NetBindComponent::SetOwningConnectionId is for a hierarchy based on its root's network entity
- for hierarchies, on both servers and clients NetBindComponent::SetOwningConnectionId is set for the all involved entities based on the root entity owning connection id - added new unit tests to cover these scenarios - all unit tests pass, hierarchy benchmarks remain unaffected
This commit is contained in:
@@ -129,34 +129,48 @@ namespace Multiplayer
|
||||
handler.Connect(m_networkHierarchyLeaveEvent);
|
||||
}
|
||||
|
||||
void NetworkHierarchyChildComponent::SetTopLevelHierarchyRootEntity(AZ::Entity* hierarchyRoot)
|
||||
void NetworkHierarchyChildComponent::SetTopLevelHierarchyRootEntity(AZ::Entity* previousHierarchyRoot, AZ::Entity* newHierarchyRoot)
|
||||
{
|
||||
if (m_rootEntity != hierarchyRoot)
|
||||
if (newHierarchyRoot)
|
||||
{
|
||||
m_rootEntity = hierarchyRoot;
|
||||
if (m_rootEntity != newHierarchyRoot)
|
||||
{
|
||||
m_rootEntity = newHierarchyRoot;
|
||||
|
||||
if (HasController() && GetNetBindComponent()->GetNetEntityRole() == NetEntityRole::Authority)
|
||||
{
|
||||
NetworkHierarchyChildComponentController* controller = static_cast<NetworkHierarchyChildComponentController*>(GetController());
|
||||
const NetEntityId netRootId = GetNetworkEntityManager()->GetNetEntityIdById(m_rootEntity->GetId());
|
||||
controller->SetHierarchyRoot(netRootId);
|
||||
}
|
||||
|
||||
GetNetBindComponent()->SetOwningConnectionId(m_rootEntity->FindComponent<NetBindComponent>()->GetOwningConnectionId());
|
||||
m_networkHierarchyChangedEvent.Signal(m_rootEntity->GetId());
|
||||
}
|
||||
}
|
||||
else if ((previousHierarchyRoot && m_rootEntity == previousHierarchyRoot) || !previousHierarchyRoot)
|
||||
{
|
||||
m_rootEntity = nullptr;
|
||||
|
||||
if (HasController() && GetNetBindComponent()->GetNetEntityRole() == NetEntityRole::Authority)
|
||||
{
|
||||
NetworkHierarchyChildComponentController* controller = static_cast<NetworkHierarchyChildComponentController*>(GetController());
|
||||
if (m_rootEntity)
|
||||
{
|
||||
const NetEntityId netRootId = GetNetworkEntityManager()->GetNetEntityIdById(m_rootEntity->GetId());
|
||||
controller->SetHierarchyRoot(netRootId);
|
||||
|
||||
m_networkHierarchyChangedEvent.Signal(m_rootEntity->GetId());
|
||||
}
|
||||
else
|
||||
{
|
||||
controller->SetHierarchyRoot(InvalidNetEntityId);
|
||||
|
||||
m_networkHierarchyLeaveEvent.Signal();
|
||||
}
|
||||
controller->SetHierarchyRoot(InvalidNetEntityId);
|
||||
}
|
||||
|
||||
if (m_rootEntity == nullptr)
|
||||
{
|
||||
NotifyChildrenHierarchyDisbanded();
|
||||
}
|
||||
GetNetBindComponent()->SetOwningConnectionId(m_previousOwningConnectionId);
|
||||
m_networkHierarchyLeaveEvent.Signal();
|
||||
|
||||
NotifyChildrenHierarchyDisbanded();
|
||||
}
|
||||
}
|
||||
|
||||
void NetworkHierarchyChildComponent::SetOwningConnectionId(AzNetworking::ConnectionId connectionId)
|
||||
{
|
||||
NetworkHierarchyChildComponentBase::SetOwningConnectionId(connectionId);
|
||||
if (IsHierarchicalChild() == false)
|
||||
{
|
||||
m_previousOwningConnectionId = connectionId;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -180,14 +194,18 @@ namespace Multiplayer
|
||||
if (m_rootEntity != newRoot)
|
||||
{
|
||||
m_rootEntity = newRoot;
|
||||
|
||||
m_previousOwningConnectionId = GetNetBindComponent()->GetOwningConnectionId();
|
||||
GetNetBindComponent()->SetOwningConnectionId(m_rootEntity->FindComponent<NetBindComponent>()->GetOwningConnectionId());
