Integrating latest 47acbe8
This commit is contained in:
@@ -0,0 +1,36 @@
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/*
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* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
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* its licensors.
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*
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||||
* 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,
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||||
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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*
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*/
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#pragma once
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#include <Source/MultiplayerTypes.h>
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#include <AzNetworking/DataStructures/FixedSizeBitset.h>
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#include <AzCore/std/containers/vector.h>
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#include <AzCore/std/smart_ptr/unique_ptr.h>
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namespace AzNetworking
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{
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class ISerializer;
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}
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namespace Multiplayer
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{
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class IMultiplayerComponentInput
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{
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public:
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virtual ~IMultiplayerComponentInput() = default;
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virtual NetComponentId GetComponentId() const = 0;
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virtual bool Serialize(AzNetworking::ISerializer& serializer) = 0;
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};
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using MultiplayerComponentInputVector = AZStd::vector<AZStd::unique_ptr<IMultiplayerComponentInput>>;
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}
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@@ -0,0 +1,150 @@
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/*
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* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
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* its licensors.
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*
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* For complete copyright and license terms please see the LICENSE at the root of this
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||||
* 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
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||||
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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*
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*/
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#include <Source/NetworkInput/NetworkInput.h>
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#include <Source/Components/NetBindComponent.h>
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#include <AzCore/Console/IConsole.h>
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#include <AzCore/Console/ILogger.h>
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namespace Multiplayer
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{
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NetworkInput::NetworkInput(const NetworkInput& rhs)
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: m_inputId(rhs.m_inputId)
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, m_owner(rhs.m_owner)
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{
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CopyInternal(rhs);
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}
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NetworkInput& NetworkInput::operator= (const NetworkInput& rhs)
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{
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if (&rhs != this)
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{
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CopyInternal(rhs);
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}
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return *this;
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}
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void NetworkInput::SetNetworkInputId(NetworkInputId inputId)
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{
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m_inputId = inputId;
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}
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NetworkInputId NetworkInput::GetNetworkInputId() const
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{
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return m_inputId;
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}
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NetworkInputId& NetworkInput::ModifyNetworkInputId()
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{
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return m_inputId;
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}
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void NetworkInput::AttachNetBindComponent(NetBindComponent* netBindComponent)
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{
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m_wasAttached = true;
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m_componentInputs.clear();
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if (netBindComponent)
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{
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m_owner = netBindComponent->GetEntityHandle();
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m_componentInputs = netBindComponent->AllocateComponentInputs();
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}
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}
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bool NetworkInput::Serialize(AzNetworking::ISerializer& serializer)
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{
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//static_assert(UINT8_MAX >= Multiplayer::ComponentTypes::c_Count, "Expected fewer than 255 components, this code needs to be updated");
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if (!serializer.Serialize(m_inputId, "InputId"))
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{
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return false;
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}
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uint8_t componentInputCount = static_cast<uint8_t>(m_componentInputs.size());
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serializer.Serialize(componentInputCount, "ComponentInputCount");
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m_componentInputs.resize(componentInputCount);
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if (serializer.GetSerializerMode() == AzNetworking::SerializerMode::WriteToObject)
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{
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for (uint8_t i = 0; i < componentInputCount; ++i)
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{
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// We need to do a little extra work here, the delta serializer won't actually write out values if they were the same as the parent.
