Refactoring away the use of AZ::TransformNotificationBus. Added unittests for deactivating parents of inner roots.
Signed-off-by: AMZN-Olex <5432499+AMZN-Olex@users.noreply.github.com>
This commit is contained in:
@@ -11,6 +11,7 @@
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#include <AzCore/Console/ILogger.h>
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#include <AzCore/Interface/Interface.h>
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#include <AzCore/Serialization/EditContext.h>
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#include <AzFramework/Components/TransformComponent.h>
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#include <Multiplayer/IMultiplayer.h>
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#include <Multiplayer/Components/NetBindComponent.h>
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#include <Multiplayer/Components/NetworkHierarchyChildComponent.h>
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@@ -58,6 +59,12 @@ namespace Multiplayer
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incompatible.push_back(AZ_CRC_CE("NetworkHierarchyRootComponent"));
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}
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NetworkHierarchyRootComponent::NetworkHierarchyRootComponent()
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: m_childChangedHandler([this](AZ::ChildChangeType type, AZ::EntityId child) { OnChildChanged(type, child); })
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, m_parentChangedHandler([this](AZ::EntityId oldParent, AZ::EntityId parent) { OnParentChanged(oldParent, parent); })
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{
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}
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void NetworkHierarchyRootComponent::OnInit()
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{
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}
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@@ -67,31 +74,54 @@ namespace Multiplayer
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m_hierarchicalEntities.push_back(GetEntity());
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NetworkHierarchyRequestBus::Handler::BusConnect(GetEntityId());
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AZ::TransformNotificationBus::MultiHandler::BusConnect(GetEntityId());
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if (AzFramework::TransformComponent* transformComponent = GetEntity()->FindComponent<AzFramework::TransformComponent>())
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{
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transformComponent->BindChildChangedEventHandler(m_childChangedHandler);
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transformComponent->BindParentChangedEventHandler(m_parentChangedHandler);
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}
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}
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void NetworkHierarchyRootComponent::OnDeactivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating)
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{
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AZ::TransformNotificationBus::MultiHandler::BusDisconnect();
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NetworkHierarchyRequestBus::Handler::BusDisconnect();
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m_isDeactivating = true;
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for (const AZ::Entity* childEntity : m_hierarchicalEntities)
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if (m_rootEntity)
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{
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auto* hierarchyChildComponent = childEntity->FindComponent<NetworkHierarchyChildComponent>();
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auto* hierarchyRootComponent = childEntity->FindComponent<NetworkHierarchyRootComponent>();
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if (hierarchyChildComponent)
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// tell parent to re-build the hierarchy
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if (NetworkHierarchyRootComponent* root = m_rootEntity->FindComponent<NetworkHierarchyRootComponent>())
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{
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hierarchyChildComponent->SetTopLevelHierarchyRootComponent(nullptr);
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root->RebuildHierarchy();
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}
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if (hierarchyRootComponent)
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}
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else
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{
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// notify children to that a hierarchy is disbanded
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AZStd::vector<AZ::EntityId> allChildren;
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AZ::TransformBus::EventResult(allChildren, GetEntityId(), &AZ::TransformBus::Events::GetChildren);
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for (const AZ::EntityId& childEntityId : allChildren)
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{
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hierarchyRootComponent->SetTopLevelHierarchyRootEntity(nullptr);
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if (const AZ::Entity* childEntity = AZ::Interface<AZ::ComponentApplicationRequests>::Get()->FindEntity(childEntityId))
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{
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SetRootForEntity(nullptr, childEntity);
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}
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}
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}
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m_childChangedHandler.Disconnect();
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m_parentChangedHandler.Disconnect();
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NetworkHierarchyRequestBus::Handler::BusDisconnect();
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m_hierarchicalEntities.clear();
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m_higherRootEntity = nullptr;
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m_rootEntity = nullptr;
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}
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bool NetworkHierarchyRootComponent::IsHierarchyEnabled() const
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{
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return !m_isDeactivating;
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}
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bool NetworkHierarchyRootComponent::IsHierarchicalRoot() const
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@@ -116,9 +146,9 @@ namespace Multiplayer
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AZ::Entity* NetworkHierarchyRootComponent::GetHierarchicalRoot() const
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{
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if (m_higherRootEntity)
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if (m_rootEntity)
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{
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return m_higherRootEntity;
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return m_rootEntity;
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}
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return GetEntity();
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@@ -134,24 +164,36 @@ namespace Multiplayer
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handler.Connect(m_networkHierarchyLeaveEvent);
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}
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void NetworkHierarchyRootComponent::OnChildChanged([[maybe_unused]] AZ::ChildChangeType type, [[maybe_unused]] AZ::EntityId child)
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{
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if (IsHierarchicalRoot())
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{
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// Parent-child notifications are not reliable enough to avoid duplicate notifications,
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// so we will rebuild from scratch to avoid duplicate entries in @m_hierarchicalEntities.
