Merge main to mpgem_scripting_rpc

This commit is contained in:
puvvadar
2021-05-17 14:55:27 -07:00
1970 changed files with 25212 additions and 210308 deletions
@@ -1,7 +1,7 @@
#pragma once
#include <AzCore/std/containers/list.h>
#include <Include/MultiplayerTypes.h>
#include <Multiplayer/MultiplayerTypes.h>
namespace AZ
{
@@ -1,6 +1,6 @@
#include <AzCore/Component/Component.h>
#include <Source/Components/MultiplayerComponentRegistry.h>
#include <Include/INetworkEntityManager.h>
#include <Multiplayer/Components/MultiplayerComponentRegistry.h>
#include <Multiplayer/NetworkEntity/INetworkEntityManager.h>
{% for Component in dataFiles %}
{% set ComponentDerived = Component.attrib['OverrideComponent']|booleanTrue %}
{% set ControllerDerived = Component.attrib['OverrideController']|booleanTrue %}
@@ -21,8 +21,8 @@ namespace {{ Namespace }}
{
void RegisterMultiplayerComponents()
{
Multiplayer::MultiplayerComponentRegistry* multiplayerComponentRegistry = GetMultiplayerComponentRegistry();
Multiplayer::MultiplayerStats& stats = AZ::Interface<Multiplayer::IMultiplayer>::Get()->GetStats();
Multiplayer::MultiplayerComponentRegistry* multiplayerComponentRegistry = Multiplayer::GetMultiplayerComponentRegistry();
Multiplayer::MultiplayerStats& stats = Multiplayer::GetMultiplayer()->GetStats();
{% for Component in dataFiles %}
{% set ComponentName = Component.attrib['Name'] %}
{% set ComponentBaseName = ComponentName %}
@@ -38,7 +38,11 @@ namespace {{ Namespace }}
componentData.m_componentName = AZ::Name("{{ Component.attrib['Name'] }}");
componentData.m_componentPropertyNameLookupFunction = {{ ComponentBaseName }}::GetNetworkPropertyName;
componentData.m_componentRpcNameLookupFunction = {{ ComponentBaseName }}::GetRpcName;
componentData.m_allocComponentInputFunction = {{ ComponentBaseName }}::AllocateComponentInput;
{{ ComponentBaseName }}::s_netComponentId = multiplayerComponentRegistry->RegisterMultiplayerComponent(componentData);
{% if NetworkInputCount > 0 %}
{{ ComponentName }}NetworkInput::s_netComponentId = {{ ComponentBaseName }}::s_netComponentId;
{% endif %}
stats.ReserveComponentStats({{ ComponentBaseName }}::s_netComponentId, static_cast<uint16_t>({{ NetworkPropertyCount }}), static_cast<uint16_t>({{ RpcCount }}));
}
{% endfor %}
@@ -207,11 +207,11 @@ namespace {{ Component.attrib['Namespace'] }}
public:
AZ_MULTIPLAYER_COMPONENT({{ Component.attrib['Namespace'] }}::{{ ComponentName }}, s_{{ LowerFirst(ComponentName) }}ConcreteUuid, {{ Component.attrib['Namespace'] }}::{{ ComponentNameBase }});
static void Reflect([[maybe_unused]] AZ::ReflectContext* context);
static void Reflect(AZ::ReflectContext* context);
void OnInit() override {}
void OnActivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating) override {}
void OnDeactivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating) override {}
void OnInit() override;
void OnActivate(Multiplayer::EntityIsMigrating entityIsMigrating) override;
void OnDeactivate(Multiplayer::EntityIsMigrating entityIsMigrating) override;
{{ DeclareRpcHandlers(Component, 'Authority', 'Client', true)|indent(8) }}
};
@@ -222,15 +222,15 @@ namespace {{ Component.attrib['Namespace'] }}
: public {{ ControllerNameBase }}
{
public:
{{ ControllerName }}({{ ComponentName }}& parent) : {{ ControllerNameBase }}(parent) {}
{{ ControllerName }}({{ ComponentName }}& parent);
void OnActivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating) override {}
void OnDeactivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating) override {}
void OnActivate(Multiplayer::EntityIsMigrating entityIsMigrating) override;
void OnDeactivate(Multiplayer::EntityIsMigrating entityIsMigrating) override;
{% if NetworkInputCount > 0 %}
//! Common input processing logic for the NetworkInput.
//! @param input input structure to process
//! @param deltaTime amount of time to integrate the provided inputs over
void ProcessInput([[maybe_unused]] Multiplayer::NetworkInput& input, [[maybe_unused]] float deltaTime) override {}
void ProcessInput(Multiplayer::NetworkInput& input, float deltaTime) override;
{%endif %}
{{ DeclareRpcHandlers(Component, 'Server', 'Authority', true)|indent(8) }}
{{ DeclareRpcHandlers(Component, 'Client', 'Authority', true)|indent(8) }}
@@ -239,10 +239,12 @@ namespace {{ Component.attrib['Namespace'] }}
};
{% endif %}
}
{% if ComponentDerived %}
/// Place in your .cpp
#include <{{ Component.attrib['OverrideInclude'] }}>
namespace {{ Component.attrib['Namespace'] }}
{
{% if ComponentDerived %}
void {{ ComponentName }}::{{ ComponentName }}::Reflect(AZ::ReflectContext* context)
{
AZ::SerializeContext* serializeContext = azrtti_cast<AZ::SerializeContext*>(context);
@@ -251,9 +253,43 @@ namespace {{ Component.attrib['Namespace'] }}
serializeContext->Class<{{ ComponentName }}, {{ ComponentNameBase }}>()
->Version(1);
}
{{ ComponentNameBase }}::Reflect(context);
}
}
void {{ ComponentName }}::OnInit()
{
}
void {{ ComponentName }}::OnActivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating)
{
}
void {{ ComponentName }}::OnDeactivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating)
{
}
{% endif %}
{% if ControllerDerived %}
{{ ControllerName }}::{{ ControllerName }}({{ ComponentName }}& parent)
: {{ ControllerNameBase }}(parent)
{
}
void {{ ControllerName }}::OnActivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating)
{
}
void {{ ControllerName }}::OnDeactivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating)
{
}
{% if NetworkInputCount > 0 %}
void {{ ControllerName }}::ProcessInput([[maybe_unused]] Multiplayer::NetworkInput& input, [[maybe_unused]] float deltaTime)
{
}
{% endif %}
{% endif %}
}
*/
{% else %}
// NOTE:
@@ -7,25 +7,25 @@
{% macro DeclareNetworkPropertyGetter(Property) %}
{% set PropertyName = UpperFirst(Property.attrib['Name']) %}
{% if Property.attrib['Container'] == 'Array' %}
{% if Property.attrib['GenerateEventBindings']|booleanTrue %}
void {{ PropertyName }}AddEvent(AZ::Event<int32_t, {{ Property.attrib['Type'] }}>::Handler& handler);
{% endif %}
const AZStd::array<{% if Property.attrib['IsRewindable']|booleanTrue %}Multiplayer::RewindableObject<{% endif %}{{ Property.attrib['Type'] }}{% if Property.attrib['IsRewindable']|booleanTrue %}, Multiplayer::k_RewindHistorySize>{% endif %}, {{ Property.attrib['Count'] }}> &Get{{ PropertyName }}Array() const;
const {{ Property.attrib['Type'] }} &Get{{ PropertyName }}(int32_t index) const;
{% elif Property.attrib['Container'] == 'Vector' %}
{% if Property.attrib['GenerateEventBindings']|booleanTrue %}
void {{ PropertyName }}AddEvent(AZ::Event<int32_t, {{ Property.attrib['Type'] }}>::Handler& handler);
void {{ PropertyName }}SizeChangedAddEvent(AZ::Event<uint32_t>::Handler& handler);
{% endif %}
{% elif Property.attrib['Container'] == 'Vector' %}
const AZStd::fixed_vector<{{ Property.attrib['Type'] }}, {{ Property.attrib['Count'] }}> &Get{{ PropertyName }}Vector() const;
const {{ Property.attrib['Type'] }} &Get{{ PropertyName }}(int32_t index) const;
const {{ Property.attrib['Type'] }} &{{ PropertyName }}GetBack() const;
uint32_t {{ PropertyName }}GetSize() const;
{% if Property.attrib['GenerateEventBindings']|booleanTrue %}
void {{ PropertyName }}AddEvent(AZ::Event<int32_t, {{ Property.attrib['Type'] }}>::Handler& handler);
void {{ PropertyName }}SizeChangedAddEvent(AZ::Event<uint32_t>::Handler& handler);
{% endif %}
{% else %}
const {{ Property.attrib['Type'] }}& Get{{ PropertyName }}() const;
{% if Property.attrib['GenerateEventBindings']|booleanTrue %}
void {{ PropertyName }}AddEvent(AZ::Event<{{ Property.attrib['Type'] }}>::Handler& handler);
{% endif %}
const {{ Property.attrib['Type'] }}& Get{{ PropertyName }}() const;
{% endif %}
{% endmacro %}
{#
@@ -221,13 +221,14 @@ AZStd::fixed_vector<{{ Property.attrib['Type'] }}, {{ Property.attrib['Count'] }
#include <AzCore/EBus/Event.h>
#include <AzCore/EBus/ScheduledEvent.h>
#include <AzNetworking/DataStructures/FixedSizeBitsetView.h>
#include <Include/IMultiplayerComponentInput.h>
#include <Include/NetworkEntityHandle.h>
#include <Source/NetworkEntity/EntityReplication/ReplicationRecord.h>
#include <Source/Components/MultiplayerComponent.h>
#include <Source/Components/MultiplayerController.h>
#include <Source/NetworkTime/RewindableObject.h>
#include <Include/MultiplayerTypes.h>
#include <Multiplayer/MultiplayerTypes.h>
#include <Multiplayer/Components/MultiplayerComponent.h>
#include <Multiplayer/Components/MultiplayerController.h>
#include <Multiplayer/NetworkEntity/NetworkEntityHandle.h>
#include <Multiplayer/NetworkEntity/EntityReplication/ReplicationRecord.h>
#include <Multiplayer/NetworkInput/IMultiplayerComponentInput.h>
#include <Multiplayer/NetworkInput/NetworkInput.h>
#include <Multiplayer/NetworkTime/RewindableObject.h>
{% call(Include) AutoComponentMacros.ParseIncludes(Component) %}
#include <{{ Include.attrib['File'] }}>
{% endcall %}
@@ -322,17 +323,20 @@ namespace {{ Component.attrib['Namespace'] }}
};
{% if NetworkInputCount > 0 %}
class NetworkInput
class {{ ComponentName }}NetworkInput
: public Multiplayer::IMultiplayerComponentInput
{
public:
Multiplayer::NetComponentId GetComponentId() const override;
INetworkInput& operator=(const INetworkInput& rhs) override;
bool Serialize(AzNetworking::ISerializer& serializer);
Multiplayer::NetComponentId GetNetComponentId() const override;
bool Serialize(AzNetworking::ISerializer& serializer) override;
Multiplayer::IMultiplayerComponentInput& operator =(const Multiplayer::IMultiplayerComponentInput& rhs) override;
{% call(Input) AutoComponentMacros.ParseNetworkInputs(Component) %}
{{ Input.attrib['Type'] }} m_{{ LowerFirst(Input.attrib['Name']) }} = {{ Input.attrib['Type'] }}({{ Input.attrib['Init'] }});
{% endcall %}
static Multiplayer::NetComponentId s_netComponentId;
friend void RegisterMultiplayerComponents();
};
{% endif %}
@@ -359,7 +363,6 @@ namespace {{ Component.attrib['Namespace'] }}
//! MultiplayerController interface
//! @{
Multiplayer::MultiplayerController::InputPriorityOrder GetInputOrder() const override { return Multiplayer::MultiplayerController::InputPriorityOrder::Default; }
AZ::Aabb GetRewindBoundsForInput([[maybe_unused]] const NetworkInput& networkInput, [[maybe_unused]] float deltaTime) const override { return AZ::Aabb::CreateNull(); }
void CreateInput([[maybe_unused]] Multiplayer::NetworkInput& input, [[maybe_unused]] float deltaTime) override {}
void ProcessInput([[maybe_unused]] Multiplayer::NetworkInput& input, [[maybe_unused]] float deltaTime) override {}
//! @}
@@ -416,6 +419,8 @@ namespace {{ Component.attrib['Namespace'] }}
static void GetDependentServices(AZ::ComponentDescriptor::DependencyArrayType& dependent);
static void GetIncompatibleServices(AZ::ComponentDescriptor::DependencyArrayType& incompatible);
static AZStd::unique_ptr<Multiplayer::IMultiplayerComponentInput> AllocateComponentInput();
{{ ComponentBaseName }}() = default;
~{{ ComponentBaseName }}() override = default;
@@ -429,18 +434,20 @@ namespace {{ Component.attrib['Namespace'] }}
{% endif %}
{{ DeclareNetworkPropertyGetters(Component, 'Authority', 'Server', false)|indent(8) -}}
{{ DeclareNetworkPropertyGetters(Component, 'Authority', 'Autonomous', false)|indent(8) -}}
{{ DeclareNetworkPropertyGetters(Component, 'Authority', 'Client', false)|indent(8) }}
{{ DeclareArchetypePropertyGetters(Component)|indent(8) -}}
{{ DeclareRpcInvocations(Component, 'Server', 'Authority', false)|indent(8) }}
//! MultiplayerComponent interface
//! @{
NetComponentId GetNetComponentId() const override;
void SetOwningConnectionId(AzNetworking::ConnectionId connectionId) override;
Multiplayer::NetComponentId GetNetComponentId() const override;
bool HandleRpcMessage(AzNetworking::IConnection* invokingConnection, Multiplayer::NetEntityRole remoteRole, Multiplayer::NetworkEntityRpcMessage& rpcMessage) override;
bool SerializeStateDeltaMessage(Multiplayer::ReplicationRecord& replicationRecord, AzNetworking::ISerializer& serializer) override;
void NotifyStateDeltaChanges(Multiplayer::ReplicationRecord& replicationRecord) override;
bool HasController() const override;
MultiplayerController* GetController() override;
Multiplayer::MultiplayerController* GetController() override;
protected:
void ConstructController() override;
@@ -485,8 +492,8 @@ namespace {{ Component.attrib['Namespace'] }}
void NotifyChangesAutonomousToAuthorityProperties(const {{ RecordName }}& replicationRecord) const;
//! Debug name helpers
static const char* GetNetworkPropertyName(PropertyIndex propertyIndex);
static const char* GetRpcName(RpcIndex rpcIndex);
static const char* GetNetworkPropertyName(Multiplayer::PropertyIndex propertyIndex);
static const char* GetRpcName(Multiplayer::RpcIndex rpcIndex);
AZStd::unique_ptr<{{ RecordName }}> m_currentRecord;
AZStd::unique_ptr<{{ ControllerName }}> m_controller;
@@ -515,10 +522,10 @@ namespace {{ Component.attrib['Namespace'] }}
//! Archetype Properties
{{ DeclareArchetypePropertyVars(Component)|indent(8) }}
{% call(Type, Name) AutoComponentMacros.ParseComponentServiceTypeAndName(Component) %}
{{ Type }}* {{ Name }} = nullptr;
{{ Type }}* {{ Name }} = nullptr;
{% endcall %}
static NetComponentId s_netComponentId;
static Multiplayer::NetComponentId s_netComponentId;
friend void RegisterMultiplayerComponents();
};
}
@@ -492,7 +492,7 @@ bool {{ ClassName }}::Serialize{{ AutoComponentMacros.GetNetPropertiesSetName(Re
{%- if networkPropertyCount.update({'value': networkPropertyCount.value + 1}) %}{% endif -%}
{% endcall %}
{% if networkPropertyCount.value > 0 %}
MultiplayerStats& stats = AZ::Interface<IMultiplayer>::Get()->GetStats();
Multiplayer::MultiplayerStats& stats = Multiplayer::GetMultiplayer()->GetStats();
// We modify the record if we are writing an update so that we don't notify for a change that really didn't change the value (just a duplicated send from the server)
[[maybe_unused]] bool modifyRecord = serializer.GetSerializerMode() == AzNetworking::SerializerMode::WriteToObject;
{% call(Property) AutoComponentMacros.ParseNetworkProperties(Component, ReplicateFrom, ReplicateTo) %}
@@ -508,9 +508,9 @@ bool {{ ClassName }}::Serialize{{ AutoComponentMacros.GetNetPropertiesSetName(Re
if (deltaRecord.AnySet())
{
{% if Property.attrib['Container'] == 'Vector' %}
NovaNet::SerializableFixedSizeVectorDeltaStruct<{{ Property.attrib['Type'] }}, {{ Property.attrib['Count'] }}> deltaStruct(m_{{ LowerFirst(Property.attrib['Name']) }}, deltaRecord);
Multiplayer::SerializableFixedSizeVectorDeltaStruct<{{ Property.attrib['Type'] }}, {{ Property.attrib['Count'] }}> deltaStruct(m_{{ LowerFirst(Property.attrib['Name']) }}, deltaRecord);
{% else %}
NovaNet::SerializableFixedSizeArrayDeltaStruct<{% if Property.attrib['IsRewindable']|booleanTrue %}Multiplayer::RewindableObject<{% endif %}{{ Property.attrib['Type'] }}{% if Property.attrib['IsRewindable']|booleanTrue %}, Multiplayer::RewindHistorySize>{% endif %}, {{ Property.attrib['Count'] }}> deltaStruct(m_{{ Property.attrib['Name'] }}, deltaRecord);
Multiplayer::SerializableFixedSizeArrayDeltaStruct<{% if Property.attrib['IsRewindable']|booleanTrue %}Multiplayer::RewindableObject<{% endif %}{{ Property.attrib['Type'] }}{% if Property.attrib['IsRewindable']|booleanTrue %}, Multiplayer::RewindHistorySize>{% endif %}, {{ Property.attrib['Count'] }}> deltaStruct(m_{{ Property.attrib['Name'] }}, deltaRecord);
{% endif %}
serializer.Serialize(deltaStruct, "{{ UpperFirst(Property.attrib['Name']) }}");
}
@@ -525,7 +525,7 @@ bool {{ ClassName }}::Serialize{{ AutoComponentMacros.GetNetPropertiesSetName(Re
m_{{ LowerFirst(Property.attrib['Name']) }},
"{{ Property.attrib['Name'] }}",
GetNetComponentId(),
static_cast<PropertyIndex>({{ UpperFirst(Component.attrib['Name']) }}Internal::NetworkProperties::{{ UpperFirst(Property.attrib['Name']) }}),
static_cast<Multiplayer::PropertyIndex>({{ UpperFirst(Component.attrib['Name']) }}Internal::NetworkProperties::{{ UpperFirst(Property.attrib['Name']) }}),
stats
);
{% endif %}
@@ -677,20 +677,75 @@ enum class NetworkProperties
{#
#}
{% macro DefineNetworkPropertyBehaviorReflection(Component, ReplicateFrom, ReplicateTo, ClassType) %}
{% macro DefineNetworkPropertyBehaviorReflection(Component, ReplicateFrom, ReplicateTo, ClassName) %}
{% call(Property) AutoComponentMacros.ParseNetworkProperties(Component, ReplicateFrom, ReplicateTo) %}
{% if (Property.attrib['IsPublic'] | booleanTrue == true) %}
{% if Property.attrib['Container'] == 'Array' %}
->Event("Get{{ Property.attrib['Name'] }}", &{{ ClassType }}Bus::Events::Get{{ Property.attrib['Name'] }})
{% elif Property.attrib['Container'] == 'Vector' %}
->Event("Get{{ Property.attrib['Name'] }}", &{{ ClassType }}Bus::Events::Get{{ Property.attrib['Name'] }})
->Event("{{ Property.attrib['Name'] }}GetBack", &{{ ClassType }}Bus::Events::{{ Property.attrib['Name'] }}GetBack)
->Event("{{ Property.attrib['Name'] }}GetSize", &{{ ClassType }}Bus::Events::{{ Property.attrib['Name'] }}GetSize)
{% else %}
->Event("Get{{ Property.attrib['Name'] }}", &{{ ClassType }}Bus::Events::Get{{ Property.attrib['Name'] }})
{% endif %}
{% if (Property.attrib['IsPublic'] | booleanTrue == true) and (Property.attrib['GenerateEventBindings'] | booleanTrue == true) -%}
// {{ UpperFirst(Property.attrib['Name']) }}: Replicate from {{ ReplicateFrom }} to {{ ReplicateTo }}
->Method("Get{{ UpperFirst(Property.attrib['Name']) }}", [](AZ::EntityId id) -> {{ Property.attrib['Type'] }}
{
AZ::Entity* entity = AZ::Interface<AZ::ComponentApplicationRequests>::Get()->FindEntity(id);
if (!entity)
{
AZ_Warning("Network Property", false, "{{ ClassName }} Get{{ UpperFirst(Property.attrib['Name']) }} failed. The entity with id %s doesn't exist, please provide a valid entity id.", id.ToString().c_str())
