent);
@@ -785,7 +797,7 @@ namespace Multiplayer
void MultiplayerSystemComponent::AddConnectionAcquiredHandler(ConnectionAcquiredEvent::Handler& handler)
{
handler.Connect(m_connAcquiredEvent);
handler.Connect(m_connectionAcquiredEvent);
}
void MultiplayerSystemComponent::AddSessionInitHandler(SessionInitEvent::Handler& handler)
@@ -55,7 +55,7 @@ namespace Multiplayer
static void GetIncompatibleServices(AZ::ComponentDescriptor::DependencyArrayType& incompatible);
MultiplayerSystemComponent();
~MultiplayerSystemComponent() override = default;
~MultiplayerSystemComponent() override;
//! AZ::Component overrides.
//! @{
@@ -105,13 +105,15 @@ namespace Multiplayer
//! @{
MultiplayerAgentType GetAgentType() const override;
void InitializeMultiplayer(MultiplayerAgentType state) override;
bool StartHosting(uint16_t port, bool isDedicated = true) override;
bool Connect(AZStd::string remoteAddress, uint16_t port) override;
void Terminate(AzNetworking::DisconnectReason reason) override;
void AddClientMigrationStartEventHandler(ClientMigrationStartEvent::Handler& handler) override;
void AddClientMigrationEndEventHandler(ClientMigrationEndEvent::Handler& handler) override;
void AddClientDisconnectedHandler(ClientDisconnectedEvent::Handler& handler) override;
void AddConnectionAcquiredHandler(ConnectionAcquiredEvent::Handler& handler) override;
void AddSessionInitHandler(SessionInitEvent::Handler& handler) override;
void AddSessionShutdownHandler(SessionShutdownEvent::Handler& handler) override;
bool StartHosting(uint16_t port, bool isDedicated = true) override;
bool Connect(AZStd::string remoteAddress, uint16_t port) override;
void Terminate(AzNetworking::DisconnectReason reason) override;
void SendReadyForEntityUpdates(bool readyForEntityUpdates) override;
AZ::TimeMs GetCurrentHostTimeMs() const override;
float GetCurrentBlendFactor() const override;
@@ -148,8 +150,10 @@ namespace Multiplayer
SessionInitEvent m_initEvent;
SessionShutdownEvent m_shutdownEvent;
ConnectionAcquiredEvent m_connAcquiredEvent;
ConnectionAcquiredEvent m_connectionAcquiredEvent;
ClientDisconnectedEvent m_clientDisconnectedEvent;
ClientMigrationStartEvent m_clientMigrationStartEvent;
ClientMigrationEndEvent m_clientMigrationEndEvent;
AZStd::queue<AZStd::string> m_pendingConnectionTickets;
@@ -6,8 +6,8 @@
*
*/
#include <Source/NetworkEntity/EntityReplication/EntityReplicationManager.h>
#include <Source/NetworkEntity/EntityReplication/EntityReplicator.h>
#include <Multiplayer/NetworkEntity/EntityReplication/EntityReplicationManager.h>
#include <Multiplayer/NetworkEntity/EntityReplication/EntityReplicator.h>
#include <Source/NetworkEntity/EntityReplication/PropertyPublisher.h>
#include <Source/NetworkEntity/EntityReplication/PropertySubscriber.h>
#include <Source/AutoGen/Multiplayer.AutoPackets.h>
@@ -444,6 +444,11 @@ namespace Multiplayer
handler.Connect(m_autonomousEntityReplicatorCreated);
}
void EntityReplicationManager::AddSendMigrateEntityEventHandler(SendMigrateEntityEvent::Handler& handler)
{
handler.Connect(m_sendMigrateEntityEvent);
}
