Integrating latest 47acbe8

This commit is contained in:
alexpete
2021-03-25 13:57:57 -07:00
parent 448c549698
commit 75dc720198
10312 changed files with 2711566 additions and 671451 deletions
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/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
#pragma once
#include <Source/NetworkEntity/INetworkEntityManager.h>
#include <Source/NetworkEntity/EntityReplication/EntityReplicationManager.h>
namespace Multiplayer
{
enum class ConnectionDataType
{
ServerToClient,
ServerToServer
};
class IConnectionData
{
public:
virtual ~IConnectionData() = default;
//! Returns whether or not this is a ServerToClient or ServerToServer connection data instance.
//! @return ConnectionDataType::ServerToClient or ConnectionDataType::ServerToServer
virtual ConnectionDataType GetConnectionDataType() const = 0;
//! Returns the connection bound to this connection data instance.
//! @return pointer to the connection bound to this connection data instance
virtual AzNetworking::IConnection* GetConnection() const = 0;
//! Returns the EntityReplicationManager for this connection data instance.
//! @return reference to the EntityReplicationManager for this connection data instance
virtual EntityReplicationManager& GetReplicationManager() = 0;
//! Creates and manages sending updates to the remote endpoint.
//! @param serverGameTimeMs current server game time in milliseconds
virtual void Update(AZ::TimeMs serverGameTimeMs) = 0;
};
}
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/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
#include <Source/ConnectionData/ServerToClientConnectionData.h>
namespace Multiplayer
{
static constexpr uint32_t Uint32Max = AZStd::numeric_limits<uint32_t>::max();
// This can be used to help mitigate client side performance when large numbers of entities are created off the network
AZ_CVAR(uint32_t, sv_ClientMaxRemoteEntitiesPendingCreationCount, Uint32Max, 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(uint32_t, sv_ClientMaxRemoteEntitiesPendingCreationCountPostInit, Uint32Max, nullptr, AZ::ConsoleFunctorFlags::DontReplicate, "Maximum number of entities that we will send to clients after gameplay has begun");
AZ_CVAR(AZ::TimeMs, sv_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");
ServerToClientConnectionData::ServerToClientConnectionData
(
AzNetworking::IConnection* connection,
AzNetworking::IConnectionListener& connectionListener,
NetworkEntityHandle controlledEntity
)
: m_connection(connection)
, m_controlledEntityRemovedHandler([this](const ConstNetworkEntityHandle&) { OnControlledEntityRemove(); })
, m_controlledEntityMigrationHandler([this](const ConstNetworkEntityHandle& entityHandle, HostId remoteHostId, AzNetworking::ConnectionId connectionId) { OnControlledEntityMigration(entityHandle, remoteHostId, connectionId); })
, m_controlledEntity(controlledEntity)
, m_entityReplicationManager(*connection, connectionListener, EntityReplicationManager::Mode::LocalServerToRemoteClient)
{
NetBindComponent* netBindComponent = m_controlledEntity.GetNetBindComponent();
if (netBindComponent != nullptr)
{
netBindComponent->AddEntityStopEventHandler(m_controlledEntityRemovedHandler);
netBindComponent->AddEntityMigrationEventHandler(m_controlledEntityMigrationHandler);
}
m_entityReplicationManager.SetMaxRemoteEntitiesPendingCreationCount(sv_ClientMaxRemoteEntitiesPendingCreationCount);
m_entityReplicationManager.SetEntityPendingRemovalMs(sv_ClientEntityReplicatorPendingRemovalTimeMs);
}
ServerToClientConnectionData::~ServerToClientConnectionData()
{
m_entityReplicationManager.Clear(false);
m_controlledEntityRemovedHandler.Disconnect();
}
ConnectionDataType ServerToClientConnectionData::GetConnectionDataType() const
{
return ConnectionDataType::ServerToClient;
}
AzNetworking::IConnection* ServerToClientConnectionData::GetConnection() const
{
return m_connection;
}
EntityReplicationManager& ServerToClientConnectionData::GetReplicationManager()
{
return m_entityReplicationManager;
}
void ServerToClientConnectionData::Update(AZ::TimeMs serverGameTimeMs)
{
if (CanSendUpdates())
{
NetBindComponent* netBindComponent = m_controlledEntity.GetNetBindComponent();
// potentially false if we just migrated the player, if that is the case, don't send any more updates
if (netBindComponent != nullptr && (netBindComponent->GetNetEntityRole() == NetEntityRole::ServerAuthority))
{
m_entityReplicationManager.SendUpdates(serverGameTimeMs);
}
}
}
void ServerToClientConnectionData::OnControlledEntityRemove()
{
m_connection->Disconnect(AzNetworking::DisconnectReason::TerminatedByServer, AzNetworking::TerminationEndpoint::Local);