return {{ Property.attrib['Type'] }}();
}
{{ ClassName }}* networkComponent = entity->FindComponent<{{ ClassName }}>();
if (!networkComponent)
{
AZ_Warning("Network Property", false, "{{ ClassName }} Get{{ UpperFirst(Property.attrib['Name']) }} failed. Entity '%s' (id: %s) is missing {{ ClassName }}, be sure to add {{ ClassName }} to this entity.", entity->GetName().c_str(), id.ToString().c_str())
return {{ Property.attrib['Type'] }}();
}
return networkComponent->Get{{ UpperFirst(Property.attrib['Name']) }}();
})
->Method("Set{{ UpperFirst(Property.attrib['Name']) }}", [](AZ::EntityId id, const {{ Property.attrib['Type'] }}& {{ LowerFirst(Property.attrib['Name']) }}) -> void
{
AZ::Entity* entity = AZ::Interface<AZ::ComponentApplicationRequests>::Get()->FindEntity(id);
if (!entity)
{
AZ_Warning("Network Property", false, "{{ ClassName }} Set{{ UpperFirst(Property.attrib['Name']) }} failed. The entity with id %s doesn't exist, please provide a valid entity id.", id.ToString().c_str())
return;
}
{{ ClassName }}* networkComponent = entity->FindComponent<{{ ClassName }}>();
if (!networkComponent)
{
AZ_Warning("Network Property", false, "{{ ClassName }} Set{{ UpperFirst(Property.attrib['Name']) }} method failed. Entity '%s' (id: %s) is missing {{ ClassName }}, be sure to add {{ ClassName }} to this entity.", entity->GetName().c_str(), id.ToString().c_str())
return;
}
{{ ClassName }}Controller* controller = static_cast<{{ ClassName }}Controller*>(networkComponent->GetController());
if (!controller)
{
AZ_Warning("Network Property", false, "{{ ClassName }} Set{{ UpperFirst(Property.attrib['Name']) }} method failed. Entity '%s' (id: %s) {{ ClassName }} is missing the network controller. Network controllers only spawn when some form of write access is available; for example, when you're server authoritatively controlling this entity, or you're a client predictively writing to your player entity. Please check your network context before attempting to set {{ UpperFirst(Property.attrib['Name']) }}.", entity->GetName().c_str(), id.ToString().c_str())
return;
}
controller->Set{{ UpperFirst(Property.attrib['Name']) }}({{ LowerFirst(Property.attrib['Name']) }});
})
->Method("GetOn{{ UpperFirst(Property.attrib['Name']) }}ChangedEvent", [](AZ::EntityId id) -> AZ::Event<{{ Property.attrib['Type'] }}>*
{
AZ::Entity* entity = AZ::Interface<AZ::ComponentApplicationRequests>::Get()->FindEntity(id);
if (!entity)
{
AZ_Warning("Network Property", false, "{{ ClassName }} GetOn{{ UpperFirst(Property.attrib['Name']) }}ChangedEvent failed. The entity with id %s doesn't exist, please provide a valid entity id.", id.ToString().c_str())
return nullptr;
}
{{ ClassName }}* networkComponent = entity->FindComponent<{{ ClassName }}>();
if (!networkComponent)
{
AZ_Warning("Network Property", false, "{{ ClassName }} Get{{ UpperFirst(Property.attrib['Name']) }} failed. Entity '%s' (id: %s) is missing {{ ClassName }}, be sure to add {{ ClassName }} to this entity.", entity->GetName().c_str(), id.ToString().c_str())
return nullptr;
}
return &networkComponent->m_{{ LowerFirst(Property.attrib['Name']) }}Event;
})
->Attribute(AZ::Script::Attributes::AzEventDescription, AZ::BehaviorAzEventDescription{ "On {{ UpperFirst(Property.attrib['Name']) }} Changed Event", {"New {{ Property.attrib['Type'] }}"} })
{% endif %}
{% endcall -%}
{% endcall %}
{% endmacro %}
{#
@@ -821,6 +876,7 @@ m_{{ LowerFirst(Service.attrib['Name']) }} = FindComponent<{{ UpperFirst(Service
{% endmacro %}
{#
#}
{% macro DefineNetworkPropertyEditConstruction(Component, ReplicateFrom, ReplicateTo, ClassName) %}
{% call(Property) AutoComponentMacros.ParseNetworkProperties(Component, ReplicateFrom, ReplicateTo) %}
@@ -918,8 +974,8 @@ m_{{ LowerFirst(Property.attrib['Name']) }} = m_{{ LowerFirst(Property.attrib['N
#include <AzCore/Serialization/EditContext.h>
#include <AzCore/RTTI/BehaviorContext.h>
#include <AzCore/Component/Entity.h>
#include <Source/Components/NetBindComponent.h>
#include <Source/NetworkEntity/NetworkEntityRpcMessage.h>
#include <Multiplayer/Components/NetBindComponent.h>
#include <Multiplayer/NetworkEntity/NetworkEntityRpcMessage.h>
{% if ComponentDerived or ControllerDerived %}
#include <{{ Component.attrib['OverrideInclude'] }}>
{% endif %}
@@ -931,7 +987,10 @@ m_{{ LowerFirst(Property.attrib['Name']) }} = m_{{ LowerFirst(Property.attrib['N
namespace {{ Component.attrib['Namespace'] }}
{
NetComponentId {{ UpperFirst(ComponentBaseName) }}::s_netComponentId = InvalidNetComponentId;
Multiplayer::NetComponentId {{ UpperFirst(ComponentBaseName) }}::s_netComponentId = Multiplayer::InvalidNetComponentId;
{% if NetworkInputCount > 0 %}
Multiplayer::NetComponentId {{ ComponentName }}NetworkInput::s_netComponentId = Multiplayer::InvalidNetComponentId;
{% endif %}
namespace {{ UpperFirst(Component.attrib['Name']) }}Internal
{
@@ -1067,6 +1126,28 @@ namespace {{ Component.attrib['Namespace'] }}
{{ GenerateModelReplicationRecordPredictableBits(Component, ClassType, 'Autonomous', 'Authority')|indent(8) }}
}
{% if NetworkInputCount > 0 %}
Multiplayer::NetComponentId {{ ComponentName }}NetworkInput::GetNetComponentId() const
{
return {{ ComponentName }}NetworkInput::s_netComponentId;
}
bool {{ ComponentName }}NetworkInput::Serialize(AzNetworking::ISerializer& serializer)
{
{% call(Input) AutoComponentMacros.ParseNetworkInputs(Component) %}
serializer.Serialize(m_{{ LowerFirst(Input.attrib['Name']) }}, "{{ UpperFirst(Input.attrib['Name']) }}");
{% endcall %}
return serializer.IsValid();
}
Multiplayer::IMultiplayerComponentInput& {{ ComponentName }}NetworkInput::operator =([[maybe_unused]] const Multiplayer::IMultiplayerComponentInput& rhs)
{
AZ_Assert(s_netComponentId == rhs.GetNetComponentId(), "AttachNetSystemComponent was not called on the owning NetworkInput");
*this = *static_cast<const {{ ComponentName }}NetworkInput*>(&rhs);
return *this;
}
{% endif %}
{{ ControllerBaseName }}::{{ ControllerBaseName }}({{ ComponentName }}& parent)
: MultiplayerController(parent)
{
@@ -1123,10 +1204,10 @@ namespace {{ Component.attrib['Namespace'] }}
{{ DefineRpcInvocations(Component, ControllerBaseName, 'Authority', 'Client', true)|indent(4) }}
{% for Service in Component.iter('ComponentRelation') %}
{% if (Service.attrib['HasController']|booleanTrue) and (Service.attrib['Constraint'] != 'Incompatible') %}
{{ Service.attrib['Name'] }}Controller* {{ ControllerBaseName }}::Get{{ Service.attrib['Name'] }}Controller()
{{ Service.attrib['Namespace'] }}::{{ Service.attrib['Name'] }}Controller* {{ ControllerBaseName }}::Get{{ Service.attrib['Name'] }}Controller()
{
MultiplayerComponent* controllerComponent = GetParent().Get{{ Service.attrib['Name'] }}();
return static_cast<{{ Service.attrib['Name'] }}Controller*>(controllerComponent->GetController());
Multiplayer::MultiplayerComponent* controllerComponent = GetParent().Get{{ Service.attrib['Name'] }}();
return static_cast<{{ Service.attrib['Namespace'] }}::{{ Service.attrib['Name'] }}Controller*>(controllerComponent->GetController());
}
{% endif %}
@@ -1158,16 +1239,23 @@ namespace {{ Component.attrib['Namespace'] }}
AZ::EditContext* editContext = serializeContext->GetEditContext();
if (editContext)
{
editContext->Class<{{ ComponentBaseName }}>("{{ ComponentBaseName }}", "{{ Component.attrib['Description'] }}")
->ClassElement(AZ::Edit::ClassElements::EditorData, "")
->Attribute(AZ::Edit::Attributes::Category, "{{ Component.attrib['Namespace'] }}")
->Attribute(AZ::Edit::Attributes::AppearsInAddComponentMenu, AZ_CRC_CE("Game"))
{{ DefineNetworkPropertyEditReflection(Component, 'Authority', 'Authority', ComponentBaseName)|indent(20) -}}
{{ DefineNetworkPropertyEditReflection(Component, 'Authority', 'Server', ComponentBaseName)|indent(20) -}}
{{ DefineNetworkPropertyEditReflection(Component, 'Authority', 'Client', ComponentBaseName)|indent(20) -}}
{{ DefineNetworkPropertyEditReflection(Component, 'Authority', 'Autonomous', ComponentBaseName)|indent(20) -}}
{{ DefineNetworkPropertyEditReflection(Component, 'Autonomous', 'Authority', ComponentBaseName)|indent(20) }}
{{ DefineArchetypePropertyEditReflection(Component, ComponentBaseName)|indent(20) }};
{% if ComponentDerived %}
editContext->Class<{{ ComponentName }}>("{{ ComponentName }}", "{{ Component.attrib['Description'] }}")
->ClassElement(AZ::Edit::ClassElements::EditorData, "")
->Attribute(AZ::Edit::Attributes::Category, "Multiplayer")
->Attribute(AZ::Edit::Attributes::AppearsInAddComponentMenu, AZ_CRC_CE("Game"))
{{ DefineNetworkPropertyEditReflection(Component, 'Authority', 'Authority', ComponentName)|indent(20) -}}
{{ DefineNetworkPropertyEditReflection(Component, 'Authority', 'Server', ComponentName)|indent(20) -}}
{{ DefineNetworkPropertyEditReflection(Component, 'Authority', 'Client', ComponentName)|indent(20) -}}
{{ DefineNetworkPropertyEditReflection(Component, 'Authority', 'Autonomous', ComponentName)|indent(20) -}}
{{ DefineNetworkPropertyEditReflection(Component, 'Autonomous', 'Authority', ComponentName)|indent(20) }}
{{ DefineArchetypePropertyEditReflection(Component, ComponentName)|indent(20) }};
->Attribute(AZ::Edit::Attributes::Category, "{{ Component.attrib['Namespace'] }}")
->Attribute(AZ::Edit::Attributes::AppearsInAddComponentMenu, AZ_CRC_CE("Game"));
{% endif %}
}
}
}
@@ -1178,20 +1266,28 @@ namespace {{ Component.attrib['Namespace'] }}
if (behaviorContext)
{
behaviorContext->Class<{{ ComponentName }}>("{{ ComponentName }}")
->Attribute(AZ::Script::Attributes::Scope, AZ::Script::Attributes::ScopeFlags::Common)
->Attribute(AZ::Script::Attributes::Category, "Multiplayer")
->Attribute(AZ::Script::Attributes::Module, "Multiplayer")
{{ ReflectRpcInvocations(Component, ComponentName, 'Server', 'Authority')|indent(4) -}}
{{ ReflectRpcInvocations(Component, ComponentName, 'Autonomous', 'Authority')|indent(4) -}}
{{ ReflectRpcInvocations(Component, ComponentName, 'Authority', 'Autonomous')|indent(4) -}}
{{ ReflectRpcInvocations(Component, ComponentName, 'Authority', 'Client')|indent(4) -}}
->Attribute(AZ::Script::Attributes::Module, "{{ LowerFirst(Component.attrib['Namespace']) }}")
->Attribute(AZ::Script::Attributes::Category, "{{ UpperFirst(Component.attrib['Namespace']) }}")
// Reflect Network Properties Get, Set, and OnChanged methods
{{ DefineNetworkPropertyBehaviorReflection(Component, 'Authority', 'Authority', ComponentName) | indent(16) -}}
{{ DefineNetworkPropertyBehaviorReflection(Component, 'Authority', 'Server', ComponentName) | indent(16) -}}
{{ DefineNetworkPropertyBehaviorReflection(Component, 'Authority', 'Client', ComponentName) | indent(16) -}}
{{ DefineNetworkPropertyBehaviorReflection(Component, 'Authority', 'Autonomous', ComponentName) | indent(16) -}}
{{ DefineNetworkPropertyBehaviorReflection(Component, 'Autonomous', 'Authority', ComponentName) | indent(16) -}}
{{- DefineArchetypePropertyBehaviorReflection(Component, ComponentName) | indent(16) }}
{{ ReflectRpcInvocations(Component, ComponentName, 'Server', 'Authority')|indent(16) -}}
{{ ReflectRpcInvocations(Component, ComponentName, 'Autonomous', 'Authority')|indent(16) -}}
{{ ReflectRpcInvocations(Component, ComponentName, 'Authority', 'Autonomous')|indent(16) -}}
{{ ReflectRpcInvocations(Component, ComponentName, 'Authority', 'Client')|indent(16) -}}
;
}
}
}
void {{ ComponentBaseName }}::{{ ComponentBaseName }}::GetProvidedServices(AZ::ComponentDescriptor::DependencyArrayType& provided)
{
provided.push_back(AZ_CRC_CE("{{ ComponentName }}Service"));
provided.push_back(AZ_CRC_CE("{{ ComponentName }}"));
}
void {{ ComponentBaseName }}::{{ ComponentBaseName }}::GetRequiredServices(AZ::ComponentDescriptor::DependencyArrayType& required)
@@ -1211,12 +1307,21 @@ namespace {{ Component.attrib['Namespace'] }}
void {{ ComponentBaseName }}::{{ ComponentBaseName }}::GetIncompatibleServices(AZ::ComponentDescriptor::DependencyArrayType& incompatible)
{
incompatible.push_back(AZ_CRC_CE("{{ ComponentName }}Service"));
incompatible.push_back(AZ_CRC_CE("{{ ComponentName }}"));
{% call(ComponentService) ParseComponentServiceNames(Component, ClassType, 'Incompatible') %}
incompatible.push_back(AZ_CRC_CE("{{ ComponentService }}"));
{% endcall %}
}
AZStd::unique_ptr<Multiplayer::IMultiplayerComponentInput> {{ ComponentBaseName }}::AllocateComponentInput()
{
{% if NetworkInputCount > 0 %}
return AZStd::make_unique<{{ ComponentName }}NetworkInput>();
{% else %}
return nullptr;
{% endif %}
}
void {{ ComponentBaseName }}::Init()
{
if (m_netBindComponent == nullptr)
@@ -1278,6 +1383,15 @@ namespace {{ Component.attrib['Namespace'] }}
{{ DefineRpcInvocations(Component, ComponentBaseName, 'Server', 'Authority', false)|indent(4) -}}
{{ DefineRpcInvocations(Component, ComponentBaseName, 'Server', 'Authority', true)|indent(4) }}
void {{ ComponentBaseName }}::SetOwningConnectionId([[maybe_unused]] AzNetworking::ConnectionId connectionId)
{
{% for Property in Component.iter('NetworkProperty') %}
{% if Property.attrib['IsRewindable']|booleanTrue %}
m_{{ LowerFirst(Property.attrib['Name']) }}.SetOwningConnectionId(connectionId);
{% endif %}
{% endfor %}
}
Multiplayer::NetComponentId {{ ComponentBaseName }}::GetNetComponentId() const
{
return s_netComponentId;
@@ -1435,7 +1549,8 @@ namespace {{ Component.attrib['Namespace'] }}
}
{% endif %}
const char* {{ ComponentBaseName }}::GetNetworkPropertyName([[maybe_unused]] PropertyIndex propertyIndex)
{% endfor %}
const char* {{ ComponentBaseName }}::GetNetworkPropertyName([[maybe_unused]] Multiplayer::PropertyIndex propertyIndex)
{
{% if NetworkPropertyCount > 0 %}
const {{ UpperFirst(Component.attrib['Name']) }}Internal::NetworkProperties propertyId = static_cast<{{ UpperFirst(Component.attrib['Name']) }}Internal::NetworkProperties>(propertyIndex);
@@ -1450,7 +1565,7 @@ namespace {{ Component.attrib['Namespace'] }}
return "Unknown network property";
}
const char* {{ ComponentBaseName }}::GetRpcName([[maybe_unused]] RpcIndex rpcIndex)
const char* {{ ComponentBaseName }}::GetRpcName([[maybe_unused]] Multiplayer::RpcIndex rpcIndex)
{
{% if RpcCount > 0 %}
const {{ UpperFirst(Component.attrib['Name']) }}Internal::RemoteProcedure rpcId = static_cast<{{ UpperFirst(Component.attrib['Name']) }}Internal::RemoteProcedure>(rpcIndex);
@@ -1464,6 +1579,5 @@ namespace {{ Component.attrib['Namespace'] }}
{% endif %}
return "Unknown Rpc";
}
{% endfor %}
}
{% endfor %}
@@ -5,13 +5,13 @@
Namespace="Multiplayer"
OverrideComponent="true"
OverrideController="true"
OverrideInclude="Source/Components/LocalPredictionPlayerInputComponent.h"
OverrideInclude="Multiplayer/Components/LocalPredictionPlayerInputComponent.h"
xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
<ComponentRelation Constraint="Weak" HasController="true" Name="NetworkTransformComponent" Namespace="Multiplayer" Include="Source/Components/NetworkTransformComponent.h" />
<ComponentRelation Constraint="Weak" HasController="true" Name="NetworkTransformComponent" Namespace="Multiplayer" Include="Multiplayer/Components/NetworkTransformComponent.h" />
<Include File="Include/MultiplayerTypes.h"/>
<Include File="Source/NetworkInput/NetworkInput.h"/>
<Include File="Multiplayer/MultiplayerTypes.h"/>
<Include File="Multiplayer/NetworkInput/NetworkInput.h"/>
<Include File="Source/NetworkInput/NetworkInputArray.h"/>
<Include File="Source/NetworkInput/NetworkInputHistory.h"/>
<Include File="Source/NetworkInput/NetworkInputMigrationVector.h"/>
@@ -2,10 +2,10 @@
<PacketGroup Name="MultiplayerPackets" PacketStart="CorePackets::PacketType::MAX">
<Include File="AzNetworking/AutoGen/CorePackets.AutoPackets.h" />
<Include File="Include/MultiplayerTypes.h" />
<Include File="Include/INetworkTime.h" />
<Include File="Source/NetworkEntity/NetworkEntityRpcMessage.h" />
<Include File="Source/NetworkEntity/NetworkEntityUpdateMessage.h" />
<Include File="Multiplayer/MultiplayerTypes.h" />
<Include File="Multiplayer/NetworkTime/INetworkTime.h" />
<Include File="Multiplayer/NetworkEntity/NetworkEntityRpcMessage.h" />
<Include File="Multiplayer/NetworkEntity/NetworkEntityUpdateMessage.h" />
<Packet Name="Connect" Desc="Client connection packet, on success the server will reply with an Accept">
<Member Type="uint16_t" Name="networkProtocolVersion" Init="0" />
@@ -5,12 +5,12 @@
Namespace="Multiplayer"
OverrideComponent="true"
OverrideController="true"
OverrideInclude="Source/Components/NetworkTransformComponent.h"
OverrideInclude="Multiplayer/Components/NetworkTransformComponent.h"
xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
<ComponentRelation Constraint="Weak" HasController="false" Name="TransformComponent" Namespace="AzFramework" Include="AzFramework/Components/TransformComponent.h" />
<Include File="Include/MultiplayerTypes.h"/>
<Include File="Multiplayer/MultiplayerTypes.h"/>
<NetworkProperty Type="AZ::Quaternion" Name="rotation" Init="AZ::Quaternion::CreateIdentity()" ReplicateFrom="Authority" ReplicateTo="Client" IsRewindable="true" IsPredictable="true" IsPublic="true" Container="Object" ExposeToEditor="false" GenerateEventBindings="true" />
<NetworkProperty Type="AZ::Vector3" Name="translation" Init="AZ::Vector3::CreateZero()" ReplicateFrom="Authority" ReplicateTo="Client" IsRewindable="true" IsPredictable="true" IsPublic="true" Container="Object" ExposeToEditor="false" GenerateEventBindings="true" />
@@ -10,7 +10,7 @@
*
*/
#include <Source/Components/LocalPredictionPlayerInputComponent.h>
#include <Multiplayer/Components/LocalPredictionPlayerInputComponent.h>
#include <AzCore/Serialization/SerializeContext.h>
#include <AzCore/Serialization/EditContext.h>