const EntityReplicator* EntityReplicationManager::GetEntityReplicator(NetEntityId netEntityId) const
{
auto it = m_entityReplicatorMap.find(netEntityId);
@@ -1094,7 +1099,7 @@ namespace Multiplayer
bool didSucceed = true;
EntityMigrationMessage message;
message.m_entityId = replicator->GetEntityHandle().GetNetEntityId();
message.m_netEntityId = replicator->GetEntityHandle().GetNetEntityId();
message.m_prefabEntityId = netBindComponent->GetPrefabEntityId();
if (localEnt->GetState() == AZ::Entity::State::Active)
@@ -1119,8 +1124,8 @@ namespace Multiplayer
message.m_propertyUpdateData.Resize(inputSerializer.GetSize());
}
AZ_Assert(didSucceed, "Failed to migrate entity from server");
// TODO: Move this to an event
//m_connection.SendReliablePacket(message);
m_sendMigrateEntityEvent.Signal(m_connection, message);
AZLOG(NET_RepDeletes, "Migration packet sent %u to remote manager id %d", netEntityId, aznumeric_cast<int32_t>(GetRemoteHostId()));
// Immediately add a new replicator so that we catch RPC invocations, the remote side will make us a new one, and then remove us if needs be
@@ -1130,7 +1135,7 @@ namespace Multiplayer
bool EntityReplicationManager::HandleEntityMigration(AzNetworking::IConnection* invokingConnection, EntityMigrationMessage& message)
{
EntityReplicator* replicator = GetEntityReplicator(message.m_entityId);
EntityReplicator* replicator = GetEntityReplicator(message.m_netEntityId);
{
if (message.m_propertyUpdateData.GetSize() > 0)
{
@@ -1140,7 +1145,7 @@ namespace Multiplayer
invokingConnection,
replicator,
AzNetworking::InvalidPacketId,
message.m_entityId,
message.m_netEntityId,
NetEntityRole::Server,
outputSerializer,
message.m_prefabEntityId
@@ -1154,7 +1159,7 @@ namespace Multiplayer
// The HandlePropertyChangeMessage will have made a replicator if we didn't have one already
if (!replicator)
{
replicator = GetEntityReplicator(message.m_entityId);
replicator = GetEntityReplicator(message.m_netEntityId);
}
AZ_Assert(replicator, "Do not have replicator after handling migration message");
@@ -8,7 +8,7 @@
#pragma once
#include <Source/NetworkEntity/EntityReplication/EntityReplicator.h>
#include <Multiplayer/NetworkEntity/EntityReplication/EntityReplicator.h>
#include <Multiplayer/Components/NetBindComponent.h>
#include <Multiplayer/EntityDomains/IEntityDomain.h>
#include <Multiplayer/NetworkEntity/INetworkEntityManager.h>
@@ -6,8 +6,8 @@
*
*/
#include <Source/NetworkEntity/EntityReplication/EntityReplicator.h>
#include <Source/NetworkEntity/EntityReplication/EntityReplicationManager.h>
#include <Multiplayer/NetworkEntity/EntityReplication/EntityReplicator.h>
#include <Multiplayer/NetworkEntity/EntityReplication/EntityReplicationManager.h>
#include <Source/NetworkEntity/EntityReplication/PropertyPublisher.h>
#include <Source/NetworkEntity/EntityReplication/PropertySubscriber.h>
#include <Source/NetworkEntity/NetworkEntityAuthorityTracker.h>
@@ -1,142 +0,0 @@
/*
* Copyright (c) Contributors to the Open 3D Engine Project.
* For complete copyright and license terms please see the LICENSE at the root of this distribution.