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// We need to make sure we don't lose state that is intrinsic to the underlying type
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// The default InvalidNetComponentId is a placeholder, we expect it to be overwritten by the serializer
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// This happens when deserializing a non-delta'd input command
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// However in the delta serializer case, we use the previous input as our initial value
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// which will have the NetworkInputs setup and therefore won't write out the componentId
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NetComponentId componentId = m_componentInputs[i] ? m_componentInputs[i]->GetComponentId() : InvalidNetComponentId;
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serializer.Serialize(componentId, "ComponentType");
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// Create a new input if we don't have one or the types do not match
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if ((m_componentInputs[i] == nullptr) || (componentId != m_componentInputs[i]->GetComponentId()))
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{
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// TODO: ComponentInput factory, needs multiplayer component architecture and autogen
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m_componentInputs[i] = nullptr; // ComponentInputFactory(componentId);
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}
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if (!m_componentInputs[i])
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{
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// If the client tells us a component type that does not have a NetworkInput, they are likely hacking
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AZLOG_ERROR("Unexpected MultiplayerComponent type, unable to deserialize, dropping message");
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return false;
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}
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serializer.Serialize(*m_componentInputs[i], "ComponentInput");
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}
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m_wasAttached = true;
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}
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else
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{
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AZ_Assert(m_wasAttached, "AttachNetSystemComponent was never called for NetworkInput");
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// We assume that the order of the network inputs is fixed between the server and client
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for (auto& componentInput : m_componentInputs)
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{
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NetComponentId componentId = componentInput->GetComponentId();
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serializer.Serialize(componentId, "ComponentId");
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serializer.Serialize(*componentInput, "ComponentInput");
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}
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}
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return true;
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}
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const IMultiplayerComponentInput* NetworkInput::FindComponentInput(NetComponentId componentId) const
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{
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// linear search since we expect to have very few components
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for (auto& componentInput : m_componentInputs)
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{
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if (componentInput->GetComponentId() == componentId)
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{
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return componentInput.get();
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}
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}
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return nullptr;
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}
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IMultiplayerComponentInput* NetworkInput::FindComponentInput(NetComponentId componentId)
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{
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const NetworkInput* tmp = this;
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return const_cast<IMultiplayerComponentInput*>(tmp->FindComponentInput(componentId));
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}
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void NetworkInput::CopyInternal(const NetworkInput& rhs)
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{
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m_inputId = rhs.m_inputId;
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m_componentInputs.resize(rhs.m_componentInputs.size());
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for (int i = 0; i < rhs.m_componentInputs.size(); ++i)
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{
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if (m_componentInputs[i] == nullptr || m_componentInputs[i]->GetComponentId() != rhs.m_componentInputs[i]->GetComponentId())
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{
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// TODO: ComponentInput factory, needs multiplayer component architecture and autogen
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m_componentInputs[i] = nullptr; // ComponentInputFactory(rhs.m_componentInputs[i]->GetComponentId());
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}
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*m_componentInputs[i] = *rhs.m_componentInputs[i];
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}
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m_wasAttached = rhs.m_wasAttached;
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}
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}
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@@ -0,0 +1,76 @@
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/*
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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.
|
||||
*
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*/
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#pragma once
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#include <Source/NetworkInput/IMultiplayerComponentInput.h>
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#include <Source/NetworkEntity/NetworkEntityHandle.h>
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#include <AzCore/RTTI/TypeSafeIntegral.h>
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namespace Multiplayer
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{
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// Forwards
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class NetBindComponent;
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AZ_TYPE_SAFE_INTEGRAL(NetworkInputId, uint16_t);
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//! @class NetworkInput
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//! @brief A single networked client input command.
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class NetworkInput final
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{
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public:
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//! Intentionally restrict instancing of these objects to associated containers classes only
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//! This is a mechanism used to restrict calling autonomous client predicted setter functions to the ProcessInput call chain only
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friend class NetworkInputVector;
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friend class MigrateNetworkInputVector;
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friend class NetworkInputHistory;
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friend class NetworkInputChild;
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NetworkInput(const NetworkInput&);
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NetworkInput& operator= (const NetworkInput&);
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void SetNetworkInputId(NetworkInputId inputId);
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NetworkInputId GetNetworkInputId() const;
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NetworkInputId& ModifyNetworkInputId();
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void AttachNetBindComponent(NetBindComponent* netBindComponent);
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bool Serialize(AzNetworking::ISerializer& serializer);
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const IMultiplayerComponentInput* FindComponentInput(NetComponentId componentId) const;
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IMultiplayerComponentInput* FindComponentInput(NetComponentId componentId);
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template <class InputType>
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const InputType* FindInput() const
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{
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return static_cast<const InputType*>(FindInput(InputType::s_Type));
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}
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template <typename InputType>
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InputType* FindInput()
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{
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return static_cast<InputType*>(FindInput(InputType::s_Type));
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}
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private:
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//! Only associated containers can instance; see above comments.