#include <AzNetworking/Serialization/HashSerializer.h>
@@ -81,12 +81,7 @@ namespace Multiplayer
, m_migrateStartHandler([this](ClientInputId migratedInputId) { OnMigrateStart(migratedInputId); })
, m_migrateEndHandler([this]() { OnMigrateEnd(); })
{
if (GetNetEntityRole() == NetEntityRole::Autonomous)
{
m_autonomousUpdateEvent.Enqueue(AZ::TimeMs{ 1 }, true);
parent.GetNetBindComponent()->AddEntityMigrationStartEventHandler(m_migrateStartHandler);
parent.GetNetBindComponent()->AddEntityMigrationEndEventHandler(m_migrateEndHandler);
}
;
}
void LocalPredictionPlayerInputComponentController::OnActivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating)
@@ -94,7 +89,14 @@ namespace Multiplayer
if (entityIsMigrating == EntityIsMigrating::True)
{
m_allowMigrateClientInput = true;
m_serverMigrateFrameId = AZ::Interface<INetworkTime>::Get()->GetHostFrameId();
m_serverMigrateFrameId = GetNetworkTime()->GetHostFrameId();
}
if (IsAutonomous())
{
m_autonomousUpdateEvent.Enqueue(AZ::TimeMs{ 1 }, true);
GetParent().GetNetBindComponent()->AddEntityMigrationStartEventHandler(m_migrateStartHandler);
GetParent().GetNetBindComponent()->AddEntityMigrationEndEventHandler(m_migrateEndHandler);
}
}
@@ -111,73 +113,57 @@ namespace Multiplayer
[[maybe_unused]] const AzNetworking::PacketEncodingBuffer& clientState
)
{
// After receiving the first input from the client, start the update event to check for slow hacking
if (!m_updateBankedTimeEvent.IsScheduled())
{
m_updateBankedTimeEvent.Enqueue(sv_InputUpdateTimeMs, true);
}
if (invokingConnection == nullptr)
{
// Discard any input messages that were locally dispatched or sent by disconnected clients
return;
}
const ClientInputId clientInputId = inputArray[0].GetClientInputId();
if (clientInputId <= m_lastClientInputId)
{
AZLOG(NET_Prediction, "Discarding old or out of order move input (current: %u, received %u)",
aznumeric_cast<uint32_t>(m_lastClientInputId), aznumeric_cast<uint32_t>(clientInputId));
return;
}
// After receiving the first input from the client, start the update event to check for slow hacking
if (!m_updateBankedTimeEvent.IsScheduled())
{
m_updateBankedTimeEvent.Enqueue(sv_InputUpdateTimeMs, true);
}
const AZ::TimeMs currentTimeMs = AZ::GetElapsedTimeMs();
const double clientInputRateSec = static_cast<double>(static_cast<AZ::TimeMs>(cl_InputRateMs)) / 1000.0;
m_lastInputReceivedTimeMs = currentTimeMs;
// Keep track of last inputs received, also allows us to update frame ids
m_lastInputReceived = inputArray;
// Figure out which index from the input array we want
// we start at the oldest input that has not been processed
int32_t inputArrayIndex = -1;
for (int32_t i = NetworkInputArray::MaxElements - 1; i >= 0; --i)
{
// Find an input that is newer than the last one we processed
if (m_lastInputReceived[i].GetClientInputId() > GetLastInputId())
{
inputArrayIndex = i;
break;
}
}
if (inputArrayIndex < 0)
{
AZLOG
(
NET_Prediction,
"Discarding old or out of order move input (current: %u, received %u)",
aznumeric_cast<uint32_t>(GetLastInputId()),
aznumeric_cast<uint32_t>(m_lastInputReceived[0].GetClientInputId())
);
return;
}
bool lostInput = false;
if (GetLastInputId() < inputArray.GetPreviousInputId())
{
// last move id processed is older than the previous input id, we missed some input packets
lostInput = true;
}
SetLastInputId(m_lastInputReceived[0].GetClientInputId()); // Set this variable in case of migration
while (inputArrayIndex >= 0)
while (m_lastClientInputId < clientInputId)
{
NetworkInput& input = m_lastInputReceived[inputArrayIndex];
++m_lastClientInputId;
// Figure out which index from the input array we want
// If we have skipped an id, check if it was sent to us in the array. If we have lost too many, just use the oldest one in the array
const uint32_t deltaFrameId = aznumeric_cast<uint32_t>(clientInputId - m_lastClientInputId); // always >= 0 because of while loop check
const uint32_t inputArrayIdx = AZStd::min(deltaFrameId, NetworkInputArray::MaxElements - 1);
const bool lostInput = deltaFrameId >= NetworkInputArray::MaxElements; // For logging only
NetworkInput &input = m_lastInputReceived[inputArrayIdx];
input.SetClientInputId(m_lastClientInputId);
// Anticheat, if we're receiving too many inputs, and fall outside our variable latency input window
// Discard move input events, client may be speed hacking
if (m_clientBankedTime < sv_MaxBankTimeWindowSec)
{
m_clientBankedTime = AZStd::min(m_clientBankedTime + clientInputRateSec, (double)sv_MaxBankTimeWindowSec); // clamp to boundary
{
ScopedAlterTime scopedTime(input.GetHostFrameId(), input.GetHostTimeMs(), invokingConnection->GetConnectionId());
GetNetBindComponent()->ProcessInput(input, static_cast<float>(clientInputRateSec));
}
if (lostInput)
{
AZLOG(NET_Prediction, "InputLost InputId=%u", aznumeric_cast<uint32_t>(input.GetClientInputId()));
@@ -191,7 +177,6 @@ namespace Multiplayer
{
AZLOG(NET_Prediction, "Dropped InputId=%u", aznumeric_cast<uint32_t>(input.GetClientInputId()));
}
--inputArrayIndex;
}
if (sv_EnableCorrections && (currentTimeMs - m_lastCorrectionSentTimeMs > sv_MinCorrectionTimeMs))
@@ -203,6 +188,14 @@ namespace Multiplayer
const AZ::HashValue32 localAuthorityHash = hashSerializer.GetHash();
AZLOG
(
NET_Prediction,
"Hash values for ProcessInput: client=%u, server=%u",
aznumeric_cast<uint32_t>(stateHash),
aznumeric_cast<uint32_t>(localAuthorityHash)
);
if (stateHash != localAuthorityHash)
{
// Produce correction for client
@@ -492,8 +485,8 @@ namespace Multiplayer
const uint32_t maxClientInputs = inputRate > 0.0 ? static_cast<uint32_t>(maxRewindHistory / inputRate) : 0;
INetworkTime* networkTime = AZ::Interface<INetworkTime>::Get();
IMultiplayer* multiplayer = AZ::Interface<IMultiplayer>::Get();
IMultiplayer* multiplayer = GetMultiplayer();
INetworkTime* networkTime = GetNetworkTime();
while (m_moveAccumulator >= inputRate)
{
m_moveAccumulator -= inputRate;
@@ -540,21 +533,15 @@ namespace Multiplayer
m_inputHistory.PopFront();
}
const size_t inputHistorySize = m_inputHistory.Size();
const int64_t inputHistorySize = aznumeric_cast<int64_t>(m_inputHistory.Size());
// Form the rest of the input array using the n most recent elements in the history buffer
// NOTE: inputArray[0] has already been initialized hence start at i = 1
for (uint32_t i = 1; i < NetworkInputArray::MaxElements; ++i)
for (int64_t i = 1; i < aznumeric_cast<int64_t>(NetworkInputArray::MaxElements); ++i)
{
if (i < inputHistorySize)
{
inputArray[i] = m_inputHistory[inputHistorySize - 1 - i];
}
else // History is too small?
{
// Plug in the most recent input
inputArray[i] = input;
}
// Clamp to oldest element if history is too small
const int64_t historyIndex = AZStd::max<int64_t>(inputHistorySize - 1 - i, 0);
inputArray[i] = m_inputHistory[historyIndex];
}
// Send the input to server (only when we are not migrating)
@@ -1,113 +0,0 @@
/*
* 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/AutoGen/LocalPredictionPlayerInputComponent.AutoComponent.h>
#include <Source/Components/NetBindComponent.h>
namespace Multiplayer
{
using CorrectionEvent = AZ::Event<>;
class LocalPredictionPlayerInputComponent
: public LocalPredictionPlayerInputComponentBase
{
public:
AZ_MULTIPLAYER_COMPONENT(Multiplayer::LocalPredictionPlayerInputComponent, s_localPredictionPlayerInputComponentConcreteUuid, Multiplayer::LocalPredictionPlayerInputComponentBase);
static void Reflect([[maybe_unused]] AZ::ReflectContext* context);
void OnInit() override;
void OnActivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating) override;
void OnDeactivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating) override;
};
class LocalPredictionPlayerInputComponentController
: public LocalPredictionPlayerInputComponentControllerBase
{
public:
LocalPredictionPlayerInputComponentController(LocalPredictionPlayerInputComponent& parent);
void OnActivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating) override;
void OnDeactivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating) override;
void HandleSendClientInput
(
AzNetworking::IConnection* invokingConnection,
const Multiplayer::NetworkInputArray& inputArray,
const AZ::HashValue32& stateHash,
const AzNetworking::PacketEncodingBuffer& clientState
) override;
void HandleSendMigrateClientInput
(
AzNetworking::IConnection* invokingConnection,
const Multiplayer::NetworkInputMigrationVector& inputArray
) override;
void HandleSendClientInputCorrection
(
AzNetworking::IConnection* invokingConnection,
const Multiplayer::ClientInputId& inputId,
const AzNetworking::PacketEncodingBuffer& correction
) override;
//! Return true if we're currently replaying inputs after a correction.
//! If this value returns true, effects, audio, and other cosmetic triggers should be suppressed
//! @return true if we're within correction scope and replaying inputs
bool IsReplayingInput() const;
//! Return true if we're currently migrating from one host to another.
//! @return boolean true if we're currently migrating from one host to another
bool IsMigrating() const;
ClientInputId GetLastInputId() const;
HostFrameId GetInputFrameId(const NetworkInput& input) const;
void CorrectionEventAddHandle(CorrectionEvent::Handler& handler);
private:
void OnMigrateStart(ClientInputId migratedInputId);
void OnMigrateEnd();
void UpdateAutonomous(AZ::TimeMs deltaTimeMs);
void UpdateBankedTime(AZ::TimeMs deltaTimeMs);
// Implicitly sorted player input history, back() is the input that corresponds to the latest client input Id
NetworkInputHistory m_inputHistory;
// Anti-cheat accumulator for clients who purposely mess with their clock rate
NetworkInputArray m_lastInputReceived;
AZ::ScheduledEvent m_autonomousUpdateEvent; // Drives autonomous input collection
AZ::ScheduledEvent m_updateBankedTimeEvent; // Drives authority bank time updates
CorrectionEvent m_correctionEvent;
EntityMigrationStartEvent::Handler m_migrateStartHandler;
EntityMigrationEndEvent::Handler m_migrateEndHandler;
double m_moveAccumulator = 0.0;
double m_clientBankedTime = 0.0;
AZ::TimeMs m_lastInputReceivedTimeMs = AZ::TimeMs{ 0 };
AZ::TimeMs m_lastCorrectionSentTimeMs = AZ::TimeMs{ 0 };
ClientInputId m_clientInputId = ClientInputId{ 0 };
ClientInputId m_lastCorrectionInputId = ClientInputId{ 0 };
ClientInputId m_lastMigratedInputId = ClientInputId{ 0 }; // Used to resend inputs that were queued during a migration event
HostFrameId m_serverMigrateFrameId = InvalidHostFrameId;
bool m_replayingInput = false; // True if we're replaying inputs under a correction event (use this to suppress effects or audio)
bool m_allowMigrateClientInput = false; // True if this component was migrated, we will allow the client to send us migrated inputs (one time only)
};
}
@@ -10,8 +10,8 @@
*
*/
#include <Source/Components/MultiplayerComponent.h>
#include <Source/Components/NetBindComponent.h>
#include <Multiplayer/Components/MultiplayerComponent.h>
#include <Multiplayer/Components/NetBindComponent.h>
#include <AzCore/Serialization/SerializeContext.h>
namespace Multiplayer
@@ -46,9 +46,24 @@ namespace Multiplayer
return m_netBindComponent ? m_netBindComponent->GetNetEntityId() : InvalidNetEntityId;
}
NetEntityRole MultiplayerComponent::GetNetEntityRole() const
bool MultiplayerComponent::IsAuthority() const
{
return m_netBindComponent ? m_netBindComponent->GetNetEntityRole() : NetEntityRole::InvalidRole;
return m_netBindComponent ? m_netBindComponent->IsAuthority() : false;
}
bool MultiplayerComponent::IsAutonomous() const
{
return m_netBindComponent ? m_netBindComponent->IsAutonomous() : false;
}
bool MultiplayerComponent::IsServer() const
{
return m_netBindComponent ? m_netBindComponent->IsServer() : false;
}
bool MultiplayerComponent::IsClient() const
{
return m_netBindComponent ? m_netBindComponent->IsClient() : false;
}
ConstNetworkEntityHandle MultiplayerComponent::GetEntityHandle() const
@@ -1,144 +0,0 @@
/*
* 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 <AzCore/Component/Component.h>
#include <AzNetworking/Serialization/ISerializer.h>
#include <AzNetworking/DataStructures/FixedSizeBitsetView.h>
#include <Include/NetworkEntityHandle.h>
#include <Include/MultiplayerTypes.h>
#include <Include/IMultiplayer.h>
//! Macro to declare bindings for a multiplayer component inheriting from MultiplayerComponent
#define AZ_MULTIPLAYER_COMPONENT(ComponentClass, Guid, Base) \
AZ_RTTI(ComponentClass, Guid, Base) \
AZ_COMPONENT_INTRUSIVE_DESCRIPTOR_TYPE(ComponentClass) \
AZ_COMPONENT_BASE(ComponentClass, Guid, Base)
namespace Multiplayer
{
class NetworkEntityRpcMessage;
class ReplicationRecord;
class NetBindComponent;
class MultiplayerController;
class MultiplayerComponent
: public AZ::Component
{
public:
AZ_CLASS_ALLOCATOR(MultiplayerComponent, AZ::SystemAllocator, 0);
AZ_RTTI(MultiplayerComponent, "{B7F5B743-CCD3-4981-8F1A-FC2B95CE22D7}", AZ::Component);
static void Reflect(AZ::ReflectContext* context);
static void GetRequiredServices(AZ::ComponentDescriptor::DependencyArrayType& required);
MultiplayerComponent() = default;
~MultiplayerComponent() override = default;
//! Returns the NetBindComponent responsible for network binding for this entity.
//! @return the NetBindComponent responsible for network binding for this entity
//! @{
const NetBindComponent* GetNetBindComponent() const;
NetBindComponent* GetNetBindComponent();
//! @}
//! Linearly searches the components attached to the entity and returns the requested component.
//! @return the requested component, or nullptr if the component does not exist on the entity
//! @{
template <typename ComponentType>
const ComponentType* FindComponent() const;
template <typename ComponentType>
ComponentType* FindComponent();
//! @}
NetEntityId GetNetEntityId() const;
NetEntityRole GetNetEntityRole() const;
ConstNetworkEntityHandle GetEntityHandle() const;
NetworkEntityHandle GetEntityHandle();
void MarkDirty();
virtual NetComponentId GetNetComponentId() const = 0;
virtual bool HandleRpcMessage(AzNetworking::IConnection* invokingConnection, NetEntityRole netEntityRole, NetworkEntityRpcMessage& rpcMessage) = 0;
virtual bool SerializeStateDeltaMessage(ReplicationRecord& replicationRecord, AzNetworking::ISerializer& serializer) = 0;
virtual void NotifyStateDeltaChanges(ReplicationRecord& replicationRecord) = 0;
virtual bool HasController() const = 0;
virtual MultiplayerController* GetController() = 0;
protected:
virtual void ConstructController() = 0;
virtual void DestructController() = 0;
virtual void ActivateController(EntityIsMigrating entityIsMigrating) = 0;
virtual void DeactivateController(EntityIsMigrating entityIsMigrating) = 0;
virtual void NetworkAttach(NetBindComponent* netBindComponent, ReplicationRecord& currentEntityRecord, ReplicationRecord& predictableEntityRecord) = 0;
mutable NetBindComponent* m_netBindComponent = nullptr;
friend class NetworkEntityHandle;
friend class NetBindComponent;
friend class MultiplayerController;
};
template <typename ComponentType>
inline const ComponentType* MultiplayerComponent::FindComponent() const
{
return GetEntity()->FindComponent<ComponentType>();
}
template <typename ComponentType>
inline ComponentType* MultiplayerComponent::FindComponent()
{
return GetEntity()->FindComponent<ComponentType>();
}
template <typename TYPE>
inline void SerializeNetworkPropertyHelper
(
AzNetworking::ISerializer& serializer,
bool modifyRecord,
AzNetworking::FixedSizeBitsetView& bitset,
int32_t bitIndex,
TYPE& value,
const char* name,
NetComponentId componentId,
PropertyIndex propertyIndex,
MultiplayerStats& stats
)
{
if (bitset.GetBit(bitIndex))
{
const uint32_t prevUpdateSize = serializer.GetSize();
serializer.ClearTrackedChangesFlag();
serializer.Serialize(value, name);
if (modifyRecord && !serializer.GetTrackedChangesFlag())
{
// If the serializer didn't change any values, then lower the flag so we don't unnecessarily notify
bitset.SetBit(bitIndex, false);
}
const uint32_t postUpdateSize = serializer.GetSize();
// Network Property metrics
const uint32_t updateSize = (postUpdateSize - prevUpdateSize);
if (updateSize > 0)
{
if (modifyRecord)
{
stats.RecordPropertyReceived(componentId, propertyIndex, updateSize);
}
else
{
stats.RecordPropertySent(componentId, propertyIndex, updateSize);
}
}
}
}
}
@@ -10,7 +10,7 @@
*
*/
#include <Source/Components/MultiplayerComponentRegistry.h>
#include <Multiplayer/Components/MultiplayerComponentRegistry.h>
namespace Multiplayer
{
@@ -21,6 +21,12 @@ namespace Multiplayer
return netComponentId;
}
AZStd::unique_ptr<IMultiplayerComponentInput> MultiplayerComponentRegistry::AllocateComponentInput(NetComponentId netComponentId)
{
const ComponentData& componentData = GetMultiplayerComponentData(netComponentId);
return AZStd::move(componentData.m_allocComponentInputFunction());
}
const char* MultiplayerComponentRegistry::GetComponentGemName(NetComponentId netComponentId) const
{
const ComponentData& componentData = GetMultiplayerComponentData(netComponentId);
@@ -1,70 +0,0 @@
/*
* 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 <AzCore/Name/Name.h>
#include <AzCore/std/containers/unordered_map.h>
#include <Source/Components/MultiplayerComponent.h>
namespace Multiplayer
{
class MultiplayerComponentRegistry
{
public:
using PropertyNameLookupFunction = AZStd::function<const char*(PropertyIndex index)>;
using RpcNameLookupFunction = AZStd::function<const char* (RpcIndex index)>;
struct ComponentData
{
AZ::Name m_gemName;
AZ::Name m_componentName;
PropertyNameLookupFunction m_componentPropertyNameLookupFunction;
RpcNameLookupFunction m_componentRpcNameLookupFunction;
};
//! Registers a multiplayer component with the multiplayer system.