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RebuildHierarchy();
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}
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else if (NetworkHierarchyRootComponent* root = GetHierarchicalRoot()->FindComponent<NetworkHierarchyRootComponent>())
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{
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root->RebuildHierarchy();
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}
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}
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void NetworkHierarchyRootComponent::OnParentChanged([[maybe_unused]] AZ::EntityId oldParent, AZ::EntityId newParent)
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{
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const AZ::EntityId entityBusId = *AZ::TransformNotificationBus::GetCurrentBusId();
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if (GetEntityId() != entityBusId)
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{
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return; // ignore parent changes of child entities
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}
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// If the parent is part of a hierarchy, it will detect this entity as a new child and rebuild hierarchy.
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// Thus, we only need to take care of a case when the parent is not part of a hierarchy,
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// in which case, this entity will be a new root of a new hierarchy.
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if (AZ::Entity* parentEntity = AZ::Interface<AZ::ComponentApplicationRequests>::Get()->FindEntity(newParent))
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{
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if (parentEntity->FindComponent<NetworkHierarchyRootComponent>())
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if (parentEntity->FindComponent<NetworkHierarchyRootComponent>() == nullptr &&
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parentEntity->FindComponent<NetworkHierarchyChildComponent>() == nullptr)
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{
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RebuildHierarchy();
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}
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else
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{
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m_higherRootEntity = parentEntity;
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m_hierarchicalEntities.clear();
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AZ::TransformNotificationBus::MultiHandler::BusDisconnect();
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// Should still listen for its events, such as when this root detaches
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AZ::TransformNotificationBus::MultiHandler::BusConnect(GetEntityId());
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}
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}
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else
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@@ -161,25 +203,63 @@ namespace Multiplayer
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}
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}
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void NetworkHierarchyRootComponent::OnChildAdded([[maybe_unused]] AZ::EntityId child)
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{
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// Parent-child notifications from TransformNotificationBus are not reliable enough to avoid duplicate notifications,
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// so we will rebuild from scratch to avoid duplicate entries in @m_hierarchicalEntities.
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RebuildHierarchy();
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}
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void NetworkHierarchyRootComponent::RebuildHierarchy()
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{
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m_hierarchicalEntities.clear();
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m_hierarchicalEntities.push_back(GetEntity()); // add the root itself
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AZStd::vector<AZ::Entity*> previousEntities;
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m_hierarchicalEntities.swap(previousEntities);
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AZ::TransformNotificationBus::MultiHandler::BusDisconnect();
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AZ::TransformNotificationBus::MultiHandler::BusConnect(GetEntityId());
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m_hierarchicalEntities.push_back(GetEntity()); // Add the root.
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uint32_t currentEntityCount = aznumeric_cast<uint32_t>(m_hierarchicalEntities.size());
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RecursiveAttachHierarchicalEntities(GetEntityId(), currentEntityCount);
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m_networkHierarchyChangedEvent.Signal(GetEntityId());
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bool hierarchyChanged = false;
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// Send out join and leave events.
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for (AZ::Entity* currentEntity : m_hierarchicalEntities)
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{
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const auto prevEntityIterator = AZStd::find(previousEntities.begin(), previousEntities.end(), currentEntity);
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if (prevEntityIterator != previousEntities.end())
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{
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// This entity was here before the build of the hierarchy.
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previousEntities.erase(prevEntityIterator);
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}
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else
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{
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// This is a newly added entity to the network hierarchy.
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hierarchyChanged = true;
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SetRootForEntity(GetEntity(), currentEntity);
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}
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}
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// These entities were removed since last rebuild.