m_entityReplicationManager.Clear(false);
m_controlledEntity.Reset();
}
void ServerToClientConnectionData::OnControlledEntityMigration
(
[[maybe_unused]] const ConstNetworkEntityHandle& entityHandle,
[[maybe_unused]] HostId remoteHostId,
[[maybe_unused]] AzNetworking::ConnectionId connectionId
)
{
//Multiplayer::ServerAddrInfo serverAddr;
//if (gNovaGame->GetMultiplayerworkAgent().GetServerToServerNetwork().GetServerAddrInfoFromConnectionId(newConnectionId, serverAddr) == false)
//{
// AZLOG_WARN("MigrateClient::Failed to find servershard address, userID:%d", static_cast<uint32_t>(GetUserId()));
// return;
//}
//
//Multiplayer::GameTimePoint migratedClientGameTimePoint;
//
//if (m_ControlledEntity != nullptr)
//{
// if (const PlayerNetworkInputComponent::Authority* pComponent = Multiplayer::FindController<PlayerNetworkInputComponent::Authority>(m_ControlledEntity))
// {
// migratedClientGameTimePoint = pComponent->GetLastInputId().GetServerGameTimePoint();
// }
//}
//
// generate crypto-rand user identifier, send to both server and client so they can negotiate the autonomous entity to assume predictive control over after migration
//const uint64_t randomUserIdentifier = 0;
//
//// Tell the server a new client is about to join
//MultiplayerPackets::NotifyClientMigration notifyClientMigration(randomUserIdentifier);
//gNovaGame->GetMultiplayerworkAgent().GetServerToServerNetwork().SendReliablePacket(newConnectionId, notifyClientMigration);
//
//// Tell the client who to join
//MultiplayerPackets::ClientMigration clientMigration(randomUserIdentifier, serverAddr, migratedClientGameTimePoint);
//GetConnection()->SendReliablePacket(clientMigration);
//
//m_controlledEntity = nullptr;
//m_canSendUpdates = false;
}
void ServerToClientConnectionData::OnGameplayStarted()
{
m_entityReplicationManager.SetMaxRemoteEntitiesPendingCreationCount(sv_ClientMaxRemoteEntitiesPendingCreationCountPostInit);
}
}
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/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
#pragma once
#include <Source/ConnectionData/IConnectionData.h>
namespace Multiplayer
{
class ServerToClientConnectionData final
: public IConnectionData
{
public:
ServerToClientConnectionData
(
AzNetworking::IConnection* connection,
AzNetworking::IConnectionListener& connectionListener,
NetworkEntityHandle controlledEntity
);
~ServerToClientConnectionData() override;
//! IConnectionData interface
//! @{
ConnectionDataType GetConnectionDataType() const override;
AzNetworking::IConnection* GetConnection() const override;
EntityReplicationManager& GetReplicationManager() override;
void Update(AZ::TimeMs serverGameTimeMs) override;
//! @}
bool CanSendUpdates();
NetworkEntityHandle GetPrimaryPlayerEntity();
const NetworkEntityHandle& GetPrimaryPlayerEntity() const;
private:
void OnControlledEntityRemove();
void OnControlledEntityMigration(const ConstNetworkEntityHandle& entityHandle, HostId remoteHostId, AzNetworking::ConnectionId connectionId);
void OnGameplayStarted();
EntityReplicationManager m_entityReplicationManager;
NetworkEntityHandle m_controlledEntity;
EntityStopEvent::Handler m_controlledEntityRemovedHandler;
EntityMigrationEvent::Handler m_controlledEntityMigrationHandler;
AzNetworking::IConnection* m_connection = nullptr;
bool m_canSendUpdates = true;
};
}
#include <Source/ConnectionData/ServerToClientConnectionData.inl>
@@ -0,0 +1,29 @@
/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
namespace Multiplayer
{
inline bool ServerToClientConnectionData::CanSendUpdates()
{
return m_canSendUpdates;
}
inline NetworkEntityHandle ServerToClientConnectionData::GetPrimaryPlayerEntity()
{
return m_controlledEntity;
}
inline const NetworkEntityHandle& ServerToClientConnectionData::GetPrimaryPlayerEntity() const
{
return m_controlledEntity;
}
}
@@ -0,0 +1,90 @@
/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
#include <Source/ConnectionData/ServerToServerConnectionData.h>
namespace Multiplayer
{
AZ_CVAR(AZ::TimeMs, sv_DefaultNetworkEntityActivationTimeSliceMs, AZ::TimeMs{ 0 }, nullptr, AZ::ConsoleFunctorFlags::Null, "Max Ms to use to activate entities coming from the network, 0 means instantiate everything");
AZ_CVAR(AZ::TimeMs, sv_ServerToServerReconnectDelayMs, AZ::TimeMs{ 1000 }, nullptr, AZ::ConsoleFunctorFlags::Null, "Number of milliseconds for delaying reconnecting that is based on sv_ServerNonceTimeoutMs");
AZ_CVAR(uint32_t, sv_ServerMaxRemoteEntitiesPendingCreationCount, 512, nullptr, AZ::ConsoleFunctorFlags::Null, "Maximum number of entities that we have sent to the remote server, but have not had a confirmation back from the remote server");