//! @param componentData the data associated with the component being registered
//! @return the NetComponentId assigned to this particular component
NetComponentId RegisterMultiplayerComponent(const ComponentData& componentData);
//! Returns the gem name associated with the provided NetComponentId.
//! @param netComponentId the NetComponentId to return the gem name of
//! @return the name of the gem that contains the requested component
const char* GetComponentGemName(NetComponentId netComponentId) const;
//! Returns the component name associated with the provided NetComponentId.
//! @param netComponentId the NetComponentId to return the component name of
//! @return the name of the component
const char* GetComponentName(NetComponentId netComponentId) const;
//! Returns the property name associated with the provided NetComponentId and propertyIndex.
//! @param netComponentId the NetComponentId to return the property name of
//! @param propertyIndex the index off the network property to return the property name of
//! @return the name of the network property
const char* GetComponentPropertyName(NetComponentId netComponentId, PropertyIndex propertyIndex) const;
//! Returns the Rpc name associated with the provided NetComponentId and rpcId.
//! @param netComponentId the NetComponentId to return the property name of
//! @param rpcIndex the index of the rpc to return the rpc name of
//! @return the name of the requested rpc
const char* GetComponentRpcName(NetComponentId netComponentId, RpcIndex rpcIndex) const;
//! Retrieves the stored component data for a given NetComponentId.
//! @param netComponentId the NetComponentId to return component data for
//! @return reference to the requested component data, an empty container will be returned if the NetComponentId does not exist
const ComponentData& GetMultiplayerComponentData(NetComponentId netComponentId) const;
private:
NetComponentId m_nextNetComponentId = NetComponentId{ 0 };
AZStd::unordered_map<NetComponentId, ComponentData> m_componentData;
};
}
@@ -10,9 +10,9 @@
*
*/
#include <Source/Components/MultiplayerController.h>
#include <Source/Components/MultiplayerComponent.h>
#include <Source/Components/NetBindComponent.h>
#include <Multiplayer/Components/MultiplayerController.h>
#include <Multiplayer/Components/MultiplayerComponent.h>
#include <Multiplayer/Components/NetBindComponent.h>
namespace Multiplayer
{
@@ -27,9 +27,14 @@ namespace Multiplayer
return m_owner.GetNetEntityId();
}
NetEntityRole MultiplayerController::GetNetEntityRole() const
bool MultiplayerController::IsAuthority() const
{
return GetNetBindComponent()->GetNetEntityRole();
return GetNetBindComponent() ? GetNetBindComponent()->IsAuthority() : false;
}
bool MultiplayerController::IsAutonomous() const
{
return GetNetBindComponent() ? GetNetBindComponent()->IsAutonomous() : false;
}
AZ::Entity* MultiplayerController::GetEntity() const
@@ -1,137 +0,0 @@
/*
* 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 <Include/NetworkEntityHandle.h>
#include <AzCore/Math/Aabb.h>
namespace Multiplayer
{
class NetworkInput;
class NetBindComponent;
class MultiplayerComponent;
//! @class MultiplayerController
//! @brief A base class for all multiplayer component controllers responsible for running local prediction logic.
class MultiplayerController
{
public:
enum class InputPriorityOrder
{
First = 0,
Default = 1000,
SubEntities = 90000,
Last = 100000
};
MultiplayerController(MultiplayerComponent& owner);
virtual ~MultiplayerController() = default;
//! Activates the controller.
virtual void Activate(EntityIsMigrating entityIsMigrating) = 0;
//! Deactivates the controller.
virtual void Deactivate(EntityIsMigrating entityIsMigrating) = 0;
//! Returns the networkId for the entity that owns this controller.
//! @return the networkId for the entity that owns this controller
NetEntityId GetNetEntityId() const;
//! Returns the networkRole for the entity that owns this controller.
//! @return the networkRole for the entity that owns this controller
NetEntityRole GetNetEntityRole() const;
//! Returns the raw AZ::Entity pointer for the entity that owns this controller.
//! @return the raw AZ::Entity pointer for the entity that owns this controller
AZ::Entity* GetEntity() const;
//! Returns the network entity handle for the entity that owns this controller.
//! @return the network entity handle for the entity that owns this controller
ConstNetworkEntityHandle GetEntityHandle() const;
//! Returns the network entity handle for the entity that owns this controller.
//! @return the network entity handle for the entity that owns this controller
NetworkEntityHandle GetEntityHandle();
protected:
//! Returns the NetBindComponent responsible for net binding for this controller
//! @{
const NetBindComponent* GetNetBindComponent() const;
NetBindComponent* GetNetBindComponent();
//! @}
//! Returns the MultiplayerComponent that owns this controller instance.
//! @return the MultiplayerComponent that owns this controller instance
//! @{
const MultiplayerComponent& GetOwner() const;
MultiplayerComponent& GetOwner();
//! @}
//! Returns true if the owning entity is currently inside ProcessInput scope.
bool IsProcessingInput() const;
//! Returns the input priority ordering for determining the order of ProcessInput or CreateInput functions.
virtual InputPriorityOrder GetInputOrder() const = 0;
//! Queries the rewind system to determine what volume is relevent for a given input, this is very important for performance at scale.
//! @param networkInput input structure to process
//! @param deltaTime amount of time the provided input would be integrated over
//! @return a world-space aabb representing the volume relevent to the provided input
virtual AZ::Aabb GetRewindBoundsForInput(const NetworkInput& networkInput, float deltaTime) const = 0;
//! Base execution for ProcessInput packet, do not call directly.
//! @param networkInput input structure to process
//! @param deltaTime amount of time to integrate the provided inputs over
virtual void ProcessInput(NetworkInput& networkInput, float deltaTime) = 0;
//! Only valid on a client, should never be invoked on the server.
//! @param networkInput input structure to process
//! @param deltaTime amount of time to integrate the provided inputs over
virtual void CreateInput(NetworkInput& networkInput, float deltaTime) = 0;
template <typename ComponentType>
const ComponentType* FindComponent() const;
template <typename ComponentType>
ComponentType* FindComponent();
template <typename ControllerType>
ControllerType* FindController(const NetworkEntityHandle& entityHandle) const;
MultiplayerController* FindController(const AZ::Uuid& typeId, const NetworkEntityHandle& entityHandle) const;
private:
MultiplayerComponent& m_owner;
friend class NetBindComponent; // For access to create and process input methods
};
template <typename ComponentType>
inline const ComponentType* MultiplayerController::FindComponent() const
{
return GetEntity()->FindComponent<ComponentType>();
}
template <typename ComponentType>
inline ComponentType* MultiplayerController::FindComponent()
{
return GetEntity()->FindComponent<ComponentType>();
}
template <typename ControllerType>
inline ControllerType* MultiplayerController::FindController(const NetworkEntityHandle& entityHandle) const
{
return static_cast<ControllerType*>(FindController(typename ControllerType::ComponentType::RTTI_Type(), entityHandle));
}
}
@@ -10,13 +10,13 @@
*
*/
#include <Source/Components/NetBindComponent.h>
#include <Source/Components/MultiplayerComponent.h>
#include <Source/Components/MultiplayerController.h>
#include <Source/NetworkEntity/NetworkEntityRpcMessage.h>
#include <Source/NetworkEntity/NetworkEntityUpdateMessage.h>
#include <Source/NetworkInput/NetworkInput.h>
#include <Include/INetworkEntityManager.h>
#include <Multiplayer/Components/NetBindComponent.h>
#include <Multiplayer/Components/MultiplayerComponent.h>
#include <Multiplayer/Components/MultiplayerController.h>
#include <Multiplayer/NetworkEntity/INetworkEntityManager.h>
#include <Multiplayer/NetworkEntity/NetworkEntityRpcMessage.h>
#include <Multiplayer/NetworkEntity/NetworkEntityUpdateMessage.h>
#include <Multiplayer/NetworkInput/NetworkInput.h>
#include <AzCore/Console/IConsole.h>
#include <AzCore/Console/ILogger.h>
#include <AzCore/Interface/Interface.h>
@@ -110,6 +110,22 @@ namespace Multiplayer
return (m_netEntityRole == NetEntityRole::Authority);
}
bool NetBindComponent::IsAutonomous() const
{
return (m_netEntityRole == NetEntityRole::Autonomous)
|| (m_netEntityRole == NetEntityRole::Authority) && m_allowAutonomy;
}
bool NetBindComponent::IsServer() const
{
return (m_netEntityRole == NetEntityRole::Server);
}
bool NetBindComponent::IsClient() const
{
return (m_netEntityRole == NetEntityRole::Client);
}
bool NetBindComponent::HasController() const
{
return (m_netEntityRole == NetEntityRole::Authority)
@@ -136,14 +152,29 @@ namespace Multiplayer
return m_netEntityHandle;
}
void NetBindComponent::SetOwningConnectionId(AzNetworking::ConnectionId connectionId)
{
for (MultiplayerComponent* multiplayerComponent : m_multiplayerInputComponentVector)
{
multiplayerComponent->SetOwningConnectionId(connectionId);
}
}
void NetBindComponent::SetAllowAutonomy(bool value)
{
// This flag allows a player host to autonomously control their player entity, even though the entity is in an authority role
m_allowAutonomy = value;
}
MultiplayerComponentInputVector NetBindComponent::AllocateComponentInputs()
{
MultiplayerComponentInputVector componentInputs;
const size_t multiplayerComponentSize = m_multiplayerInputComponentVector.size();
for (size_t i = 0; i < multiplayerComponentSize; ++i)
{
// TODO: ComponentInput factory, needs multiplayer component architecture and autogen
AZStd::unique_ptr<IMultiplayerComponentInput> componentInput = nullptr; // ComponentInputFactory(multiplayerComponent->GetComponentId());
const NetComponentId netComponentId = m_multiplayerInputComponentVector[i]->GetNetComponentId();
AZStd::unique_ptr<IMultiplayerComponentInput> componentInput = AZStd::move(GetMultiplayerComponentRegistry()->AllocateComponentInput(netComponentId));
if (componentInput != nullptr)
{
componentInputs.emplace_back(AZStd::move(componentInput));
@@ -177,21 +208,6 @@ namespace Multiplayer
}
}
AZ::Aabb NetBindComponent::GetRewindBoundsForInput(const NetworkInput& networkInput, float deltaTime) const
{
AZ_Assert(m_netEntityRole == NetEntityRole::Authority, "Incorrect network role for computing rewind bounds");
AZ::Aabb bounds = AZ::Aabb::CreateNull();
for (MultiplayerComponent* multiplayerComponent : m_multiplayerInputComponentVector)
{
const AZ::Aabb componentBounds = multiplayerComponent->GetController()->GetRewindBoundsForInput(networkInput, deltaTime);
if (componentBounds.IsValid())
{
bounds.AddAabb(componentBounds);
}
}
return bounds;
}
bool NetBindComponent::HandleRpcMessage(AzNetworking::IConnection* invokingConnection, NetEntityRole remoteRole, NetworkEntityRpcMessage& message)
{
auto findIt = m_multiplayerComponentMap.find(message.GetComponentId());
@@ -1,165 +0,0 @@
/*
* 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 <AzCore/Component/Component.h>
#include <AzCore/Component/Entity.h>
#include <AzCore/Math/Aabb.h>
#include <AzCore/std/containers/map.h>
#include <AzCore/std/containers/vector.h>
#include <AzCore/std/smart_ptr/unique_ptr.h>
#include <AzNetworking/Serialization/ISerializer.h>
#include <AzNetworking/ConnectionLayer/IConnection.h>
#include <Source/NetworkEntity/EntityReplication/ReplicationRecord.h>
#include <Include/NetworkEntityHandle.h>
#include <Include/IMultiplayerComponentInput.h>
#include <Include/INetworkTime.h>
#include <Include/MultiplayerTypes.h>
#include <AzCore/EBus/Event.h>
namespace Multiplayer
{
class NetworkInput;
class ReplicationRecord;
class MultiplayerComponent;
using EntityStopEvent = AZ::Event<const ConstNetworkEntityHandle&>;
using EntityDirtiedEvent = AZ::Event<>;
using EntityMigrationStartEvent = AZ::Event<ClientInputId>;
using EntityMigrationEndEvent = AZ::Event<>;
using EntityServerMigrationEvent = AZ::Event<const ConstNetworkEntityHandle&, HostId, AzNetworking::ConnectionId>;
//! @class NetBindComponent
//! @brief Component that provides net-binding to a networked entity.
class NetBindComponent final
: public AZ::Component
{
public:
AZ_COMPONENT(NetBindComponent, "{DAA076B3-1A1C-4FEF-8583-1DF696971604}");
static void Reflect(AZ::ReflectContext* context);
static void GetProvidedServices(AZ::ComponentDescriptor::DependencyArrayType& provided);
static void GetIncompatibleServices(AZ::ComponentDescriptor::DependencyArrayType& incompatible);
NetBindComponent();
~NetBindComponent() override = default;
//! AZ::Component overrides.
//! @{
void Init() override;
void Activate() override;
void Deactivate() override;
//! @}
NetEntityRole GetNetEntityRole() const;
bool IsAuthority() const;
bool HasController() const;
NetEntityId GetNetEntityId() const;
const PrefabEntityId& GetPrefabEntityId() const;
ConstNetworkEntityHandle GetEntityHandle() const;
NetworkEntityHandle GetEntityHandle();
MultiplayerComponentInputVector AllocateComponentInputs();
bool IsProcessingInput() const;
void CreateInput(NetworkInput& networkInput, float deltaTime);
void ProcessInput(NetworkInput& networkInput, float deltaTime);
AZ::Aabb GetRewindBoundsForInput(const NetworkInput& networkInput, float deltaTime) const;
bool HandleRpcMessage(AzNetworking::IConnection* invokingConnection, NetEntityRole remoteRole, NetworkEntityRpcMessage& message);
bool HandlePropertyChangeMessage(AzNetworking::ISerializer& serializer, bool notifyChanges = true);
RpcSendEvent& GetSendAuthorityToClientRpcEvent();
RpcSendEvent& GetSendAuthorityToAutonomousRpcEvent();
RpcSendEvent& GetSendServerToAuthorityRpcEvent();
RpcSendEvent& GetSendAutonomousToAuthorityRpcEvent();
const ReplicationRecord& GetPredictableRecord() const;
void MarkDirty();
void NotifyLocalChanges();
void NotifyMigrationStart(ClientInputId migratedInputId);
void NotifyMigrationEnd();
void NotifyServerMigration(HostId hostId, AzNetworking::ConnectionId connectionId);
void AddEntityStopEventHandler(EntityStopEvent::Handler& eventHandler);
void AddEntityDirtiedEventHandler(EntityDirtiedEvent::Handler& eventHandler);
void AddEntityMigrationStartEventHandler(EntityMigrationStartEvent::Handler& eventHandler);
void AddEntityMigrationEndEventHandler(EntityMigrationEndEvent::Handler& eventHandler);
void AddEntityServerMigrationEventHandler(EntityServerMigrationEvent::Handler& eventHandler);
bool SerializeEntityCorrection(AzNetworking::ISerializer& serializer);
bool SerializeStateDeltaMessage(ReplicationRecord& replicationRecord, AzNetworking::ISerializer& serializer);
void NotifyStateDeltaChanges(ReplicationRecord& replicationRecord);
void FillReplicationRecord(ReplicationRecord& replicationRecord) const;
void FillTotalReplicationRecord(ReplicationRecord& replicationRecord) const;
private:
void PreInit(AZ::Entity* entity, const PrefabEntityId& prefabEntityId, NetEntityId netEntityId, NetEntityRole netEntityRole);
void ConstructControllers();
void DestructControllers();
void ActivateControllers(EntityIsMigrating entityIsMigrating);
void DeactivateControllers(EntityIsMigrating entityIsMigrating);
void OnEntityStateEvent(AZ::Entity::State oldState, AZ::Entity::State newState);
void NetworkAttach();
void HandleMarkedDirty();
void HandleLocalServerRpcMessage(NetworkEntityRpcMessage& message);
void DetermineInputOrdering();
void StopEntity();
ReplicationRecord m_currentRecord = NetEntityRole::InvalidRole;
ReplicationRecord m_totalRecord = NetEntityRole::InvalidRole;
ReplicationRecord m_predictableRecord = NetEntityRole::Autonomous;
ReplicationRecord m_localNotificationRecord = NetEntityRole::InvalidRole;
PrefabEntityId m_prefabEntityId;
AZStd::unordered_map<NetComponentId, MultiplayerComponent*> m_multiplayerComponentMap;
AZStd::vector<MultiplayerComponent*> m_multiplayerSerializationComponentVector;
AZStd::vector<MultiplayerComponent*> m_multiplayerInputComponentVector;
RpcSendEvent m_sendAuthorityToClientRpcEvent;
RpcSendEvent m_sendAuthorityToAutonomousRpcEvent;
RpcSendEvent m_sendServertoAuthorityRpcEvent;
RpcSendEvent m_sendAutonomousToAuthorityRpcEvent;
EntityStopEvent m_entityStopEvent;
EntityDirtiedEvent m_dirtiedEvent;
EntityMigrationStartEvent m_entityMigrationStartEvent;
EntityMigrationEndEvent m_entityMigrationEndEvent;
EntityServerMigrationEvent m_entityServerMigrationEvent;
AZ::Event<> m_onRemove;
RpcSendEvent::Handler m_handleLocalServerRpcMessageEventHandle;
AZ::Event<>::Handler m_handleMarkedDirty;
AZ::Event<>::Handler m_handleNotifyChanges;
AZ::Entity::EntityStateEvent::Handler m_handleEntityStateEvent;
NetworkEntityHandle m_netEntityHandle;
NetEntityRole m_netEntityRole = NetEntityRole::InvalidRole;
NetEntityId m_netEntityId = InvalidNetEntityId;
bool m_isProcessingInput = false;
bool m_isMigrationDataValid = false;
bool m_needsToBeStopped = false;
friend class NetworkEntityManager;
friend class EntityReplicationManager;
};
bool NetworkRoleHasController(NetEntityRole networkRole);
}
@@ -10,7 +10,7 @@
*
*/
#include <Source/Components/NetworkTransformComponent.h>
#include <Multiplayer/Components/NetworkTransformComponent.h>
#include <AzCore/Serialization/SerializeContext.h>
#include <AzCore/Serialization/EditContext.h>
#include <AzCore/EBus/IEventScheduler.h>
@@ -96,7 +96,7 @@ namespace Multiplayer
void NetworkTransformComponentController::OnTransformChangedEvent(const AZ::Transform& worldTm)
{
if (GetNetEntityRole() == NetEntityRole::Authority)
if (IsAuthority())
{
SetRotation(worldTm.GetRotation());
SetTranslation(worldTm.GetTranslation());
@@ -1,58 +0,0 @@
/*
* 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/AutoGen/NetworkTransformComponent.AutoComponent.h>
#include <AzCore/Component/TransformBus.h>
namespace Multiplayer
{
class NetworkTransformComponent
: public NetworkTransformComponentBase
{
public:
AZ_MULTIPLAYER_COMPONENT(Multiplayer::NetworkTransformComponent, s_networkTransformComponentConcreteUuid, Multiplayer::NetworkTransformComponentBase);
static void Reflect(AZ::ReflectContext* context);
NetworkTransformComponent();
void OnInit() override;
void OnActivate(Multiplayer::EntityIsMigrating entityIsMigrating) override;
void OnDeactivate(Multiplayer::EntityIsMigrating entityIsMigrating) override;
private:
void OnRotationChangedEvent(const AZ::Quaternion& rotation);
void OnTranslationChangedEvent(const AZ::Vector3& translation);
void OnScaleChangedEvent(const AZ::Vector3& scale);
AZ::Event<AZ::Quaternion>::Handler m_rotationEventHandler;
AZ::Event<AZ::Vector3>::Handler m_translationEventHandler;
AZ::Event<AZ::Vector3>::Handler m_scaleEventHandler;
};
class NetworkTransformComponentController
: public NetworkTransformComponentControllerBase
{
public:
NetworkTransformComponentController(NetworkTransformComponent& parent);
void OnActivate(Multiplayer::EntityIsMigrating entityIsMigrating) override;
void OnDeactivate(Multiplayer::EntityIsMigrating entityIsMigrating) override;
private:
void OnTransformChangedEvent(const AZ::Transform& worldTm);
AZ::TransformChangedEvent::Handler m_transformChangedHandler;
};
}
@@ -12,7 +12,7 @@
#pragma once
#include <Include/IConnectionData.h>
#include <Multiplayer/ConnectionData/IConnectionData.h>
#include <Source/NetworkEntity/EntityReplication/EntityReplicationManager.h>
namespace Multiplayer
@@ -12,7 +12,7 @@
#pragma once
#include <Include/IConnectionData.h>
#include <Multiplayer/ConnectionData/IConnectionData.h>
#include <Source/NetworkEntity/EntityReplication/EntityReplicationManager.h>
namespace Multiplayer
@@ -13,7 +13,7 @@
#include <Source/Debug/MultiplayerDebugSystemComponent.h>
#include <AzCore/Serialization/SerializeContext.h>
#include <AzCore/Interface/Interface.h>
#include <Include/IMultiplayer.h>
#include <Multiplayer/IMultiplayer.h>
namespace Multiplayer
{
@@ -138,7 +138,7 @@ namespace Multiplayer