*
* SPDX-License-Identifier: Apache-2.0 OR MIT
*
*/
#pragma once
#include <AzCore/EBus/Event.h>
#include <AzCore/EBus/ScheduledEvent.h>
#include <AzCore/Component/Entity.h>
#include <AzCore/Component/EntityBus.h>
#include <AzCore/std/smart_ptr/unique_ptr.h>
#include <AzCore/std/containers/ring_buffer.h>
#include <Multiplayer/Components/NetBindComponent.h>
#include <Multiplayer/NetworkEntity/NetworkEntityUpdateMessage.h>
namespace AzNetworking
{
class IConnection;
}
namespace Multiplayer
{
class EntityReplicationManager;
class NetworkEntityRpcMessage;
class NetBindComponent;
class PropertyPublisher;
class PropertySubscriber;
class EntityReplicator final
: public AZ::EntityBus::Handler
{
public:
EntityReplicator(EntityReplicationManager& replicationManager, AzNetworking::IConnection* connection, NetEntityRole remoteNetworkRole, const ConstNetworkEntityHandle& entityHandle);
virtual ~EntityReplicator();
NetEntityRole GetBoundLocalNetworkRole() const;
NetEntityRole GetRemoteNetworkRole() const;
ConstNetworkEntityHandle GetEntityHandle() const;
NetBindComponent* GetNetBindComponent();
void ActivateNetworkEntity();
const PrefabEntityId& GetPrefabEntityId() const;
bool IsPrefabEntityIdSet() const;
bool OwnsReplicatorLifetime() const;
bool RemoteManagerOwnsEntityLifetime() const;
// Interface for ReplicationManager to modify state of replication
void Initialize(const ConstNetworkEntityHandle& entityHandle);
void Reset(NetEntityRole remoteNetworkRole);
void MarkForRemoval();
bool IsMarkedForRemoval() const;
void SetPendingRemoval(AZ::TimeMs pendingRemovalTimeMs);
bool IsPendingRemoval() const;
void ClearPendingRemoval();
bool IsDeletionAcknowledged() const;
bool WasMigrated() const;
void SetWasMigrated(bool wasMigrated);
NetworkEntityUpdateMessage GenerateUpdatePacket();
AZ::TimeMs GetResendTimeoutTimeMs() const;
PropertyPublisher* GetPropertyPublisher();
const PropertyPublisher* GetPropertyPublisher() const;
PropertySubscriber* GetPropertySubscriber();
// Handlers for Rpc messages
bool HandleRpcMessage(AzNetworking::IConnection* invokingConnection, NetworkEntityRpcMessage& entityRpcMessage);
//! AZ::EntityBus overrides
//! @{
void OnEntityActivated(const AZ::EntityId&) override;
void OnEntityDestroyed(const AZ::EntityId&) override;
//! @}
private:
enum class RpcValidationResult
{
HandleRpc, // Handle Rpc message
DropRpc, // Do not handle Rpc
DropRpcAndDisconnect, // Do not handle the Rpc, it is disallowed from this endpoint we should disconnect the connection
ForwardToClient, // Forward this message to the Client
ForwardToAutonomous, // Forward this message to the Autonomous
ForwardToAuthority, // Forward this message to the Authority
};
RpcValidationResult ValidateRpcMessage(const NetworkEntityRpcMessage& entityRpcMessage) const;
// Internal state tracking
bool CanSendUpdates();
void SetPrefabEntityId(const PrefabEntityId& prefabEntityId); // cache assetId so authority doesn't need to keep sending it
// Event processing
void OnSendRpcEvent(NetworkEntityRpcMessage& message);
void OnForwardRpcEvent(NetworkEntityRpcMessage& message);
void OnEntityDirtiedEvent();
void OnEntityRemovedEvent();
void OnProxyRemovalTimedEvent();
void ActivateNetworkEntityInternal();
void AttachRPCHandlers();
void DeferRpcMessage(NetworkEntityRpcMessage& message);
AZ_DISABLE_COPY_MOVE(EntityReplicator);
// Events
RpcSendEvent::Handler m_onSendRpcHandler;
RpcSendEvent::Handler m_onForwardRpcHandler;
RpcSendEvent::Handler m_onSendAutonomousRpcHandler;
RpcSendEvent::Handler m_onForwardAutonomousRpcHandler;
EntityDirtiedEvent::Handler m_onEntityDirtiedHandler;
EntityStopEvent::Handler m_onEntityStopHandler;
AZ::ScheduledEvent m_proxyRemovalEvent;
ConstNetworkEntityHandle m_entityHandle;
PrefabEntityId m_prefabEntityId;
AZStd::unique_ptr<PropertyPublisher> m_propertyPublisher;
AZStd::unique_ptr<PropertySubscriber> m_propertySubscriber;
NetBindComponent* m_netBindComponent = nullptr;
EntityReplicationManager& m_replicationManager;
AzNetworking::IConnection* m_connection;
NetEntityRole m_boundLocalNetworkRole;
NetEntityRole m_remoteNetworkRole;
bool m_wasMigrated = false;
bool m_isForwardingRpc = false;
bool m_prefabEntityIdSet = false;
};
}
#include <Source/NetworkEntity/EntityReplication/EntityReplicator.inl>
@@ -1,68 +0,0 @@
/*
* Copyright (c) Contributors to the Open 3D Engine Project.