ServerToServerConnectionData::ServerToServerConnectionData
(
AzNetworking::IConnection* connection,
AzNetworking::IConnectionListener& connectionListener,
const AzNetworking::IpAddress& serverAddress
)
: m_connection(connection)
, m_serverAddress(serverAddress)
, m_entityReplicationManager(*connection, connectionListener, EntityReplicationManager::Mode::LocalServerToRemoteServer)
, m_connectEvent([this]() { OnConnectTimeout(); }, AZ::Name("Server to server connection timeout event"))
{
m_entityReplicationManager.SetRemoteHostId(InvalidHostId);// a_ServerAddrInfo.GetServerAddrInfo().GetShardId());
m_entityReplicationManager.SetEntityActivationTimeSliceMs(sv_DefaultNetworkEntityActivationTimeSliceMs);
m_entityReplicationManager.SetMaxRemoteEntitiesPendingCreationCount(sv_ServerMaxRemoteEntitiesPendingCreationCount);
if (connection->GetConnectionRole() == AzNetworking::ConnectionRole::Connector)
{
m_connectEvent.Enqueue(sv_ServerToServerReconnectDelayMs);
}
}
ServerToServerConnectionData::~ServerToServerConnectionData()
{
m_entityReplicationManager.Clear(false);
}
ConnectionDataType ServerToServerConnectionData::GetConnectionDataType() const
{
return ConnectionDataType::ServerToServer;
}
AzNetworking::IConnection* ServerToServerConnectionData::GetConnection() const
{
return m_connection;
}
EntityReplicationManager& ServerToServerConnectionData::GetReplicationManager()
{
return m_entityReplicationManager;
}
void ServerToServerConnectionData::Update(AZ::TimeMs serverGameTimeMs)
{
if (IsReady())
{
m_entityReplicationManager.SendUpdates(serverGameTimeMs);
}
}
HostId ServerToServerConnectionData::GetHostId() const
{
return InvalidHostId; // GetServerToServerAddrInfo().GetServerAddrInfo().GetShardId();
}
void ServerToServerConnectionData::OnConnectTimeout()
{
AZ_Assert(m_connection->GetConnectionRole() == AzNetworking::ConnectionRole::Connector, "Timeout should only be queued for connectors");
if (m_connection->GetConnectionState() == AzNetworking::ConnectionState::Connecting)
{
//NovaGameHubServer::RequestNewNoncesToReconnect::Request request;
//request.SetReconnectingServerShardId(GetShardId());
//gNovaGame->GetNovaServiceAgent().DispatchRequest(request, 0, &gNovaGame->GetNovaServiceAgent());
//AZLOG(Debug_UdpServerConnect, "Sent RequestNewNoncesToReconnect shardId:%u", static_cast<uint32_t>(GetShardId()));
//
//// Requeue in case we need to request additional nonces
//m_ConnectTimedEvent.Enqueue(TimeMs(sv_ServerToServerReconnectDelayMs + sv_ServerNonceTimeoutMs));
}
}
}
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/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
#pragma once
#include <Source/ConnectionData/IConnectionData.h>
#include <Source/NetworkEntity/INetworkEntityManager.h>
#include <Source/NetworkEntity/EntityReplication/EntityReplicationManager.h>
namespace Multiplayer
{
class ServerToServerConnectionData
: public IConnectionData
{
public:
//! Constructor
//! @param connection connection to other server
//! @param connectionListener the connection listener interface for handling packets
//! @param serverAddress the address for the remote server
ServerToServerConnectionData
(
AzNetworking::IConnection* connection,
AzNetworking::IConnectionListener& connectionListener,
const AzNetworking::IpAddress& serverAddress
);
~ServerToServerConnectionData() override;
//! IConnectionData interface
//! @{
ConnectionDataType GetConnectionDataType() const override;
AzNetworking::IConnection* GetConnection() const override;
EntityReplicationManager& GetReplicationManager() override;
void Update(AZ::TimeMs serverGameTimeMs) override;
//! @}
const AzNetworking::IpAddress& GetServerAddress() const;
bool IsReady();
void SetIsReady(bool isReady);
//! Get my server shard Id
//! @return return shard Id
HostId GetHostId() const;
private:
void OnConnectTimeout();
AzNetworking::IpAddress m_serverAddress;
AzNetworking::IConnection* m_connection = nullptr;
EntityReplicationManager m_entityReplicationManager;
AZ::ScheduledEvent m_connectEvent; //< Connection timeout handler
bool m_isReady = false;
AZ_DISABLE_COPY_MOVE(ServerToServerConnectionData);
};
}
#include <Source/ConnectionData/ServerToServerConnectionData.inl>
@@ -0,0 +1,29 @@
/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
namespace Multiplayer
{
inline const AzNetworking::IpAddress& ServerToServerConnectionData::GetServerAddress() const
{
return m_serverAddress;
}
inline bool ServerToServerConnectionData::IsReady()
{
return m_isReady;
}
inline void ServerToServerConnectionData::SetIsReady(bool isReady)
{
m_isReady = isReady;
}
}