|
||||
|
||||
m_networkHierarchyChangedEvent.Signal(m_rootEntity->GetId());
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
GetNetBindComponent()->SetOwningConnectionId(m_previousOwningConnectionId);
|
||||
m_isHierarchyEnabled = false;
|
||||
m_rootEntity = nullptr;
|
||||
m_networkHierarchyLeaveEvent.Signal();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -203,11 +221,11 @@ namespace Multiplayer
|
||||
{
|
||||
if (auto* hierarchyChildComponent = childEntity->FindComponent<NetworkHierarchyChildComponent>())
|
||||
{
|
||||
hierarchyChildComponent->SetTopLevelHierarchyRootEntity(nullptr);
|
||||
hierarchyChildComponent->SetTopLevelHierarchyRootEntity(nullptr, nullptr);
|
||||
}
|
||||
else if (auto* hierarchyRootComponent = childEntity->FindComponent<NetworkHierarchyRootComponent>())
|
||||
{
|
||||
hierarchyRootComponent->SetTopLevelHierarchyRootEntity(nullptr);
|
||||
hierarchyRootComponent->SetTopLevelHierarchyRootEntity(nullptr, nullptr);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -107,7 +107,7 @@ namespace Multiplayer
|
||||
{
|
||||
if (const AZ::Entity* childEntity = AZ::Interface<AZ::ComponentApplicationRequests>::Get()->FindEntity(childEntityId))
|
||||
{
|
||||
SetRootForEntity(nullptr, childEntity);
|
||||
SetRootForEntity(GetEntity(), nullptr, childEntity);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -209,7 +209,7 @@ namespace Multiplayer
|
||||
auto [rootComponent, childComponent] = GetHierarchyComponents(parentEntity);
|
||||
if (rootComponent == nullptr && childComponent == nullptr)
|
||||
{
|
||||
RebuildHierarchy();
|
||||
SetRootForEntity(nullptr, nullptr, GetEntity());
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -219,7 +219,7 @@ namespace Multiplayer
|
||||
else
|
||||
{
|
||||
// Detached from parent
|
||||
RebuildHierarchy();
|
||||
SetRootForEntity(nullptr, nullptr, GetEntity());
|
||||
}
|
||||
}
|
||||
|
||||
@@ -247,14 +247,14 @@ namespace Multiplayer
|
||||
{
|
||||
// This is a newly added entity to the network hierarchy.
|
||||
hierarchyChanged = true;
|
||||
SetRootForEntity(GetEntity(), currentEntity);
|
||||
SetRootForEntity(nullptr, GetEntity(), currentEntity);
|
||||
}
|
||||
}
|
||||
|
||||
// These entities were removed since last rebuild.
|
||||
for (const AZ::Entity* previousEntity : previousEntities)
|
||||
{
|
||||
SetRootForEntity(nullptr, previousEntity);
|
||||
SetRootForEntity(GetEntity(), nullptr, previousEntity);
|
||||
}
|
||||
|
||||
if (!previousEntities.empty())
|
||||
@@ -307,45 +307,66 @@ namespace Multiplayer
|
||||
}
|
||||
}
|
||||
|
||||
void NetworkHierarchyRootComponent::SetRootForEntity(AZ::Entity* root, const AZ::Entity* childEntity)
|
||||
void NetworkHierarchyRootComponent::SetRootForEntity(AZ::Entity* previousKnownRoot, AZ::Entity* newRoot, const AZ::Entity* childEntity)
|
||||
{
|
||||
auto [hierarchyRootComponent, hierarchyChildComponent] = GetHierarchyComponents(childEntity);
|
||||
|
||||
if (hierarchyChildComponent)
|
||||
{
|
||||
hierarchyChildComponent->SetTopLevelHierarchyRootEntity(root);
|
||||
hierarchyChildComponent->SetTopLevelHierarchyRootEntity(previousKnownRoot, newRoot);
|
||||
}
|
||||
else if (hierarchyRootComponent)
|
||||
{
|
||||
hierarchyRootComponent->SetTopLevelHierarchyRootEntity(root);
|
||||
hierarchyRootComponent->SetTopLevelHierarchyRootEntity(previousKnownRoot, newRoot);
|
||||
}
|
||||
}
|
||||
|
||||
void NetworkHierarchyRootComponent::SetTopLevelHierarchyRootEntity(AZ::Entity* hierarchyRoot)