* For complete copyright and license terms please see the LICENSE at the root of this distribution.
*
* SPDX-License-Identifier: Apache-2.0 OR MIT
*
*/
#pragma once
namespace Multiplayer
{
inline NetEntityRole EntityReplicator::GetBoundLocalNetworkRole() const
{
return m_boundLocalNetworkRole;
}
inline NetEntityRole EntityReplicator::GetRemoteNetworkRole() const
{
return m_remoteNetworkRole;
}
inline ConstNetworkEntityHandle EntityReplicator::GetEntityHandle() const
{
return m_entityHandle;
}
inline NetBindComponent* EntityReplicator::GetNetBindComponent()
{
return m_netBindComponent;
}
inline const PrefabEntityId& EntityReplicator::GetPrefabEntityId() const
{
AZ_Assert(IsPrefabEntityIdSet(), "PrefabEntityId not set for Entity");
return m_prefabEntityId;
}
inline bool EntityReplicator::IsPrefabEntityIdSet() const
{
return m_prefabEntityIdSet;
}
inline bool EntityReplicator::WasMigrated() const
{
return m_wasMigrated;
}
inline void EntityReplicator::SetWasMigrated(bool wasMigrated)
{
m_wasMigrated = wasMigrated;
}
inline PropertyPublisher* EntityReplicator::GetPropertyPublisher()
{
return m_propertyPublisher.get();
}
inline const PropertyPublisher* EntityReplicator::GetPropertyPublisher() const
{
return m_propertyPublisher.get();
}
inline PropertySubscriber* EntityReplicator::GetPropertySubscriber()
{
return m_propertySubscriber.get();
}
}
@@ -7,7 +7,7 @@
*/
#include <Source/NetworkEntity/EntityReplication/PropertySubscriber.h>
#include <Source/NetworkEntity/EntityReplication/EntityReplicationManager.h>
#include <Multiplayer/NetworkEntity/EntityReplication/EntityReplicationManager.h>
#include <Multiplayer/Components/NetBindComponent.h>
namespace Multiplayer
@@ -48,6 +48,16 @@ namespace Multiplayer
m_updateEntityDomainEvent.Enqueue(net_EntityDomainUpdateMs, true);
}
bool NetworkEntityManager::IsInitialized() const
{
return m_entityDomain != nullptr;
}
IEntityDomain* NetworkEntityManager::GetEntityDomain() const
{
return m_entityDomain.get();
}
NetworkEntityTracker* NetworkEntityManager::GetNetworkEntityTracker()
{
return &m_networkEntityTracker;
@@ -31,11 +31,11 @@ namespace Multiplayer
NetworkEntityManager();
~NetworkEntityManager();
//! Only invoked for authoritative hosts
void Initialize(HostId hostId, AZStd::unique_ptr<IEntityDomain> entityDomain);
//! INetworkEntityManager overrides.
//! @{
void Initialize(HostId hostId, AZStd::unique_ptr<IEntityDomain> entityDomain) override;
bool IsInitialized() const override;
IEntityDomain* GetEntityDomain() const override;
NetworkEntityTracker* GetNetworkEntityTracker() override;
NetworkEntityAuthorityTracker* GetNetworkEntityAuthorityTracker() override;
MultiplayerComponentRegistry* GetMultiplayerComponentRegistry() override;