void DrawComponentDetails(const MultiplayerStats& stats, NetComponentId netComponentId)
{
IMultiplayer* multiplayer = AZ::Interface<IMultiplayer>::Get();
MultiplayerComponentRegistry* componentRegistry = GetMultiplayerComponentRegistry();
{
const MultiplayerStats::Metric metric = stats.CalculateComponentPropertyUpdateSentMetrics(netComponentId);
float callsPerSecond = 0.0f;
@@ -150,7 +150,7 @@ namespace Multiplayer
for (AZStd::size_t index = 0; index < componentStats.m_propertyUpdatesSent.size(); ++index)
{
const PropertyIndex propertyIndex = aznumeric_cast<PropertyIndex>(index);
const char* propertyName = multiplayer->GetComponentPropertyName(netComponentId, propertyIndex);
const char* propertyName = componentRegistry->GetComponentPropertyName(netComponentId, propertyIndex);
const MultiplayerStats::Metric& subMetric = componentStats.m_propertyUpdatesSent[index];
callsPerSecond = 0.0f;
bytesPerSecond = 0.0f;
@@ -172,7 +172,7 @@ namespace Multiplayer
for (AZStd::size_t index = 0; index < componentStats.m_propertyUpdatesRecv.size(); ++index)
{
const PropertyIndex propertyIndex = aznumeric_cast<PropertyIndex>(index);
const char* propertyName = multiplayer->GetComponentPropertyName(netComponentId, propertyIndex);
const char* propertyName = componentRegistry->GetComponentPropertyName(netComponentId, propertyIndex);
const MultiplayerStats::Metric& subMetric = componentStats.m_propertyUpdatesRecv[index];
callsPerSecond = 0.0f;
bytesPerSecond = 0.0f;
@@ -194,7 +194,7 @@ namespace Multiplayer
for (AZStd::size_t index = 0; index < componentStats.m_rpcsSent.size(); ++index)
{
const RpcIndex rpcIndex = aznumeric_cast<RpcIndex>(index);
const char* rpcName = multiplayer->GetComponentRpcName(netComponentId, rpcIndex);
const char* rpcName = componentRegistry->GetComponentRpcName(netComponentId, rpcIndex);
const MultiplayerStats::Metric& subMetric = componentStats.m_rpcsSent[index];
callsPerSecond = 0.0f;
bytesPerSecond = 0.0f;
@@ -216,7 +216,7 @@ namespace Multiplayer
for (AZStd::size_t index = 0; index < componentStats.m_rpcsRecv.size(); ++index)
{
const RpcIndex rpcIndex = aznumeric_cast<RpcIndex>(index);
const char* rpcName = multiplayer->GetComponentRpcName(netComponentId, rpcIndex);
const char* rpcName = componentRegistry->GetComponentRpcName(netComponentId, rpcIndex);
const MultiplayerStats::Metric& subMetric = componentStats.m_rpcsRecv[index];
callsPerSecond = 0.0f;
bytesPerSecond = 0.0f;
@@ -238,6 +238,7 @@ namespace Multiplayer
if (ImGui::Begin("Multiplayer Stats", &m_displayMultiplayerStats, ImGuiWindowFlags_None))
{
IMultiplayer* multiplayer = AZ::Interface<IMultiplayer>::Get();
MultiplayerComponentRegistry* componentRegistry = GetMultiplayerComponentRegistry();
const Multiplayer::MultiplayerStats& stats = multiplayer->GetStats();
ImGui::Text("Multiplayer operating in %s mode", GetEnumString(multiplayer->GetAgentType()));
ImGui::Text("Total networked entities: %llu", aznumeric_cast<AZ::u64>(stats.m_entityCount));
@@ -267,8 +268,8 @@ namespace Multiplayer
{
const NetComponentId netComponentId = aznumeric_cast<NetComponentId>(index);
using StringLabel = AZStd::fixed_string<128>;
const StringLabel gemName = multiplayer->GetComponentGemName(netComponentId);
const StringLabel componentName = multiplayer->GetComponentName(netComponentId);
const StringLabel gemName = componentRegistry->GetComponentGemName(netComponentId);
const StringLabel componentName = componentRegistry->GetComponentName(netComponentId);
const StringLabel label = gemName + "::" + componentName;
if (DrawComponentRow(label.c_str(), stats, netComponentId))
{
@@ -12,7 +12,7 @@
#pragma once
#include <Include/IEntityDomain.h>
#include <Multiplayer/EntityDomains/IEntityDomain.h>
namespace Multiplayer
{
@@ -13,10 +13,10 @@
#include <Source/Multiplayer_precompiled.h>
#include <Source/MultiplayerGem.h>
#include <Source/MultiplayerSystemComponent.h>
#include <Source/Components/NetBindComponent.h>
#include <Source/AutoGen/AutoComponentTypes.h>
#include <Source/Pipeline/NetBindMarkerComponent.h>
#include <Source/Pipeline/NetworkSpawnableHolderComponent.h>
#include <Multiplayer/Components/NetBindComponent.h>
#include <AzNetworking/Framework/NetworkingSystemComponent.h>
namespace Multiplayer
@@ -0,0 +1,193 @@
/*
* 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 <Multiplayer/MultiplayerStats.h>
namespace Multiplayer
{
MultiplayerStats::Metric::Metric()
{
AZStd::uninitialized_fill_n(m_callHistory.data(), RingbufferSamples, 0);
AZStd::uninitialized_fill_n(m_byteHistory.data(), RingbufferSamples, 0);
}
void MultiplayerStats::ReserveComponentStats(NetComponentId netComponentId, uint16_t propertyCount, uint16_t rpcCount)
{
const uint16_t netComponentIndex = aznumeric_cast<uint16_t>(netComponentId);
if (m_componentStats.size() <= netComponentIndex)
{
m_componentStats.resize(netComponentIndex + 1);
}
m_componentStats[netComponentIndex].m_propertyUpdatesSent.resize(propertyCount);
m_componentStats[netComponentIndex].m_propertyUpdatesRecv.resize(propertyCount);
m_componentStats[netComponentIndex].m_rpcsSent.resize(rpcCount);
m_componentStats[netComponentIndex].m_rpcsRecv.resize(rpcCount);
}
void MultiplayerStats::RecordPropertySent(NetComponentId netComponentId, PropertyIndex propertyId, uint32_t totalBytes)
{
const uint16_t netComponentIndex = aznumeric_cast<uint16_t>(netComponentId);
const uint16_t propertyIndex = aznumeric_cast<uint16_t>(propertyId);
m_componentStats[netComponentIndex].m_propertyUpdatesSent[propertyIndex].m_totalCalls++;
m_componentStats[netComponentIndex].m_propertyUpdatesSent[propertyIndex].m_totalBytes += totalBytes;
m_componentStats[netComponentIndex].m_propertyUpdatesSent[propertyIndex].m_callHistory[m_recordMetricIndex]++;
m_componentStats[netComponentIndex].m_propertyUpdatesSent[propertyIndex].m_byteHistory[m_recordMetricIndex] += totalBytes;
}
void MultiplayerStats::RecordPropertyReceived(NetComponentId netComponentId, PropertyIndex propertyId, uint32_t totalBytes)
{
const uint16_t netComponentIndex = aznumeric_cast<uint16_t>(netComponentId);
const uint16_t propertyIndex = aznumeric_cast<uint16_t>(propertyId);
m_componentStats[netComponentIndex].m_propertyUpdatesRecv[propertyIndex].m_totalCalls++;
m_componentStats[netComponentIndex].m_propertyUpdatesRecv[propertyIndex].m_totalBytes += totalBytes;
m_componentStats[netComponentIndex].m_propertyUpdatesRecv[propertyIndex].m_callHistory[m_recordMetricIndex]++;
m_componentStats[netComponentIndex].m_propertyUpdatesRecv[propertyIndex].m_byteHistory[m_recordMetricIndex] += totalBytes;
}
void MultiplayerStats::RecordRpcSent(NetComponentId netComponentId, RpcIndex rpcId, uint32_t totalBytes)
{
const uint16_t netComponentIndex = aznumeric_cast<uint16_t>(netComponentId);
const uint16_t rpcIndex = aznumeric_cast<uint16_t>(rpcId);
m_componentStats[netComponentIndex].m_rpcsSent[rpcIndex].m_totalCalls++;
m_componentStats[netComponentIndex].m_rpcsSent[rpcIndex].m_totalBytes += totalBytes;
m_componentStats[netComponentIndex].m_rpcsSent[rpcIndex].m_callHistory[m_recordMetricIndex]++;
m_componentStats[netComponentIndex].m_rpcsSent[rpcIndex].m_byteHistory[m_recordMetricIndex] += totalBytes;
}
void MultiplayerStats::RecordRpcReceived(NetComponentId netComponentId, RpcIndex rpcId, uint32_t totalBytes)
{
const uint16_t netComponentIndex = aznumeric_cast<uint16_t>(netComponentId);
const uint16_t rpcIndex = aznumeric_cast<uint16_t>(rpcId);
m_componentStats[netComponentIndex].m_rpcsRecv[rpcIndex].m_totalCalls++;
m_componentStats[netComponentIndex].m_rpcsRecv[rpcIndex].m_totalBytes += totalBytes;
m_componentStats[netComponentIndex].m_rpcsRecv[rpcIndex].m_callHistory[m_recordMetricIndex]++;
m_componentStats[netComponentIndex].m_rpcsRecv[rpcIndex].m_byteHistory[m_recordMetricIndex] += totalBytes;
}
void MultiplayerStats::TickStats(AZ::TimeMs metricFrameTimeMs)
{
m_totalHistoryTimeMs = metricFrameTimeMs * static_cast<AZ::TimeMs>(RingbufferSamples);
m_recordMetricIndex = ++m_recordMetricIndex % RingbufferSamples;
for (ComponentStats& componentStats : m_componentStats)
{
for (Metric& metric : componentStats.m_propertyUpdatesSent)
{
metric.m_callHistory[m_recordMetricIndex] = 0;
metric.m_byteHistory[m_recordMetricIndex] = 0;
}
for (Metric& metric : componentStats.m_propertyUpdatesRecv)
{
metric.m_callHistory[m_recordMetricIndex] = 0;
metric.m_byteHistory[m_recordMetricIndex] = 0;
}
for (Metric& metric : componentStats.m_rpcsSent)
{
metric.m_callHistory[m_recordMetricIndex] = 0;
metric.m_byteHistory[m_recordMetricIndex] = 0;
}
for (Metric& metric : componentStats.m_rpcsRecv)
{
metric.m_callHistory[m_recordMetricIndex] = 0;
metric.m_byteHistory[m_recordMetricIndex] = 0;
}
}
}
static void CombineMetrics(MultiplayerStats::Metric& outArg1, const MultiplayerStats::Metric& arg2)
{
outArg1.m_totalCalls += arg2.m_totalCalls;
outArg1.m_totalBytes += arg2.m_totalBytes;
for (uint32_t index = 0; index < MultiplayerStats::RingbufferSamples; ++index)
{
outArg1.m_callHistory[index] += arg2.m_callHistory[index];
outArg1.m_byteHistory[index] += arg2.m_byteHistory[index];
}
}
static MultiplayerStats::Metric SumMetricVector(const AZStd::vector<MultiplayerStats::Metric>& metricVector)
{
MultiplayerStats::Metric result;
for (AZStd::size_t index = 0; index < metricVector.size(); ++index)
{
CombineMetrics(result, metricVector[index]);
}
return result;
}
MultiplayerStats::Metric MultiplayerStats::CalculateComponentPropertyUpdateSentMetrics(NetComponentId netComponentId) const
{
const uint16_t netComponentIndex = aznumeric_cast<uint16_t>(netComponentId);
return SumMetricVector(m_componentStats[netComponentIndex].m_propertyUpdatesSent);
}
MultiplayerStats::Metric MultiplayerStats::CalculateComponentPropertyUpdateRecvMetrics(NetComponentId netComponentId) const
{
const uint16_t netComponentIndex = aznumeric_cast<uint16_t>(netComponentId);
return SumMetricVector(m_componentStats[netComponentIndex].m_propertyUpdatesRecv);
}
MultiplayerStats::Metric MultiplayerStats::CalculateComponentRpcsSentMetrics(NetComponentId netComponentId) const
{
const uint16_t netComponentIndex = aznumeric_cast<uint16_t>(netComponentId);
return SumMetricVector(m_componentStats[netComponentIndex].m_rpcsSent);
}
MultiplayerStats::Metric MultiplayerStats::CalculateComponentRpcsRecvMetrics(NetComponentId netComponentId) const
{
const uint16_t netComponentIndex = aznumeric_cast<uint16_t>(netComponentId);
return SumMetricVector(m_componentStats[netComponentIndex].m_rpcsRecv);
}
MultiplayerStats::Metric MultiplayerStats::CalculateTotalPropertyUpdateSentMetrics() const
{
Metric result;
for (AZStd::size_t index = 0; index < m_componentStats.size(); ++index)
{
const NetComponentId netComponentId = aznumeric_cast<NetComponentId>(index);
CombineMetrics(result, CalculateComponentPropertyUpdateSentMetrics(netComponentId));
}
return result;
}
MultiplayerStats::Metric MultiplayerStats::CalculateTotalPropertyUpdateRecvMetrics() const
{
Metric result;
for (AZStd::size_t index = 0; index < m_componentStats.size(); ++index)
{
const NetComponentId netComponentId = aznumeric_cast<NetComponentId>(index);
CombineMetrics(result, CalculateComponentPropertyUpdateRecvMetrics(netComponentId));
}
return result;
}
MultiplayerStats::Metric MultiplayerStats::CalculateTotalRpcsSentMetrics() const
{
Metric result;
for (AZStd::size_t index = 0; index < m_componentStats.size(); ++index)
{
const NetComponentId netComponentId = aznumeric_cast<NetComponentId>(index);
CombineMetrics(result, CalculateComponentRpcsSentMetrics(netComponentId));
}
return result;
}
MultiplayerStats::Metric MultiplayerStats::CalculateTotalRpcsRecvMetrics() const
{
Metric result;
for (AZStd::size_t index = 0; index < m_componentStats.size(); ++index)
{
const NetComponentId netComponentId = aznumeric_cast<NetComponentId>(index);
CombineMetrics(result, CalculateComponentRpcsRecvMetrics(netComponentId));
}
return result;
}
}
@@ -11,18 +11,21 @@
*/
#include <Source/MultiplayerSystemComponent.h>
#include <Source/Components/MultiplayerComponent.h>
#include <Source/AutoGen/AutoComponentTypes.h>
#include <Source/ConnectionData/ClientToServerConnectionData.h>
#include <Source/ConnectionData/ServerToClientConnectionData.h>
#include <Source/ReplicationWindows/NullReplicationWindow.h>
#include <Source/ReplicationWindows/ServerToClientReplicationWindow.h>
#include <Source/EntityDomains/FullOwnershipEntityDomain.h>
#include <Multiplayer/Components/MultiplayerComponent.h>
#include <AzNetworking/Framework/INetworking.h>
#include <AzCore/Serialization/SerializeContext.h>
#include <AzCore/Interface/Interface.h>
#include <AzCore/Console/IConsole.h>
#include <AzCore/Console/ILogger.h>
#include <AzCore/Asset/AssetCommon.h>
#include <AzCore/Asset/AssetManagerBus.h>
#include <AzFramework/Spawnable/Spawnable.h>
namespace AZ::ConsoleTypeHelpers
{
@@ -69,6 +72,7 @@ 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(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::CVarFixedString, sv_defaultPlayerSpawnAsset, "prefabs/player.network.spawnable", nullptr, AZ::ConsoleFunctorFlags::DontReplicate, "The default spawnable to use when a new player connects");
void MultiplayerSystemComponent::Reflect(AZ::ReflectContext* context)
{
@@ -76,6 +80,31 @@ namespace Multiplayer
{
serializeContext->Class<MultiplayerSystemComponent, AZ::Component>()
->Version(1);
serializeContext->Class<HostId>()
->Version(1);
serializeContext->Class<NetEntityId>()
->Version(1);
serializeContext->Class<NetComponentId>()
->Version(1);
serializeContext->Class<PropertyIndex>()
->Version(1);
serializeContext->Class<RpcIndex>()
->Version(1);
serializeContext->Class<ClientInputId>()
->Version(1);
serializeContext->Class<HostFrameId>()
->Version(1);
}
else if (AZ::BehaviorContext* behaviorContext = azrtti_cast<AZ::BehaviorContext*>(context))
{
behaviorContext->Class<HostId>();
behaviorContext->Class<NetEntityId>();
behaviorContext->Class<NetComponentId>();
behaviorContext->Class<PropertyIndex>();
behaviorContext->Class<RpcIndex>();
behaviorContext->Class<ClientInputId>();
behaviorContext->Class<HostFrameId>();
}
MultiplayerComponent::Reflect(context);
@@ -411,6 +440,11 @@ namespace Multiplayer
void MultiplayerSystemComponent::OnConnect(AzNetworking::IConnection* connection)
{
MultiplayerAgentDatum datum;
datum.m_id = connection->GetConnectionId();
datum.m_isInvited = false;
datum.m_agentType = MultiplayerAgentType::Client;
if (connection->GetConnectionRole() == ConnectionRole::Connector)
{
AZLOG_INFO("New outgoing connection to remote address: %s", connection->GetRemoteAddress().GetString().c_str());
@@ -419,36 +453,47 @@ namespace Multiplayer
else
{
AZLOG_INFO("New incoming connection from remote address: %s", connection->GetRemoteAddress().GetString().c_str());
MultiplayerAgentDatum datum;
datum.m_id = connection->GetConnectionId();
datum.m_isInvited = false;
datum.m_agentType = MultiplayerAgentType::Client;
m_connAcquiredEvent.Signal(datum);
}
if (GetAgentType() == MultiplayerAgentType::ClientServer
|| GetAgentType() == MultiplayerAgentType::DedicatedServer)
if (m_onConnectFunctor)
{
// TODO: This needs to be set to the players autonomous proxy ------------v
NetworkEntityHandle controlledEntity = GetNetworkEntityTracker()->Get(NetEntityId{ 0 });
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));
}
AZStd::unique_ptr<IReplicationWindow> window = AZStd::make_unique<ServerToClientReplicationWindow>(controlledEntity, connection);
reinterpret_cast<ServerToClientConnectionData*>(connection->GetUserData())->GetReplicationManager().SetReplicationWindow(AZStd::move(window));
// Default OnConnect behaviour has been overridden
m_onConnectFunctor(connection, datum);
}
else
{
if (connection->GetUserData() == nullptr) // Only add user data if the connect event handler has not already done so
if (GetAgentType() == MultiplayerAgentType::ClientServer
|| GetAgentType() == MultiplayerAgentType::DedicatedServer)
{
connection->SetUserData(new ClientToServerConnectionData(connection, *this));
}
PrefabEntityId playerPrefabEntityId(AZ::Name(static_cast<AZ::CVarFixedString>(sv_defaultPlayerSpawnAsset).c_str()), 1);
INetworkEntityManager::EntityList entityList = m_networkEntityManager.CreateEntitiesImmediate(playerPrefabEntityId, NetEntityRole::Authority, AZ::Transform::CreateIdentity());
AZStd::unique_ptr<IReplicationWindow> window = AZStd::make_unique<NullReplicationWindow>();
reinterpret_cast<ServerToClientConnectionData*>(connection->GetUserData())->GetReplicationManager().SetEntityActivationTimeSliceMs(cl_defaultNetworkEntityActivationTimeSliceMs);
NetworkEntityHandle controlledEntity;
if (entityList.size() > 0)
{
controlledEntity = entityList[0];
controlledEntity.GetNetBindComponent()->SetOwningConnectionId(connection->GetConnectionId());
}
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));
}
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));
}
AZStd::unique_ptr<IReplicationWindow> window = AZStd::make_unique<NullReplicationWindow>();
reinterpret_cast<ClientToServerConnectionData*>(connection->GetUserData())->GetReplicationManager().SetEntityActivationTimeSliceMs(cl_defaultNetworkEntityActivationTimeSliceMs);
}
}
}
@@ -521,6 +566,11 @@ namespace Multiplayer
handler.Connect(m_shutdownEvent);
}
void MultiplayerSystemComponent::SetOnConnectFunctor(const OnConnectFunctor& functor)
{
m_onConnectFunctor = functor;
}
void MultiplayerSystemComponent::SendReadyForEntityUpdates(bool readyForEntityUpdates)
{
IConnectionSet& connectionSet = m_networkInterface->GetConnectionSet();
@@ -542,24 +592,14 @@ namespace Multiplayer
}
}
const char* MultiplayerSystemComponent::GetComponentGemName(NetComponentId netComponentId) const
INetworkTime* MultiplayerSystemComponent::GetNetworkTime()
{
return GetMultiplayerComponentRegistry()->GetComponentGemName(netComponentId);
return &m_networkTime;
}
const char* MultiplayerSystemComponent::GetComponentName(NetComponentId netComponentId) const
INetworkEntityManager* MultiplayerSystemComponent::GetNetworkEntityManager()
{
return GetMultiplayerComponentRegistry()->GetComponentName(netComponentId);
}
const char* MultiplayerSystemComponent::GetComponentPropertyName(NetComponentId netComponentId, PropertyIndex propertyIndex) const
{
return GetMultiplayerComponentRegistry()->GetComponentPropertyName(netComponentId, propertyIndex);
}
const char* MultiplayerSystemComponent::GetComponentRpcName(NetComponentId netComponentId, RpcIndex rpcIndex) const
{
return GetMultiplayerComponentRegistry()->GetComponentRpcName(netComponentId, rpcIndex);
return &m_networkEntityManager;
}
void MultiplayerSystemComponent::DumpStats([[maybe_unused]] const AZ::ConsoleCommandContainer& arguments)
@@ -19,7 +19,7 @@
#include <AzCore/Threading/ThreadSafeDeque.h>
#include <AzCore/std/string/string.h>
#include <AzNetworking/ConnectionLayer/IConnectionListener.h>
#include <Include/IMultiplayer.h>
#include <Multiplayer/IMultiplayer.h>
#include <Source/NetworkTime/NetworkTime.h>
#include <Source/NetworkEntity/NetworkEntityManager.h>
#include <Source/AutoGen/Multiplayer.AutoPacketDispatcher.h>
@@ -89,12 +89,11 @@ namespace Multiplayer
void AddConnectionAcquiredHandler(ConnectionAcquiredEvent::Handler& handler) override;
void AddSessionInitHandler(SessionInitEvent::Handler& handler) override;
void AddSessionShutdownHandler(SessionShutdownEvent::Handler& handler) override;
void SetOnConnectFunctor(const OnConnectFunctor& functor) override;
void SendReadyForEntityUpdates(bool readyForEntityUpdates) override;
AZ::TimeMs GetCurrentHostTimeMs() const override;
const char* GetComponentGemName(NetComponentId netComponentId) const override;
const char* GetComponentName(NetComponentId netComponentId) const override;
const char* GetComponentPropertyName(NetComponentId netComponentId, PropertyIndex propertyIndex) const override;
const char* GetComponentRpcName(NetComponentId netComponentId, RpcIndex rpcIndex) const override;
INetworkTime* GetNetworkTime() override;
INetworkEntityManager* GetNetworkEntityManager() override;
//! @}
//! Console commands.