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NetworkInput() = default;
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void CopyInternal(const NetworkInput& rhs);
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MultiplayerComponentInputVector m_componentInputs;
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NetworkInputId m_inputId = NetworkInputId{ 0 };
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ConstNetworkEntityHandle m_owner;
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bool m_wasAttached = false;
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};
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}
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AZ_TYPE_SAFE_INTEGRAL_SERIALIZEBINDING(Multiplayer::NetworkInputId);
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@@ -0,0 +1,68 @@
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/*
|
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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.
|
||||
*
|
||||
*/
|
||||
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#include <Source/NetworkInput/NetworkInputChild.h>
|
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#include <Source/NetworkEntity/INetworkEntityManager.h>
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#include <AzNetworking/Serialization/ISerializer.h>
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namespace Multiplayer
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{
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NetworkInputChild::NetworkInputChild(const ConstNetworkEntityHandle& entityHandle)
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: m_owner(entityHandle)
|
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{
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Attach(m_owner);
|
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}
|
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NetworkInputChild& NetworkInputChild::operator= (const NetworkInputChild& rhs)
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{
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m_owner = rhs.m_owner;
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m_networkInput = rhs.m_networkInput;
|
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return *this;
|
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}
|
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void NetworkInputChild::Attach(const ConstNetworkEntityHandle& entityHandle)
|
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{
|
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m_owner = entityHandle;
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NetBindComponent* netBindComponent = entityHandle.GetNetBindComponent();
|
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if (netBindComponent)
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{
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m_networkInput.AttachNetBindComponent(netBindComponent);
|
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}
|
||||
}
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||||
|
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const ConstNetworkEntityHandle& NetworkInputChild::GetOwner() const
|
||||
{
|
||||
return m_owner;
|
||||
}
|
||||
|
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const NetworkInput& NetworkInputChild::GetNetworkInput() const
|
||||
{
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return m_networkInput;
|
||||
}
|
||||
|
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NetworkInput& NetworkInputChild::GetNetworkInput()
|
||||
{
|
||||
return m_networkInput;
|
||||
}
|
||||
|
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bool NetworkInputChild::Serialize(AzNetworking::ISerializer& serializer)
|
||||
{
|
||||
NetEntityId ownerId = m_owner.GetNetEntityId();
|
||||
serializer.Serialize(ownerId, "OwnerId");
|
||||
if (serializer.GetSerializerMode() == AzNetworking::SerializerMode::WriteToObject)
|
||||
{
|
||||
m_owner = GetNetworkEntityManager()->GetEntity(ownerId);
|
||||
}
|
||||
serializer.Serialize(m_networkInput, "NetworkInput");
|
||||
return serializer.IsValid();
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,44 @@
|
||||
/*
|
||||
* 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/NetworkInput/NetworkInput.h>
|
||||
|
||||
namespace Multiplayer
|
||||
{
|
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//! Max number of entities that can be children of our netbound player entity.
|
||||
static constexpr uint32_t MaxEntityHierarchyChildren = 16;
|
||||
|
||||
//! Used by the EntityHierarchyComponent. This component allows the gameplay programmer to specify inputs for dependent entities.
|
||||
//! Since it is possible to for the Client/Server to disagree about the state of related entities,
|
||||
//! this network input encodes the entity that is associated with it.