|
||||
void NetworkHierarchyRootComponent::SetTopLevelHierarchyRootEntity(AZ::Entity* previousHierarchyRoot, AZ::Entity* newHierarchyRoot)
|
||||
{
|
||||
m_rootEntity = hierarchyRoot;
|
||||
|
||||
if (HasController() && GetNetBindComponent()->GetNetEntityRole() == NetEntityRole::Authority)
|
||||
if (newHierarchyRoot)
|
||||
{
|
||||
NetworkHierarchyChildComponentController* controller = static_cast<NetworkHierarchyChildComponentController*>(GetController());
|
||||
if (hierarchyRoot)
|
||||
if (m_rootEntity != newHierarchyRoot)
|
||||
{
|
||||
const NetEntityId netRootId = GetNetworkEntityManager()->GetNetEntityIdById(hierarchyRoot->GetId());
|
||||
controller->SetHierarchyRoot(netRootId);
|
||||
}
|
||||
else
|
||||
{
|
||||
controller->SetHierarchyRoot(InvalidNetEntityId);
|
||||
m_rootEntity = newHierarchyRoot;
|
||||
|
||||
if (HasController() && GetNetBindComponent()->GetNetEntityRole() == NetEntityRole::Authority)
|
||||
{
|
||||
NetworkHierarchyRootComponentController* controller = static_cast<NetworkHierarchyRootComponentController*>(GetController());
|
||||
const NetEntityId netRootId = GetNetworkEntityManager()->GetNetEntityIdById(m_rootEntity->GetId());
|
||||
controller->SetHierarchyRoot(netRootId);
|
||||
}
|
||||
|
||||
GetNetBindComponent()->SetOwningConnectionId(m_rootEntity->FindComponent<NetBindComponent>()->GetOwningConnectionId());
|
||||
m_networkHierarchyChangedEvent.Signal(m_rootEntity->GetId());
|
||||
}
|
||||
}
|
||||
|
||||
if (m_rootEntity == nullptr)
|
||||
else if ((previousHierarchyRoot && m_rootEntity == previousHierarchyRoot) || !previousHierarchyRoot)
|
||||
{
|
||||
m_rootEntity = nullptr;
|
||||
|
||||
if (HasController() && GetNetBindComponent()->GetNetEntityRole() == NetEntityRole::Authority)
|
||||
{
|
||||
NetworkHierarchyRootComponentController* controller = static_cast<NetworkHierarchyRootComponentController*>(GetController());
|
||||
controller->SetHierarchyRoot(InvalidNetEntityId);
|
||||
}
|
||||
|
||||
GetNetBindComponent()->SetOwningConnectionId(m_previousOwningConnectionId);
|
||||
m_networkHierarchyLeaveEvent.Signal();
|
||||
|
||||
// We lost the parent hierarchical entity, so as a root we need to re-build our own hierarchy.
|
||||
RebuildHierarchy();
|
||||
}
|
||||
}
|
||||
|
||||
void NetworkHierarchyRootComponent::SetOwningConnectionId(AzNetworking::ConnectionId connectionId)
|
||||
{
|
||||
NetworkHierarchyRootComponentBase::SetOwningConnectionId(connectionId);
|
||||
if (IsHierarchicalChild() == false)
|
||||
{
|
||||
m_previousOwningConnectionId = connectionId;
|
||||
}
|
||||
}
|
||||
|
||||
NetworkHierarchyRootComponentController::NetworkHierarchyRootComponentController(NetworkHierarchyRootComponent& parent)
|
||||
: NetworkHierarchyRootComponentControllerBase(parent)
|
||||
{
|
||||
@@ -370,7 +391,7 @@ namespace Multiplayer
|
||||
void NetworkHierarchyRootComponentController::CreateInput(Multiplayer::NetworkInput& input, float deltaTime)
|
||||
{
|
||||
NetworkHierarchyRootComponent& component = GetParent();
|
||||
if(!component.IsHierarchicalRoot())
|
||||
if (!component.IsHierarchicalRoot())
|
||||
{
|
||||
return;
|
||||
}
|
||||
@@ -386,7 +407,7 @@ namespace Multiplayer
|
||||
|
||||
for (AZ::Entity* child : entities)
|
||||
{
|
||||
if(child == component.GetEntity())
|
||||
if (child == component.GetEntity())
|
||||
{
|
||||
continue; // Avoid infinite recursion
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user