@@ -121,6 +120,8 @@ namespace Multiplayer
SessionShutdownEvent m_shutdownEvent;
ConnectionAcquiredEvent m_connAcquiredEvent;
OnConnectFunctor m_onConnectFunctor = nullptr;
AZ::TimeMs m_lastReplicatedHostTimeMs = AZ::TimeMs{ 0 };
HostFrameId m_lastReplicatedHostFrameId = InvalidHostFrameId;
};
@@ -14,14 +14,14 @@
#include <Source/NetworkEntity/EntityReplication/EntityReplicator.h>
#include <Source/NetworkEntity/EntityReplication/PropertyPublisher.h>
#include <Source/NetworkEntity/EntityReplication/PropertySubscriber.h>
#include <Source/NetworkEntity/NetworkEntityUpdateMessage.h>
#include <Source/NetworkEntity/NetworkEntityRpcMessage.h>
#include <Source/Components/NetBindComponent.h>
#include <Source/AutoGen/Multiplayer.AutoPackets.h>
#include <Include/IEntityDomain.h>
#include <Include/IMultiplayer.h>
#include <Include/INetworkEntityManager.h>
#include <Include/IReplicationWindow.h>
#include <Multiplayer/IMultiplayer.h>
#include <Multiplayer/Components/NetBindComponent.h>
#include <Multiplayer/EntityDomains/IEntityDomain.h>
#include <Multiplayer/NetworkEntity/INetworkEntityManager.h>
#include <Multiplayer/NetworkEntity/NetworkEntityUpdateMessage.h>
#include <Multiplayer/NetworkEntity/NetworkEntityRpcMessage.h>
#include <Multiplayer/ReplicationWindows/IReplicationWindow.h>
#include <AzNetworking/ConnectionLayer/IConnection.h>
#include <AzNetworking/ConnectionLayer/IConnectionListener.h>
#include <AzNetworking/PacketLayer/IPacketHeader.h>
@@ -60,7 +60,11 @@ namespace Multiplayer
// Start window update events
m_updateWindow.Enqueue(AZ::TimeMs{ 0 }, true);
GetNetworkEntityManager()->AddEntityExitDomainHandler(m_entityExitDomainEventHandler);
INetworkEntityManager* networkEntityManager = GetNetworkEntityManager();
if (networkEntityManager != nullptr)
{
networkEntityManager->AddEntityExitDomainHandler(m_entityExitDomainEventHandler);
}
}
void EntityReplicationManager::SetRemoteHostId(HostId hostId)
@@ -824,12 +828,11 @@ namespace Multiplayer
{
if (entityReplicator == nullptr)
{
IMultiplayer* multiplayer = AZ::Interface<IMultiplayer>::Get();
AZLOG_INFO
(
"EntityReplicationManager: Dropping remote RPC message for component %s of rpc index %s, entityId %u has already been deleted",
multiplayer->GetComponentName(message.GetComponentId()),
multiplayer->GetComponentRpcName(message.GetComponentId(), message.GetRpcIndex()),
GetMultiplayerComponentRegistry()->GetComponentName(message.GetComponentId()),
GetMultiplayerComponentRegistry()->GetComponentRpcName(message.GetComponentId(), message.GetRpcIndex()),
message.GetEntityId()
);
return false;
@@ -13,11 +13,11 @@
#pragma once
#include <Source/NetworkEntity/EntityReplication/EntityReplicator.h>
#include <Source/Components/NetBindComponent.h>
#include <Include/INetworkEntityManager.h>
#include <Include/IReplicationWindow.h>
#include <Include/IEntityDomain.h>
#include <Include/NetworkEntityHandle.h>
#include <Multiplayer/Components/NetBindComponent.h>
#include <Multiplayer/EntityDomains/IEntityDomain.h>
#include <Multiplayer/NetworkEntity/INetworkEntityManager.h>
#include <Multiplayer/NetworkEntity/NetworkEntityHandle.h>
#include <Multiplayer/ReplicationWindows/IReplicationWindow.h>
#include <AzNetworking/DataStructures/TimeoutQueue.h>
#include <AzNetworking/PacketLayer/IPacketHeader.h>
#include <AzCore/std/containers/map.h>
@@ -16,11 +16,11 @@
#include <Source/NetworkEntity/EntityReplication/PropertySubscriber.h>
#include <Source/NetworkEntity/NetworkEntityAuthorityTracker.h>
#include <Source/NetworkEntity/NetworkEntityTracker.h>
#include <Source/NetworkEntity/NetworkEntityRpcMessage.h>
#include <Source/Components/NetBindComponent.h>
#include <Source/Components/NetworkTransformComponent.h>
#include <Source/AutoGen/Multiplayer.AutoPackets.h>
#include <Include/IMultiplayer.h>
#include <Multiplayer/IMultiplayer.h>
#include <Multiplayer/Components/NetBindComponent.h>
#include <Multiplayer/Components/NetworkTransformComponent.h>
#include <Multiplayer/NetworkEntity/NetworkEntityRpcMessage.h>
#include <AzNetworking/PacketLayer/IPacket.h>
#include <AzNetworking/Serialization/ISerializer.h>
@@ -448,7 +448,7 @@ namespace Multiplayer
void EntityReplicator::DeferRpcMessage(NetworkEntityRpcMessage& entityRpcMessage)
{
// Received rpc metrics, log rpc sent, number of bytes, and the componentId/rpcId for bandwidth metrics
MultiplayerStats& stats = AZ::Interface<IMultiplayer>::Get()->GetStats();
MultiplayerStats& stats = GetMultiplayer()->GetStats();
stats.RecordRpcSent(entityRpcMessage.GetComponentId(), entityRpcMessage.GetRpcIndex(), entityRpcMessage.GetEstimatedSerializeSize());
m_replicationManager.AddDeferredRpcMessage(entityRpcMessage);
@@ -631,7 +631,7 @@ namespace Multiplayer
bool EntityReplicator::HandleRpcMessage(AzNetworking::IConnection* invokingConnection, NetworkEntityRpcMessage& entityRpcMessage)
{
// Received rpc metrics, log rpc received, time spent, number of bytes, and the componentId/rpcId for bandwidth metrics
MultiplayerStats& stats = AZ::Interface<IMultiplayer>::Get()->GetStats();
MultiplayerStats& stats = GetMultiplayer()->GetStats();
stats.RecordRpcReceived(entityRpcMessage.GetComponentId(), entityRpcMessage.GetRpcIndex(), entityRpcMessage.GetEstimatedSerializeSize());
if (!m_netBindComponent)
@@ -18,8 +18,8 @@
#include <AzCore/Component/EntityBus.h>
#include <AzCore/std/smart_ptr/unique_ptr.h>
#include <AzCore/std/containers/ring_buffer.h>
#include <Source/Components/NetBindComponent.h>
#include <Source/NetworkEntity/NetworkEntityUpdateMessage.h>
#include <Multiplayer/Components/NetBindComponent.h>
#include <Multiplayer/NetworkEntity/NetworkEntityUpdateMessage.h>
namespace AzNetworking
{
@@ -12,7 +12,7 @@
#pragma once
#include <Source/Components/NetBindComponent.h>
#include <Multiplayer/Components/NetBindComponent.h>
#include <AzCore/std/containers/ring_buffer.h>
namespace AzNetworking
@@ -12,7 +12,7 @@
#include <Source/NetworkEntity/EntityReplication/PropertySubscriber.h>
#include <Source/NetworkEntity/EntityReplication/EntityReplicationManager.h>
#include <Source/Components/NetBindComponent.h>
#include <Multiplayer/Components/NetBindComponent.h>
namespace Multiplayer
{
@@ -10,7 +10,7 @@
*
*/
#include <Source/NetworkEntity/EntityReplication/ReplicationRecord.h>
#include <Multiplayer/NetworkEntity/EntityReplication/ReplicationRecord.h>
namespace Multiplayer
{
@@ -1,104 +0,0 @@
/*
* 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 <AzNetworking/DataStructures/FixedSizeVectorBitset.h>
#include <AzNetworking/Serialization/ISerializer.h>
#include <AzNetworking/Utilities/NetworkCommon.h>
#include <Include/MultiplayerTypes.h>
namespace Multiplayer
{
struct ReplicationRecordStats
{
ReplicationRecordStats() = default;
ReplicationRecordStats
(
uint32_t authorityToAuthorityCount,
uint32_t authorityToClientCount,
uint32_t authorityToServerCount,
uint32_t authorityToAutonomousCount,
uint32_t autonomousToAuthorityCount
);
uint32_t m_authorityToAuthorityCount = 0;
uint32_t m_authorityToClientCount = 0;
uint32_t m_authorityToServerCount = 0;
uint32_t m_authorityToAutonomousCount = 0;
uint32_t m_autonomousToAuthorityCount = 0;
bool operator ==(const ReplicationRecordStats& rhs) const;
ReplicationRecordStats operator-(const ReplicationRecordStats& rhs) const;
};
class ReplicationRecord
{
public:
static constexpr uint32_t MaxRecordBits = 2048;
ReplicationRecord() = default;
ReplicationRecord(NetEntityRole netEntityRole);
void SetNetworkRole(NetEntityRole netEntityRole);
NetEntityRole GetNetworkRole() const;
bool AreAllBitsConsumed() const;
void ResetConsumedBits();
void Clear();
void Append(const ReplicationRecord &rhs);
void Subtract(const ReplicationRecord &rhs);
bool HasChanges() const;
bool Serialize(AzNetworking::ISerializer& serializer);
void ConsumeAuthorityToAuthorityBits(uint32_t consumedBits);
void ConsumeAuthorityToClientBits(uint32_t consumedBits);
void ConsumeAuthorityToServerBits(uint32_t consumedBits);
void ConsumeAuthorityToAutonomousBits(uint32_t consumedBits);
void ConsumeAutonomousToAuthorityBits(uint32_t consumedBits);
bool ContainsAuthorityToAuthorityBits() const;
bool ContainsAuthorityToClientBits() const;
bool ContainsAuthorityToServerBits() const;
bool ContainsAuthorityToAutonomousBits() const;
bool ContainsAutonomousToAuthorityBits() const;
uint32_t GetRemainingAuthorityToAuthorityBits() const;
uint32_t GetRemainingAuthorityToClientBits() const;
uint32_t GetRemainingAuthorityToServerBits() const;
uint32_t GetRemainingAuthorityToAutonomousBits() const;
uint32_t GetRemainingAutonomousToAuthorityBits() const;
ReplicationRecordStats GetStats() const;
using RecordBitset = AzNetworking::FixedSizeVectorBitset<MaxRecordBits>;
RecordBitset m_authorityToAuthority;
RecordBitset m_authorityToClient;
RecordBitset m_authorityToServer;
RecordBitset m_authorityToAutonomous;
RecordBitset m_autonomousToAuthority;
uint32_t m_authorityToAuthorityConsumedBits = 0;
uint32_t m_authorityToClientConsumedBits = 0;
uint32_t m_authorityToServerConsumedBits = 0;
uint32_t m_authorityToAutonomousConsumedBits = 0;
uint32_t m_autonomousToAuthorityConsumedBits = 0;
// Sequence number this ReplicationRecord was sent on
AzNetworking::PacketId m_sentPacketId = AzNetworking::InvalidPacketId;
NetEntityRole m_netEntityRole = NetEntityRole::InvalidRole;;
};
}
@@ -11,8 +11,8 @@
*/
#include <Source/NetworkEntity/NetworkEntityAuthorityTracker.h>
#include <Source/Components/NetBindComponent.h>
#include <Include/INetworkEntityManager.h>
#include <Multiplayer/Components/NetBindComponent.h>
#include <Multiplayer/NetworkEntity/INetworkEntityManager.h>
#include <AzCore/Console/IConsole.h>
#include <AzCore/Console/ILogger.h>
#include <AzNetworking/Utilities/NetworkCommon.h>
@@ -10,11 +10,11 @@
*
*/
#include <Include/NetworkEntityHandle.h>
#include <Multiplayer/NetworkEntity/NetworkEntityHandle.h>
#include <Multiplayer/Components/MultiplayerController.h>
#include <Multiplayer/Components/MultiplayerComponent.h>
#include <Multiplayer/Components/NetBindComponent.h>
#include <Source/NetworkEntity/NetworkEntityTracker.h>
#include <Source/Components/NetBindComponent.h>
#include <Source/Components/MultiplayerController.h>
#include <Source/Components/MultiplayerComponent.h>
#include <AzCore/Console/IConsole.h>
#include <AzCore/Console/ILogger.h>
@@ -11,7 +11,6 @@
*/
#include <Source/NetworkEntity/NetworkEntityManager.h>
#include <AzCore/Asset/AssetManager.h>
#include <AzCore/Console/IConsole.h>
#include <AzCore/Console/ILogger.h>
@@ -22,9 +21,9 @@
#include <AzFramework/Entity/EntityContextBus.h>
#include <AzFramework/Entity/GameEntityContextBus.h>
#include <AzFramework/Spawnable/SpawnableEntitiesInterface.h>
#include <Include/IMultiplayer.h>
#include <Multiplayer/IMultiplayer.h>
#include <Multiplayer/Components/NetBindComponent.h>
#include <Pipeline/NetworkSpawnableHolderComponent.h>
#include <Source/Components/NetBindComponent.h>
namespace Multiplayer
{
@@ -38,7 +37,6 @@ namespace Multiplayer
, m_onSpawnedHandler([this](AZ::Data::Asset<AzFramework::Spawnable> spawnable) { this->OnSpawned(spawnable); })
, m_onDespawnedHandler([this](AZ::Data::Asset<AzFramework::Spawnable> spawnable) { this->OnDespawned(spawnable); })
{
AZ::Interface<INetworkEntityManager>::Register(this);
AzFramework::RootSpawnableNotificationBus::Handler::BusConnect();
AzFramework::SpawnableEntitiesInterface::Get()->AddOnSpawnedHandler(m_onSpawnedHandler);
@@ -48,7 +46,6 @@ namespace Multiplayer
NetworkEntityManager::~NetworkEntityManager()
{
AzFramework::RootSpawnableNotificationBus::Handler::BusDisconnect();
AZ::Interface<INetworkEntityManager>::Unregister(this);
}
void NetworkEntityManager::Initialize(HostId hostId, AZStd::unique_ptr<IEntityDomain> entityDomain)
@@ -365,9 +362,24 @@ namespace Multiplayer
return returnList;
}
INetworkEntityManager::EntityList NetworkEntityManager::CreateEntitiesImmediate(
const PrefabEntityId& prefabEntryId, NetEntityId netEntityId, NetEntityRole netEntityRole,
AutoActivate autoActivate, const AZ::Transform& transform)
INetworkEntityManager::EntityList NetworkEntityManager::CreateEntitiesImmediate
(
const PrefabEntityId& prefabEntryId,
NetEntityRole netEntityRole,
const AZ::Transform& transform
)
{
return CreateEntitiesImmediate(prefabEntryId, NextId(), netEntityRole, AutoActivate::Activate, transform);
}
INetworkEntityManager::EntityList NetworkEntityManager::CreateEntitiesImmediate
(
const PrefabEntityId& prefabEntryId,
NetEntityId netEntityId,
NetEntityRole netEntityRole,
AutoActivate autoActivate,
const AZ::Transform& transform
)
{
INetworkEntityManager::EntityList returnList;
@@ -436,7 +448,7 @@ namespace Multiplayer
void NetworkEntityManager::OnRootSpawnableAssigned(
[[maybe_unused]] AZ::Data::Asset<AzFramework::Spawnable> rootSpawnable, [[maybe_unused]] uint32_t generation)
{
auto* multiplayer = AZ::Interface<IMultiplayer>::Get();
auto* multiplayer = GetMultiplayer();
const auto agentType = multiplayer->GetAgentType();
if (agentType == MultiplayerAgentType::Client)
@@ -448,7 +460,7 @@ namespace Multiplayer
void NetworkEntityManager::OnRootSpawnableReleased([[maybe_unused]] uint32_t generation)
{
// TODO: Do we need to clear all entities here?