|
||||
class NetworkInputChild
|
||||
{
|
||||
public:
|
||||
NetworkInputChild() = default;
|
||||
NetworkInputChild(const NetworkInputChild& rhs) = default;
|
||||
NetworkInputChild(const ConstNetworkEntityHandle& entityHandle);
|
||||
|
||||
NetworkInputChild& operator= (const NetworkInputChild& rhs);
|
||||
|
||||
void Attach(const ConstNetworkEntityHandle& entityHandle);
|
||||
const ConstNetworkEntityHandle& GetOwner() const;
|
||||
const NetworkInput& GetNetworkInput() const;
|
||||
NetworkInput& GetNetworkInput();
|
||||
|
||||
bool Serialize(AzNetworking::ISerializer& a_Serializer);
|
||||
private:
|
||||
ConstNetworkEntityHandle m_owner;
|
||||
NetworkInput m_networkInput;
|
||||
};
|
||||
}
|
||||
@@ -0,0 +1,46 @@
|
||||
/*
|
||||
* 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/NetworkInput/NetworkInputHistory.h>
|
||||
|
||||
namespace Multiplayer
|
||||
{
|
||||
AZStd::size_t NetworkInputHistory::Size() const
|
||||
{
|
||||
return m_history.size();
|
||||
}
|
||||
|
||||
const NetworkInput& NetworkInputHistory::operator[](AZStd::size_t index) const
|
||||
{
|
||||
return m_history[index].m_networkInput;
|
||||
}
|
||||
|
||||
NetworkInput& NetworkInputHistory::operator[](AZStd::size_t index)
|
||||
{
|
||||
return m_history[index].m_networkInput;
|
||||
}
|
||||
|
||||
void NetworkInputHistory::PushBack(NetworkInput& networkInput)
|
||||
{
|
||||
m_history.push_back(Wrapper(networkInput));
|
||||
}
|
||||
|
||||
void NetworkInputHistory::PopFront()
|
||||
{
|
||||
m_history.pop_front();
|
||||
}
|
||||
|
||||
const NetworkInput& NetworkInputHistory::Front() const
|
||||
{
|
||||
return m_history.front().m_networkInput;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,45 @@
|
||||
/*
|
||||
* 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/NetworkInput/NetworkInput.h>
|
||||
#include <AzCore/std/containers/deque.h>
|
||||
|
||||
namespace Multiplayer
|
||||
{
|
||||
//! @class NetworkInputHistory
|
||||
//! @brief A list of input commands, used for bookkeeping on the client.
|
||||
class NetworkInputHistory final
|
||||
{
|
||||
public:
|
||||
AZStd::size_t Size() const;
|
||||
|
||||
const NetworkInput& operator[](AZStd::size_t index) const;
|
||||
NetworkInput& operator[](AZStd::size_t index);
|
||||
|
||||
void PushBack(NetworkInput& networkInput);
|
||||
void PopFront();
|
||||
const NetworkInput& Front() const;
|
||||
|
||||
private:
|
||||
|
||||
struct Wrapper // Strictly a workaround to deal with the private constructor of NetworkInput
|
||||
{
|
||||
Wrapper() : m_networkInput() {}
|
||||
Wrapper(const NetworkInput& networkInput) : m_networkInput(networkInput) {}
|
||||
NetworkInput m_networkInput;
|
||||
};
|
||||
|
||||
AZStd::deque<Wrapper> m_history;
|
||||
};
|
||||
}
|
||||
@@ -0,0 +1,171 @@
|
||||
/*
|
||||
* 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/NetworkInput/NetworkInputVector.h>
|
||||
#include <Source/NetworkEntity/INetworkEntityManager.h>
|
||||
#include <AzNetworking/Serialization/ISerializer.h>
|
||||
#include <AzNetworking/Serialization/DeltaSerializer.h>
|
||||
|
||||
namespace Multiplayer
|
||||
{
|
||||
NetworkInputVector::NetworkInputVector()
|
||||
: m_owner()
|
||||
, m_inputs()
|
||||
{
|
||||
;
|
||||
}
|
||||
|
||||
NetworkInputVector::NetworkInputVector(const ConstNetworkEntityHandle& entityHandle)
|
||||
: m_owner(entityHandle)
|
||||
, m_inputs()
|
||||
{
|
||||
NetBindComponent* netBindComponent = entityHandle.GetNetBindComponent();
|
||||
if (netBindComponent)
|
||||
{
|
||||
for (AZStd::size_t i = 0; i < m_inputs.size(); ++i)
|
||||
{
|
||||
m_inputs[i].m_networkInput.AttachNetBindComponent(netBindComponent);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
NetworkInput& NetworkInputVector::operator[](uint32_t index)
|
||||
{
|
||||
return m_inputs[index].m_networkInput;
|
||||
}
|
||||
|
||||
const NetworkInput& NetworkInputVector::operator[](uint32_t index) const
|
||||
{
|
||||
return m_inputs[index].m_networkInput;
|
||||
}
|
||||
|
||||
void NetworkInputVector::SetPreviousInputId(NetworkInputId previousInputId)
|
||||
{
|
||||
m_previousInputId = previousInputId;
|
||||