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for (const AZ::Entity* previousEntity : previousEntities)
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{
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SetRootForEntity(nullptr, previousEntity);
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}
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if (!previousEntities.empty())
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{
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hierarchyChanged = true;
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}
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if (hierarchyChanged)
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{
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m_networkHierarchyChangedEvent.Signal(GetEntityId());
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}
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}
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void NetworkHierarchyRootComponent::SetRootForEntity(AZ::Entity* root, const AZ::Entity* childEntity)
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{
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if (auto* hierarchyChildComponent = childEntity->FindComponent<NetworkHierarchyChildComponent>())
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{
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hierarchyChildComponent->SetTopLevelHierarchyRootEntity(root);
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}
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else if (auto* hierarchyRootComponent = childEntity->FindComponent<NetworkHierarchyRootComponent>())
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{
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hierarchyRootComponent->SetTopLevelHierarchyRootEntity(root);
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}
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}
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bool NetworkHierarchyRootComponent::RecursiveAttachHierarchicalEntities(AZ::EntityId underEntity, uint32_t& currentEntityCount)
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@@ -212,21 +292,12 @@ namespace Multiplayer
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auto* hierarchyChildComponent = childEntity->FindComponent<NetworkHierarchyChildComponent>();
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auto* hierarchyRootComponent = childEntity->FindComponent<NetworkHierarchyRootComponent>();
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if (hierarchyChildComponent || hierarchyRootComponent)
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if ((hierarchyChildComponent && hierarchyChildComponent->IsHierarchyEnabled()) ||
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(hierarchyRootComponent && hierarchyRootComponent->IsHierarchyEnabled()))
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{
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AZ::TransformNotificationBus::MultiHandler::BusConnect(entity);
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m_hierarchicalEntities.push_back(childEntity);
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++currentEntityCount;
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if (hierarchyChildComponent)
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{
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hierarchyChildComponent->SetTopLevelHierarchyRootComponent(this);
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}
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else if (hierarchyRootComponent)
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{
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hierarchyRootComponent->SetTopLevelHierarchyRootEntity(GetEntity());
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}
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if (!RecursiveAttachHierarchicalEntities(entity, currentEntityCount))
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{
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return false;
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@@ -237,43 +308,10 @@ namespace Multiplayer
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return true;
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}
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void NetworkHierarchyRootComponent::OnChildRemoved(AZ::EntityId childRemovedId)
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{
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AZStd::vector<AZ::EntityId> allChildren;
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AZ::TransformBus::EventResult(allChildren, childRemovedId, &AZ::TransformBus::Events::GetEntityAndAllDescendants);
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for (AZ::EntityId childId : allChildren)
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{
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AZ::TransformNotificationBus::MultiHandler::BusDisconnect(childId);
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const AZ::Entity* childEntity = nullptr;
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AZStd::erase_if(m_hierarchicalEntities, [childId, &childEntity](const AZ::Entity* entity)
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{
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if (entity->GetId() == childId)
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{
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childEntity = entity;
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return true;
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}
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return false;
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});
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if (childEntity)
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{
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if (NetworkHierarchyChildComponent* childComponent = childEntity->FindComponent<NetworkHierarchyChildComponent>())
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{
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childComponent->SetTopLevelHierarchyRootComponent(nullptr);
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}
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}
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}
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m_networkHierarchyChangedEvent.Signal(GetEntityId());
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}
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void NetworkHierarchyRootComponent::SetTopLevelHierarchyRootEntity(AZ::Entity* hierarchyRoot)
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{
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m_higherRootEntity = hierarchyRoot;
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m_rootEntity = hierarchyRoot;
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if (HasController() && GetNetBindComponent()->GetNetEntityRole() == NetEntityRole::Authority)
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{
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NetworkHierarchyChildComponentController* controller = static_cast<NetworkHierarchyChildComponentController*>(GetController());
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@@ -287,5 +325,11 @@ namespace Multiplayer
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controller->SetHierarchyRoot(InvalidNetEntityId);
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}
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}
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if (m_rootEntity == nullptr)
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{
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// We lost the parent hierarchical entity, so as a root we need to re-build our own hierarchy.
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RebuildHierarchy();
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}
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}
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}
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