auto* multiplayer = AZ::Interface<IMultiplayer>::Get();
auto* multiplayer = GetMultiplayer();
const auto agentType = multiplayer->GetAgentType();
if (agentType == MultiplayerAgentType::Client)
@@ -494,7 +506,7 @@ namespace Multiplayer
return;
}
auto* multiplayer = AZ::Interface<IMultiplayer>::Get();
auto* multiplayer = GetMultiplayer();
const auto agentType = multiplayer->GetAgentType();
const bool spawnImmediately =
@@ -17,11 +17,11 @@
#include <AzFramework/Spawnable/RootSpawnableInterface.h>
#include <Source/NetworkEntity/NetworkEntityAuthorityTracker.h>
#include <Source/NetworkEntity/NetworkEntityTracker.h>
#include <Source/NetworkEntity/NetworkEntityRpcMessage.h>
#include <Include/IEntityDomain.h>
#include <Include/INetworkEntityManager.h>
#include <Source/NetworkEntity/NetworkSpawnableLibrary.h>
#include <Source/Components/MultiplayerComponentRegistry.h>
#include <Multiplayer/Components/MultiplayerComponentRegistry.h>
#include <Multiplayer/EntityDomains/IEntityDomain.h>
#include <Multiplayer/NetworkEntity/INetworkEntityManager.h>
#include <Multiplayer/NetworkEntity/NetworkEntityRpcMessage.h>
namespace Multiplayer
{
@@ -47,10 +47,20 @@ namespace Multiplayer
ConstNetworkEntityHandle GetEntity(NetEntityId netEntityId) const override;
EntityList CreateEntitiesImmediate(const AzFramework::Spawnable& spawnable, NetEntityRole netEntityRole);
EntityList CreateEntitiesImmediate(
const PrefabEntityId& prefabEntryId, NetEntityId netEntityId, NetEntityRole netEntityRole,
AutoActivate autoActivate, const AZ::Transform& transform) override;
EntityList CreateEntitiesImmediate
(
const PrefabEntityId& prefabEntryId,
NetEntityRole netEntityRole,
const AZ::Transform& transform
) override;
EntityList CreateEntitiesImmediate
(
const PrefabEntityId& prefabEntryId,
NetEntityId netEntityId,
NetEntityRole netEntityRole,
AutoActivate autoActivate,
const AZ::Transform& transform
) override;
uint32_t GetEntityCount() const override;
NetworkEntityHandle AddEntityToEntityMap(NetEntityId netEntityId, AZ::Entity* entity) override;
@@ -81,7 +91,6 @@ namespace Multiplayer
private:
void RemoveEntities();
NetEntityId NextId();
void OnSpawned(AZ::Data::Asset<AzFramework::Spawnable> spawnable);
@@ -10,7 +10,7 @@
*
*/
#include <Source/NetworkEntity/NetworkEntityRpcMessage.h>
#include <Multiplayer/NetworkEntity/NetworkEntityRpcMessage.h>
#include <AzNetworking/Serialization/NetworkInputSerializer.h>
#include <AzNetworking/Serialization/NetworkOutputSerializer.h>
#include <AzCore/Console/ILogger.h>
@@ -1,122 +0,0 @@
/*
* 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 <AzNetworking/Serialization/ISerializer.h>
#include <AzNetworking/DataStructures/ByteBuffer.h>
#include <Include/MultiplayerTypes.h>
namespace Multiplayer
{
struct IRpcParamStruct;
// The maximum number of RPC's we can aggregate into a single packet
static constexpr uint32_t MaxAggregateRpcMessages = 1024;
//! @class NetworkEntityRpcMessage
//! @brief Remote procedure call data.
class NetworkEntityRpcMessage
{
public:
AZ_TYPE_INFO(NetworkEntityRpcMessage, "{3AA5E1A5-6383-46C1-9817-F1B8C2325178}");
NetworkEntityRpcMessage() = default;
NetworkEntityRpcMessage(NetworkEntityRpcMessage&& rhs);
NetworkEntityRpcMessage(const NetworkEntityRpcMessage& rhs);
//! Fill explicit constructor.
//! @param rpcDeliveryType the delivery type (origin and target) for this rpc
//! @param entityId the networked entityId of the entity handling this rpc
//! @param componentType the networked componentId of the component handling this rpc
//! @param rpcIndex the component defined rpc index, so the component knows which rpc this message corresponds to
//! @param isReliable whether or not this rpc should be sent reliably
explicit NetworkEntityRpcMessage(RpcDeliveryType rpcDeliveryType, NetEntityId entityId, NetComponentId componentId, RpcIndex rpcIndex, ReliabilityType isReliable);
NetworkEntityRpcMessage& operator =(NetworkEntityRpcMessage&& rhs);
NetworkEntityRpcMessage& operator =(const NetworkEntityRpcMessage& rhs);
bool operator ==(const NetworkEntityRpcMessage& rhs) const;
bool operator !=(const NetworkEntityRpcMessage& rhs) const;
//! Returns an estimated serialization footprint for this NetworkEntityRpcMessage.
//! @return an estimated serialization footprint for this NetworkEntityRpcMessage
uint32_t GetEstimatedSerializeSize() const;
//! Gets the current value of RpcDeliveryType.
//! @return the current value of RpcDeliveryType
RpcDeliveryType GetRpcDeliveryType() const;
//! Sets the current value for RpcDeliveryType.
//! @param value the value to set RpcDeliveryType to
void SetRpcDeliveryType(RpcDeliveryType value);
//! Gets the current value of EntityId.
//! @return the current value of EntityId
NetEntityId GetEntityId() const;
//! Gets the current value of EntityComponentType.
//! @return the current value of EntityComponentType
NetComponentId GetComponentId() const;
//! Gets the current value of RpcIndex.
//! @return the current value of RpcIndex
RpcIndex GetRpcIndex() const;
//! Writes the data contained inside a_Params to this NetworkEntityRpcMessage's blob buffer.
//! @param params the parameters to save inside this NetworkEntityRpcMessage instance
bool SetRpcParams(IRpcParamStruct& params);
//! Reads the data contained inside this NetworkEntityRpcMessage's blob buffer and stores them in outParams.
//! @param outParams the parameters instance to store to the resulting data inside
bool GetRpcParams(IRpcParamStruct& outParams);
//! Base serialize method for all serializable structures or classes to implement.
//! @param serializer ISerializer instance to use for serialization
//! @return boolean true for success, false for serialization failure
bool Serialize(AzNetworking::ISerializer& serializer);
//! Sets this RPC's reliable delivery flag.
//! @param reliabilityType the reliability type for this RPC
void SetReliability(ReliabilityType reliabilityType);
//! Returns whether or not this RPC has been flagged for reliable delivery.
//! @return the reliability type of this RPC
ReliabilityType GetReliability() const;
private:
// Serialized payload data
RpcDeliveryType m_rpcDeliveryType = RpcDeliveryType::None;
NetEntityId m_entityId = InvalidNetEntityId;
NetComponentId m_componentId = InvalidNetComponentId;
RpcIndex m_rpcIndex = RpcIndex{ 0 };
// Only allocated if we actually have data
// This is to prevent blowing out stack memory if we declare an array of these EntityUpdateMessages
AZStd::unique_ptr<AzNetworking::PacketEncodingBuffer> m_data;
// Non-serialized RPC metadata
ReliabilityType m_isReliable = ReliabilityType::Reliable;
};
struct IRpcParamStruct
{
virtual ~IRpcParamStruct() {}
virtual bool Serialize(AzNetworking::ISerializer& serializer) = 0;
};
struct ComponentRpcEmptyStruct
: public IRpcParamStruct
{
bool Serialize(AzNetworking::ISerializer&) override { return true; }
};
}
@@ -11,7 +11,7 @@
*/
#include <Source/NetworkEntity/NetworkEntityTracker.h>
#include <Include/NetworkEntityHandle.h>
#include <Multiplayer/NetworkEntity/NetworkEntityHandle.h>
#include <AzCore/Console/IConsole.h>
#include <AzCore/Console/ILogger.h>
@@ -12,8 +12,8 @@
#pragma once
#include <Include/MultiplayerTypes.h>
#include <Include/NetworkEntityHandle.h>
#include <Multiplayer/MultiplayerTypes.h>
#include <Multiplayer/NetworkEntity/NetworkEntityHandle.h>
#include <AzCore/std/containers/unordered_map.h>
#include <AzCore/Component/Entity.h>
@@ -10,7 +10,7 @@
*
*/
#include <Source/NetworkEntity/NetworkEntityUpdateMessage.h>
#include <Multiplayer/NetworkEntity/NetworkEntityUpdateMessage.h>
#include <AzNetworking/Serialization/NetworkInputSerializer.h>
#include <AzNetworking/Serialization/NetworkOutputSerializer.h>
#include <AzCore/Console/ILogger.h>
@@ -1,125 +0,0 @@
/*
* 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 <AzNetworking/Serialization/ISerializer.h>
#include <AzNetworking/DataStructures/ByteBuffer.h>
#include <AzCore/Name/Name.h>
#include <Include/MultiplayerTypes.h>
namespace Multiplayer
{
// The maximum number of entity updates we can stuff into a single update packet
static const uint32_t MaxAggregateEntityMessages = 2048;
//! @class NetworkEntityUpdateMessage
//! @brief Property replication packet.
class NetworkEntityUpdateMessage
{
public:
AZ_TYPE_INFO(NetworkEntityUpdateMessage, "{CFCA08F7-547B-4B89-9794-37A8679608DF}");
NetworkEntityUpdateMessage() = default;
NetworkEntityUpdateMessage(NetworkEntityUpdateMessage&& rhs);
NetworkEntityUpdateMessage(const NetworkEntityUpdateMessage& rhs);
//! Constructor for update without a slice name (remote replicator established).
//! @param entityRole the role of the entity being replicated
//! @param entityId the networkId of the entity being replicated
explicit NetworkEntityUpdateMessage(NetEntityRole entityRole, NetEntityId entityId);
//! Constructor for update with a slice name (no remote replicator established).
//! @param entityRole the role of the entity being replicated
//! @param entityId the networkId of the entity being replicated
//! @param prefabEntityId the prefab entityId to clone this replicated entity from
explicit NetworkEntityUpdateMessage(NetEntityRole entityRole, NetEntityId entityId, const PrefabEntityId& prefabEntityId);
//! Constructor for an entity delete message.
//! @param entityId the networkId of the entity being deleted
//! @param isMigrated whether or not the entity is being migrated or deleted
//! @param takeOwnership true if the remote replicator should take ownership of the entity
explicit NetworkEntityUpdateMessage(NetEntityId entityId, bool isMigrated, bool takeOwnership);
NetworkEntityUpdateMessage& operator =(NetworkEntityUpdateMessage&& rhs);
NetworkEntityUpdateMessage& operator =(const NetworkEntityUpdateMessage& rhs);
bool operator ==(const NetworkEntityUpdateMessage& rhs) const;
bool operator !=(const NetworkEntityUpdateMessage& rhs) const;
//! Returns an estimated serialization footprint for this NetworkEntityUpdateMessage.
//! @return an estimated serialization footprint for this NetworkEntityUpdateMessage
uint32_t GetEstimatedSerializeSize() const;
//! Gets the current value of NetworkRole.
//! @return the current value of NetworkRole
NetEntityRole GetNetworkRole() const;
//! Gets the entities networkId.
//! @return the entities networkId
NetEntityId GetEntityId() const;
//! Gets the current value of IsDelete (true if this represents a DeleteProxy message).
//! @return the current value of IsDelete
bool GetIsDelete() const;
//! Returns whether or not the entity was migrated.
//! @return whether or not the entity was migrated
bool GetWasMigrated() const;
//! Gets the current value of TakeOwnership.
//! @return the current value of TakeOwnership
bool GetTakeOwnership() const;
//! Gets the current value of HasValidPrefabId.
//! @return the current value of HasValidPrefabId
bool GetHasValidPrefabId() const;
//! Sets the current value for PrefabEntityId.
//! @param value the value to set PrefabEntityId to
void SetPrefabEntityId(const PrefabEntityId& value);
//! Gets the current value of PrefabEntityId.
//! @return the current value of PrefabEntityId
const PrefabEntityId& GetPrefabEntityId() const;
//! Sets the current value for Data
//! @param value the value to set Data to
void SetData(const AzNetworking::PacketEncodingBuffer& value);
//! Gets the current value of Data.
//! @return the current value of Data
const AzNetworking::PacketEncodingBuffer* GetData() const;
//! Retrieves a non-const reference to the value of Data.
//! @return a non-const reference to the value of Data
AzNetworking::PacketEncodingBuffer& ModifyData();
//! Base serialize method for all serializable structures or classes to implement.
//! @param serializer ISerializer instance to use for serialization
//! @return boolean true for success, false for serialization failure
bool Serialize(AzNetworking::ISerializer& serializer);
private:
NetEntityRole m_networkRole = NetEntityRole::InvalidRole;
NetEntityId m_entityId = InvalidNetEntityId;
bool m_isDelete = false;
bool m_wasMigrated = false;
bool m_takeOwnership = false;
bool m_hasValidPrefabId = false;
PrefabEntityId m_prefabEntityId;
// Only allocated if we actually have data
// This is to prevent blowing out stack memory if we declare an array of these EntityUpdateMessages
AZStd::unique_ptr<AzNetworking::PacketEncodingBuffer> m_data;
};
}
@@ -10,8 +10,10 @@
*
*/
#include <Source/NetworkInput/NetworkInput.h>
#include <Source/Components/NetBindComponent.h>
#include <Multiplayer/NetworkInput/NetworkInput.h>
#include <Multiplayer/Components/MultiplayerComponentRegistry.h>
#include <Multiplayer/Components/NetBindComponent.h>
#include <Multiplayer/IMultiplayer.h>
#include <AzCore/Console/IConsole.h>
#include <AzCore/Console/ILogger.h>
@@ -111,13 +113,12 @@ namespace Multiplayer
// This happens when deserializing a non-delta'd input command
// However in the delta serializer case, we use the previous input as our initial value
// which will have the NetworkInputs setup and therefore won't write out the componentId
NetComponentId componentId = m_componentInputs[i] ? m_componentInputs[i]->GetComponentId() : InvalidNetComponentId;
NetComponentId componentId = m_componentInputs[i] ? m_componentInputs[i]->GetNetComponentId() : InvalidNetComponentId;
serializer.Serialize(componentId, "ComponentType");
// Create a new input if we don't have one or the types do not match
if ((m_componentInputs[i] == nullptr) || (componentId != m_componentInputs[i]->GetComponentId()))
if ((m_componentInputs[i] == nullptr) || (componentId != m_componentInputs[i]->GetNetComponentId()))
{
// TODO: ComponentInput factory, needs multiplayer component architecture and autogen
m_componentInputs[i] = nullptr; // ComponentInputFactory(componentId);
m_componentInputs[i] = AZStd::move(GetMultiplayerComponentRegistry()->AllocateComponentInput(componentId));
}
if (!m_componentInputs[i])
{
@@ -135,7 +136,7 @@ namespace Multiplayer
// We assume that the order of the network inputs is fixed between the server and client
for (auto& componentInput : m_componentInputs)
{
NetComponentId componentId = componentInput->GetComponentId();
NetComponentId componentId = componentInput->GetNetComponentId();
serializer.Serialize(componentId, "ComponentId");
serializer.Serialize(*componentInput, "ComponentInput");
}
@@ -148,7 +149,7 @@ namespace Multiplayer
// linear search since we expect to have very few components
for (auto& componentInput : m_componentInputs)
{
if (componentInput->GetComponentId() == componentId)
if (componentInput->GetNetComponentId() == componentId)
{
return componentInput.get();
}
@@ -165,16 +166,17 @@ namespace Multiplayer
void NetworkInput::CopyInternal(const NetworkInput& rhs)
{
m_inputId = rhs.m_inputId;
m_hostFrameId = rhs.m_hostFrameId;
m_hostTimeMs = rhs.m_hostTimeMs;
m_componentInputs.resize(rhs.m_componentInputs.size());
for (int32_t i = 0; i < rhs.m_componentInputs.size(); ++i)
{
if (m_componentInputs[i] == nullptr || m_componentInputs[i]->GetComponentId() != rhs.m_componentInputs[i]->GetComponentId())
const NetComponentId rhsComponentId = rhs.m_componentInputs[i]->GetNetComponentId();
if (m_componentInputs[i] == nullptr || m_componentInputs[i]->GetNetComponentId() != rhsComponentId)
{
// TODO: ComponentInput factory, needs multiplayer component architecture and autogen
m_componentInputs[i] = nullptr; // ComponentInputFactory(rhs.m_componentInputs[i]->GetComponentId());
m_componentInputs[i] = AZStd::move(GetMultiplayerComponentRegistry()->AllocateComponentInput(rhsComponentId));
}
*m_componentInputs[i] = *rhs.m_componentInputs[i];
*(m_componentInputs[i]) = *(rhs.m_componentInputs[i]);
}
m_wasAttached = rhs.m_wasAttached;
}
@@ -1,83 +0,0 @@
/*
* 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 <Include/IMultiplayerComponentInput.h>
#include <Include/INetworkTime.h>
#include <Include/NetworkEntityHandle.h>
#include <AzCore/RTTI/TypeSafeIntegral.h>
namespace Multiplayer
{
// Forwards
class NetBindComponent;
//! @class NetworkInput
//! @brief A single networked client input command.
class NetworkInput final
{
public:
//! Intentionally restrict instancing of these objects to associated containers classes only
//! This is a mechanism used to restrict calling autonomous client predicted setter functions to the ProcessInput call chain only
friend class NetworkInputArray;
friend class NetworkInputMigrationVector;
friend class NetworkInputHistory;
friend class NetworkInputChild;
NetworkInput(const NetworkInput&);
NetworkInput& operator= (const NetworkInput&);
void SetClientInputId(ClientInputId inputId);
ClientInputId GetClientInputId() const;
ClientInputId& ModifyClientInputId();
void SetHostFrameId(HostFrameId hostFrameId);
HostFrameId GetHostFrameId() const;
HostFrameId& ModifyHostFrameId();
void SetHostTimeMs(AZ::TimeMs hostTimeMs);
AZ::TimeMs GetHostTimeMs() const;
AZ::TimeMs& ModifyHostTimeMs();
void AttachNetBindComponent(NetBindComponent* netBindComponent);
bool Serialize(AzNetworking::ISerializer& serializer);
const IMultiplayerComponentInput* FindComponentInput(NetComponentId componentId) const;
IMultiplayerComponentInput* FindComponentInput(NetComponentId componentId);
template <class InputType>
const InputType* FindInput() const
{
return static_cast<const InputType*>(FindInput(InputType::s_Type));
}
template <typename InputType>
InputType* FindInput()
{
return static_cast<InputType*>(FindInput(InputType::s_Type));
}
private:
//! Only associated containers can instance; see above comments.