}
|
||||
|
||||
NetworkInputId NetworkInputVector::GetPreviousInputId() const
|
||||
{
|
||||
return m_previousInputId;
|
||||
}
|
||||
|
||||
bool NetworkInputVector::Serialize(AzNetworking::ISerializer& serializer)
|
||||
{
|
||||
// Always serialize the full first element
|
||||
if (!m_inputs[0].m_networkInput.Serialize(serializer))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// For each subsequent element
|
||||
for (uint32_t i = 1; i < m_inputs.size(); ++i)
|
||||
{
|
||||
if (serializer.GetSerializerMode() == AzNetworking::SerializerMode::WriteToObject)
|
||||
{
|
||||
AzNetworking::SerializerDelta deltaSerializer;
|
||||
// Read out the delta
|
||||
if (!deltaSerializer.Serialize(serializer))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
// Start with previous value
|
||||
m_inputs[i].m_networkInput = m_inputs[i - 1].m_networkInput;
|
||||
// Then apply delta
|
||||
AzNetworking::DeltaSerializerApply applySerializer(deltaSerializer);
|
||||
if (!applySerializer.ApplyDelta(m_inputs[i].m_networkInput))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
AzNetworking::SerializerDelta deltaSerializer;
|
||||
// Create the delta
|
||||
AzNetworking::DeltaSerializerCreate createSerializer(deltaSerializer);
|
||||
if (!createSerializer.CreateDelta(m_inputs[i - 1].m_networkInput, m_inputs[i].m_networkInput))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
// Then write out the delta
|
||||
if (!deltaSerializer.Serialize(serializer))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
serializer.Serialize(m_previousInputId, "PreviousInputId");
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
MigrateNetworkInputVector::MigrateNetworkInputVector()
|
||||
: m_owner()
|
||||
{
|
||||
;
|
||||
}
|
||||
|
||||
MigrateNetworkInputVector::MigrateNetworkInputVector(const ConstNetworkEntityHandle& entityHandle)
|
||||
: m_owner(entityHandle)
|
||||
{
|
||||
;
|
||||
}
|
||||
|
||||
uint32_t MigrateNetworkInputVector::GetSize() const
|
||||
{
|
||||
return aznumeric_cast<uint32_t>(m_inputs.size());
|
||||
}
|
||||
|
||||
NetworkInput& MigrateNetworkInputVector::operator[](uint32_t index)
|
||||
{
|
||||
return m_inputs[index].m_networkInput;
|
||||
}
|
||||
|
||||
const NetworkInput& MigrateNetworkInputVector::operator[](uint32_t index) const
|
||||
{
|
||||
return m_inputs[index].m_networkInput;
|
||||
}
|
||||
|
||||
bool MigrateNetworkInputVector::PushBack(const NetworkInput& networkInput)
|
||||
{
|
||||
if (m_inputs.size() < m_inputs.capacity())
|
||||
{
|
||||
m_inputs.push_back(networkInput);
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
bool MigrateNetworkInputVector::Serialize(AzNetworking::ISerializer& serializer)
|
||||
{
|
||||
NetEntityId ownerId = m_owner.GetNetEntityId();
|
||||
serializer.Serialize(ownerId, "OwnerId");
|
||||
|
||||
uint32_t inputCount = aznumeric_cast<uint32_t>(m_inputs.size());
|
||||
serializer.Serialize(inputCount, "InputCount");
|
||||
|
||||
if (serializer.GetSerializerMode() == AzNetworking::SerializerMode::WriteToObject)
|
||||
{
|
||||
// make sure all the possible NetworkInputs get attached prior to serialization, this double sends the size, but this message is only sent on server migration
|
||||
m_inputs.resize(inputCount);
|
||||
m_owner = GetNetworkEntityManager()->GetEntity(ownerId);
|
||||
NetBindComponent* netBindComponent = m_owner.GetNetBindComponent();
|
||||
if (netBindComponent)
|
||||
{
|
||||
for (uint32_t i = 0; i < m_inputs.size(); ++i)
|
||||
{
|
||||
m_inputs[i].m_networkInput.AttachNetBindComponent(netBindComponent);
|
||||
}
|
||||
}
|
||||
}
|
||||
return serializer.Serialize(m_inputs, "Inputs");
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,85 @@
|
||||
/*
|
||||
* 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/NetworkInput/NetworkInput.h>
|
||||
#include <Source/NetworkEntity/NetworkEntityHandle.h>
|
||||
#include <AzCore/std/containers/fixed_vector.h>
|
||||
|
||||
namespace Multiplayer
|
||||
{
|
||||
//! @class InputCommandArray
|
||||
//! @brief An array of network inputs. Used to mitigate loss of input packets on the server. Compresses subsequent elements.
|
||||
class NetworkInputVector final
|
||||
{
|
||||
public:
|
||||
static constexpr uint32_t MaxElements = 8; // Never try to replicate a list larger than this amount
|
||||
|
||||
NetworkInputVector();
|
||||
NetworkInputVector(const ConstNetworkEntityHandle& entityHandle);
|
||||
~NetworkInputVector() = default;
|
||||
|
||||
NetworkInput& operator[](uint32_t index);
|
||||
const NetworkInput& operator[](uint32_t index) const;
|
||||
|
||||
void SetPreviousInputId(NetworkInputId previousInputId);
|
||||
NetworkInputId GetPreviousInputId() const;
|
||||
|
||||
bool Serialize(AzNetworking::ISerializer& serializer);
|
||||
|
||||
private:
|
||||
|
||||
struct Wrapper // Strictly a workaround to deal with the private constructor of NetworkInput
|
||||
{
|
||||
Wrapper() : m_networkInput() {}
|
||||
Wrapper(const NetworkInput& networkInput) : m_networkInput(networkInput) {}
|
||||
NetworkInput m_networkInput;
|
||||
};
|
||||
|
||||
ConstNetworkEntityHandle m_owner;
|
||||
AZStd::fixed_vector<Wrapper, MaxElements> m_inputs;
|
||||
NetworkInputId m_previousInputId;
|
||||
};
|
||||
|
||||
//! @class MigrateNetworkInputVector
|
||||
//! @brief A variable sized array of input commands, used specifically when migrate a clients inputs.
|
||||
class MigrateNetworkInputVector final
|
||||
{
|
||||
public:
|
||||
static constexpr uint32_t MaxElements = 90; // Never try to migrate a list larger than this amount, bumped up to handle DTLS connection time
|
||||
|
||||
MigrateNetworkInputVector();
|
||||
MigrateNetworkInputVector(const ConstNetworkEntityHandle& entityHandle);
|
||||
virtual ~MigrateNetworkInputVector() = default;
|
||||
|
||||
uint32_t GetSize() const;
|
||||
NetworkInput& operator[](uint32_t index);
|
||||
const NetworkInput& operator[](uint32_t index) const;
|
||||
bool PushBack(const NetworkInput& networkInput);
|
||||
|
||||
bool Serialize(AzNetworking::ISerializer& serializer);
|
||||
|
||||
private:
|
||||
|
||||
struct Wrapper // Strictly a workaround to deal with the private constructor of NetworkInput
|
||||
{
|
||||
Wrapper() : m_networkInput() {}
|
||||
Wrapper(const NetworkInput& networkInput) : m_networkInput(networkInput) {}
|
||||
bool Serialize(AzNetworking::ISerializer& serializer) { return m_networkInput.Serialize(serializer); }
|
||||
NetworkInput m_networkInput;
|
||||
};
|
||||
|
||||
ConstNetworkEntityHandle m_owner;
|
||||
AZStd::fixed_vector<Wrapper, MaxElements> m_inputs;
|
||||
};
|
||||
}
|
||||
Reference in New Issue
Block a user