NetworkInput() = default;
void CopyInternal(const NetworkInput& rhs);
MultiplayerComponentInputVector m_componentInputs;
ClientInputId m_inputId = ClientInputId{ 0 };
HostFrameId m_hostFrameId = InvalidHostFrameId;
AZ::TimeMs m_hostTimeMs = AZ::TimeMs{ 0 };
ConstNetworkEntityHandle m_owner;
bool m_wasAttached = false;
};
}
@@ -11,7 +11,7 @@
*/
#include <Source/NetworkInput/NetworkInputArray.h>
#include <Include/INetworkEntityManager.h>
#include <Multiplayer/NetworkEntity/INetworkEntityManager.h>
#include <AzNetworking/Serialization/ISerializer.h>
#include <AzNetworking/Serialization/DeltaSerializer.h>
@@ -48,16 +48,6 @@ namespace Multiplayer
return m_inputs[index].m_networkInput;
}
void NetworkInputArray::SetPreviousInputId(ClientInputId previousInputId)
{
m_previousInputId = previousInputId;
}
ClientInputId NetworkInputArray::GetPreviousInputId() const
{
return m_previousInputId;
}
bool NetworkInputArray::Serialize(AzNetworking::ISerializer& serializer)
{
// Always serialize the full first element
@@ -102,7 +92,6 @@ namespace Multiplayer
}
}
}
serializer.Serialize(m_previousInputId, "PreviousInputId");
return true;
}
}
@@ -12,8 +12,8 @@
#pragma once
#include <Source/NetworkInput/NetworkInput.h>
#include <Include/NetworkEntityHandle.h>
#include <Multiplayer/NetworkInput/NetworkInput.h>
#include <Multiplayer/NetworkEntity/NetworkEntityHandle.h>
#include <AzCore/std/containers/array.h>
#include <AzCore/std/containers/fixed_vector.h>
@@ -33,9 +33,6 @@ namespace Multiplayer
NetworkInput& operator[](uint32_t index);
const NetworkInput& operator[](uint32_t index) const;
void SetPreviousInputId(ClientInputId previousInputId);
ClientInputId GetPreviousInputId() const;
bool Serialize(AzNetworking::ISerializer& serializer);
private:
@@ -49,6 +46,5 @@ namespace Multiplayer
ConstNetworkEntityHandle m_owner;
AZStd::array<Wrapper, MaxElements> m_inputs;
ClientInputId m_previousInputId;
};
}
@@ -11,7 +11,7 @@
*/
#include <Source/NetworkInput/NetworkInputChild.h>
#include <Include/INetworkEntityManager.h>
#include <Multiplayer/IMultiplayer.h>
#include <AzNetworking/Serialization/ISerializer.h>
namespace Multiplayer
@@ -12,7 +12,7 @@
#pragma once
#include <Source/NetworkInput/NetworkInput.h>
#include <Multiplayer/NetworkInput/NetworkInput.h>
namespace Multiplayer
{
@@ -12,7 +12,7 @@
#pragma once
#include <Source/NetworkInput/NetworkInput.h>
#include <Multiplayer/NetworkInput/NetworkInput.h>
#include <AzCore/std/containers/deque.h>
namespace Multiplayer
@@ -11,7 +11,7 @@
*/
#include <Source/NetworkInput/NetworkInputMigrationVector.h>
#include <Include/INetworkEntityManager.h>
#include <Multiplayer/IMultiplayer.h>
#include <AzNetworking/Serialization/ISerializer.h>
namespace Multiplayer
@@ -12,8 +12,8 @@
#pragma once
#include <Source/NetworkInput/NetworkInput.h>
#include <Include/NetworkEntityHandle.h>
#include <Multiplayer/NetworkInput/NetworkInput.h>
#include <Multiplayer/NetworkEntity/NetworkEntityHandle.h>
#include <AzCore/std/containers/array.h>
#include <AzCore/std/containers/fixed_vector.h>
@@ -11,6 +11,9 @@
*/
#include <Source/NetworkTime/NetworkTime.h>
#include <Multiplayer/IMultiplayer.h>
#include <Multiplayer/Components/NetBindComponent.h>
#include <AzFramework/Visibility/IVisibilitySystem.h>
namespace Multiplayer
{
@@ -51,11 +54,6 @@ namespace Multiplayer
return m_hostTimeMs;
}
void NetworkTime::SyncRewindableEntityState()
{
}
AzNetworking::ConnectionId NetworkTime::GetRewindingConnectionId() const
{
return m_rewindingConnectionId;
@@ -72,4 +70,38 @@ namespace Multiplayer
m_hostTimeMs = timeMs;
m_rewindingConnectionId = rewindConnectionId;
}
void NetworkTime::SyncEntitiesToRewindState(const AZ::Aabb& rewindVolume)
{
// TODO: extrude rewind volume for initial gather
AZStd::vector<AzFramework::VisibilityEntry*> gatheredEntries;
AZ::Interface<AzFramework::IVisibilitySystem>::Get()->GetDefaultVisibilityScene()->Enumerate(rewindVolume, [&gatheredEntries](const AzFramework::IVisibilityScene::NodeData& nodeData)
{
gatheredEntries.reserve(gatheredEntries.size() + nodeData.m_entries.size());
for (AzFramework::VisibilityEntry* visEntry : nodeData.m_entries)
{
if (visEntry->m_typeFlags & AzFramework::VisibilityEntry::TypeFlags::TYPE_Entity)
{
// TODO: offset aabb for exact rewound position and check against the non-extruded rewind volume
gatheredEntries.push_back(visEntry);
}
}
});
for (AzFramework::VisibilityEntry* visEntry : gatheredEntries)
{
AZ::Entity* entity = static_cast<AZ::Entity*>(visEntry->m_userData);
[[maybe_unused]] NetBindComponent* entryNetBindComponent = entity->template FindComponent<NetBindComponent>();
if (entryNetBindComponent != nullptr)
{
// TODO: invoke the sync to rewind event on the netBindComponent and add the entity to the rewound entity set
}
}
}
void NetworkTime::ClearRewoundEntities()
{
AZ_Assert(!IsTimeRewound(), "Cannot clear rewound entity state while still within scoped rewind");
// TODO: iterate all rewound entities, signal them to sync rewind state, and clear the rewound entity set
}
}
@@ -12,7 +12,7 @@
#pragma once
#include <Include/INetworkTime.h>
#include <Multiplayer/NetworkTime/INetworkTime.h>
#include <AzCore/Component/Component.h>
#include <AzCore/Console/IConsole.h>
@@ -33,10 +33,11 @@ namespace Multiplayer
HostFrameId GetUnalteredHostFrameId() const override;
void IncrementHostFrameId() override;
AZ::TimeMs GetHostTimeMs() const override;
void SyncRewindableEntityState() override;
AzNetworking::ConnectionId GetRewindingConnectionId() const override;
HostFrameId GetHostFrameIdForRewindingConnection(AzNetworking::ConnectionId rewindConnectionId) const override;
void AlterTime(HostFrameId frameId, AZ::TimeMs timeMs, AzNetworking::ConnectionId rewindConnectionId) override;
void SyncEntitiesToRewindState(const AZ::Aabb& rewindVolume) override;
void ClearRewoundEntities() override;
//! @}
private:
@@ -1,118 +0,0 @@
/*
* 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 <Include/INetworkTime.h>
#include <AzNetworking/Serialization/ISerializer.h>
#include <AzNetworking/ConnectionLayer/IConnection.h>
#include <AzNetworking/Utilities/NetworkCommon.h>
#include <AzCore/std/containers/array.h>
#include <AzCore/std/string/string.h>
#include <AzCore/Console/ILogger.h>
namespace Multiplayer
{
//! @class RewindableObject
//! @brief A simple serializable data container that keeps a history of previous values, and can fetch those old values on request.
template <typename BASE_TYPE, AZStd::size_t REWIND_SIZE>
class RewindableObject
{
public:
RewindableObject() = default;
//! Constructor.
//! @param connectionId the connectionId of the connection that owns the object.
RewindableObject(const BASE_TYPE& value);
//! Copy construct from underlying base type.
//! @param value base type value to construct from
//! @param owningConnectionId the entity id of the owning object
explicit RewindableObject(const BASE_TYPE& value, AzNetworking::ConnectionId owningConnectionId);
//! Copy construct from another rewindable history buffer.
//! @param rhs rewindable history buffer to construct from
RewindableObject(const RewindableObject& rhs);
//! Assignment from underlying base type.
//! @param rhs base type value to assign from
RewindableObject& operator = (const BASE_TYPE& rhs);
//! Assignment from rewindable history buffer.
//! @param rhs rewindable history buffer to assign from
RewindableObject& operator = (const RewindableObject& rhs);
//! Sets the owning connectionId for the given rewindable object instance.
//! @param owningConnectionId the new connectionId to use as the owning connectionId.
void SetOwningConnectionId(AzNetworking::ConnectionId owningConnectionId);
//! Const base type operator.
//! @return value in const base type form
operator const BASE_TYPE&() const;
//! Const base type retriever.
//! @return value in const base type form
const BASE_TYPE& Get() const;
//! Base type retriever.
//! @return value in base type form
BASE_TYPE& Modify();
//! Equality operator.
//! @param rhs base type value to compare against
//! @return boolean true if this == rhs
bool operator == (const BASE_TYPE& rhs) const;
//! Inequality operator.
//! @param rhs base type value to compare against
//! @return boolean true if this != rhs
bool operator != (const BASE_TYPE& rhs) const;
//! Base serialize method for all serializable structures or classes to implement
//! @param serializer ISerializer instance to use for serialization
//! @return boolean true for success, false for serialization failure
bool Serialize(AzNetworking::ISerializer& serializer);
private:
//! Returns what the appropriate current time is for this rewindable property.
//! @return the appropriate current time is for this rewindable property
HostFrameId GetCurrentTimeForProperty() const;
//! Updates the latest value for this object instance, if frameTime represents a current or future time.
//! Any attempts to set old values on the object will fail
//! @param value the new value to set in the object history
//! @param frameTime the time to set the value for
void SetValueForTime(const BASE_TYPE& value, HostFrameId frameTime);
//! Const value accessor, returns the correct value for the provided input time.
//! @param frameTime the frame time to return the associated value for
//! @return value given the current input time
const BASE_TYPE& GetValueForTime(HostFrameId frameTime) const;
//! Helper method to compute clamped array index values accounting for the offset head index.
AZStd::size_t GetOffsetIndex(AZStd::size_t absoluteIndex) const;
AZStd::array<BASE_TYPE, REWIND_SIZE> m_history;
AzNetworking::ConnectionId m_owningConnectionId = AzNetworking::InvalidConnectionId;
HostFrameId m_headTime = HostFrameId{0};
uint32_t m_headIndex = 0;
};
}
namespace AZ
{
AZ_TYPE_INFO_TEMPLATE(Multiplayer::RewindableObject, "{B2937B44-FEE1-4277-B1E0-863DE76D363F}", AZ_TYPE_INFO_TYPENAME, AZ_TYPE_INFO_AUTO);
}
#include <Source/NetworkTime/RewindableObject.inl>
@@ -1,178 +0,0 @@
/*
* 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
namespace Multiplayer
{
template <typename BASE_TYPE, AZStd::size_t REWIND_SIZE>
inline RewindableObject<BASE_TYPE, REWIND_SIZE>::RewindableObject(const BASE_TYPE& value)
{
m_history.fill(value);
}
template <typename BASE_TYPE, AZStd::size_t REWIND_SIZE>
inline RewindableObject<BASE_TYPE, REWIND_SIZE>::RewindableObject(const BASE_TYPE& value, AzNetworking::ConnectionId owningConnectionId)
: m_owningConnectionId(owningConnectionId)
, m_history(value)
{
m_history.fill(value);
}
template <typename BASE_TYPE, AZStd::size_t REWIND_SIZE>
inline RewindableObject<BASE_TYPE, REWIND_SIZE>::RewindableObject(const RewindableObject<BASE_TYPE, REWIND_SIZE>& rhs)
: m_owningConnectionId(rhs.m_owningConnectionId)
, m_headTime(GetCurrentTimeForProperty())
, m_headIndex(0)
{
m_history.fill(static_cast<BASE_TYPE>(rhs));
}
template <typename BASE_TYPE, AZStd::size_t REWIND_SIZE>
inline RewindableObject<BASE_TYPE, REWIND_SIZE> &RewindableObject<BASE_TYPE, REWIND_SIZE>::operator =(const BASE_TYPE& rhs)
{
SetValueForTime(rhs, GetCurrentTimeForProperty());
return *this;
}
template <typename BASE_TYPE, AZStd::size_t REWIND_SIZE>
inline RewindableObject<BASE_TYPE, REWIND_SIZE> &RewindableObject<BASE_TYPE, REWIND_SIZE>::operator =(const RewindableObject<BASE_TYPE, REWIND_SIZE>& rhs)
{
INetworkTime* networkTime = AZ::Interface<INetworkTime>::Get();
SetValueForTime(rhs.GetValueForTime(networkTime->GetHostFrameId()), GetCurrentTimeForProperty());
return *this;
}
template <typename BASE_TYPE, AZStd::size_t REWIND_SIZE>
inline void RewindableObject<BASE_TYPE, REWIND_SIZE>::SetOwningConnectionId(AzNetworking::ConnectionId owningConnectionId)
{
m_owningConnectionId = owningConnectionId;
}
template <typename BASE_TYPE, AZStd::size_t REWIND_SIZE>
inline RewindableObject<BASE_TYPE, REWIND_SIZE>::operator const BASE_TYPE& () const
{
return Get();
}
template <typename BASE_TYPE, AZStd::size_t REWIND_SIZE>
inline const BASE_TYPE& RewindableObject<BASE_TYPE, REWIND_SIZE>::Get() const
{
return GetValueForTime(GetCurrentTimeForProperty());
}
template <typename BASE_TYPE, AZStd::size_t REWIND_SIZE>
inline BASE_TYPE& RewindableObject<BASE_TYPE, REWIND_SIZE>::Modify()
{
const HostFrameId frameTime = GetCurrentTimeForProperty();
if (frameTime < m_headTime)
{
AZ_Assert(false, "Trying to mutate a rewindable in the past");
}
else if (m_headTime < frameTime)
{
SetValueForTime(GetValueForTime(frameTime), frameTime);
}
const BASE_TYPE& returnValue = GetValueForTime(frameTime);
return const_cast<BASE_TYPE&>(returnValue);
}
template <typename BASE_TYPE, AZStd::size_t REWIND_SIZE>
inline bool RewindableObject<BASE_TYPE, REWIND_SIZE>::operator == (const BASE_TYPE& rhs) const
{
const BASE_TYPE lhs = GetValueForTime(GetCurrentTimeForProperty());
return (lhs == rhs);
}
template <typename BASE_TYPE, AZStd::size_t REWIND_SIZE>
inline bool RewindableObject<BASE_TYPE, REWIND_SIZE>::operator != (const BASE_TYPE& rhs) const
{
const BASE_TYPE lhs = GetValueForTime(GetCurrentTimeForProperty());
return (lhs != rhs);
}
template <typename BASE_TYPE, AZStd::size_t REWIND_SIZE>
inline bool RewindableObject<BASE_TYPE, REWIND_SIZE>::Serialize(AzNetworking::ISerializer& serializer)
{
const HostFrameId frameTime = GetCurrentTimeForProperty();
BASE_TYPE value = GetValueForTime(frameTime);
if (serializer.Serialize(value, "Element") && (serializer.GetSerializerMode() == AzNetworking::SerializerMode::WriteToObject))
{
SetValueForTime(value, frameTime);
}
return serializer.IsValid();
}
template <typename BASE_TYPE, AZStd::size_t REWIND_SIZE>
inline HostFrameId RewindableObject<BASE_TYPE, REWIND_SIZE>::GetCurrentTimeForProperty() const
{
INetworkTime* networkTime = AZ::Interface<INetworkTime>::Get();
return networkTime->GetHostFrameIdForRewindingConnection(m_owningConnectionId);
}
template <typename BASE_TYPE, AZStd::size_t REWIND_SIZE>
inline void RewindableObject<BASE_TYPE, REWIND_SIZE>::SetValueForTime(const BASE_TYPE& value, HostFrameId frameTime)
{
if (frameTime < m_headTime)
{
// Don't try and set values older than our current head value
return;
}
// Keeping a reference to copy to head so that delta bitset differences are only applied from the prev version
const BASE_TYPE& prevHead = m_history[m_headIndex];
if (static_cast<size_t>(frameTime - m_headTime) >= m_history.size())
{
// This update represents a large enough time delta that we'll just flush the whole buffer with the new value
m_headTime = frameTime;
m_headIndex = 0;
for (uint32_t i = 0; i < m_history.size(); ++i)
{
m_history[i] = value;
}
return;
}
while (m_headTime < frameTime)
{
m_history[m_headIndex] = prevHead;
m_headIndex = (m_headIndex + 1) % m_history.size();
m_headTime++;
}
m_history[m_headIndex] = value;
AZ_Assert(m_headTime == frameTime, "Invalid head value");
}
template <typename BASE_TYPE, AZStd::size_t REWIND_SIZE>
inline const BASE_TYPE &RewindableObject<BASE_TYPE, REWIND_SIZE>::GetValueForTime(HostFrameId frameTime) const
{
if (frameTime > m_headTime)
{
return m_history[m_headIndex];
}
const AZStd::size_t frameDelta = static_cast<AZStd::size_t>(m_headTime) - static_cast<AZStd::size_t>(frameTime);
return m_history[GetOffsetIndex(frameDelta)];
}
template <typename BASE_TYPE, AZStd::size_t REWIND_SIZE>
inline AZStd::size_t RewindableObject<BASE_TYPE, REWIND_SIZE>::GetOffsetIndex(AZStd::size_t absoluteIndex) const
{
if (absoluteIndex >= m_history.size())
{
AZLOG(NET_Rewind, "Request for value which is too old");
absoluteIndex = m_history.size() - 1;
}
return ((m_headIndex + m_history.size()) - absoluteIndex) % m_history.size();
}
}
@@ -18,7 +18,7 @@
#include <AzToolsFramework/Prefab/Instance/Instance.h>
#include <AzToolsFramework/Prefab/PrefabDomUtils.h>
#include <Prefab/Spawnable/SpawnableUtils.h>
#include <Source/Components/NetBindComponent.h>
#include <Multiplayer/Components/NetBindComponent.h>
#include <Source/Pipeline/NetBindMarkerComponent.h>
#include <Source/Pipeline/NetworkSpawnableHolderComponent.h>
@@ -12,7 +12,7 @@
#pragma once
#include <Include/IReplicationWindow.h>
#include <Multiplayer/ReplicationWindows/IReplicationWindow.h>
namespace Multiplayer
{
@@ -11,7 +11,7 @@
*/
#include <Source/ReplicationWindows/ServerToClientReplicationWindow.h>
#include <Source/Components/NetBindComponent.h>
#include <Multiplayer/Components/NetBindComponent.h>
#include <AzFramework/Visibility/IVisibilitySystem.h>
#include <AzCore/Component/TransformBus.h>
#include <AzCore/Console/ILogger.h>
@@ -65,7 +65,7 @@ namespace Multiplayer
{
AZ::Entity* entity = m_controlledEntity.GetEntity();
AZ_Assert(entity, "Invalid controlled entity provided to replication window");
m_controlledEntityTransform = entity->GetTransform();
m_controlledEntityTransform = entity ? entity->GetTransform() : nullptr;
AZ_Assert(m_controlledEntityTransform, "Controlled player entity must have a transform");
//// this one is optional
@@ -12,9 +12,9 @@
#pragma once
#include <Include/INetworkEntityManager.h>
#include <Include/IReplicationWindow.h>
#include <Include/NetworkEntityHandle.h>
#include <Multiplayer/IMultiplayer.h>
#include <Multiplayer/NetworkEntity/NetworkEntityHandle.h>
#include <Multiplayer/ReplicationWindows/IReplicationWindow.h>
#include <AzNetworking/ConnectionLayer/IConnection.h>
#include <AzCore/Component/EntityBus.h>
#include <AzCore/EBus/ScheduledEvent.h>