Entity migrations now totally functional again, plus some fixes to network rigid bodies to make them work properly as they migrate around
Signed-off-by: kberg-amzn <karlberg@amazon.com>
This commit is contained in:
@@ -13,10 +13,12 @@
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#include <AzCore/Math/ShapeIntersection.h>
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#include <AzFramework/Visibility/IVisibilitySystem.h>
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#include <AzFramework/Visibility/EntityBoundsUnionBus.h>
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#include <AzFramework/Entity/EntityDebugDisplayBus.h>
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namespace Multiplayer
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{
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AZ_CVAR(float, sv_RewindVolumeExtrudeDistance, 50.0f, nullptr, AZ::ConsoleFunctorFlags::Null, "The amount to increase rewind volume checks to account for fast moving entities");
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AZ_CVAR(bool, bg_RewindDebugDraw, false, nullptr, AZ::ConsoleFunctorFlags::Null, "If true enables debug draw of rewind operations");
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NetworkTime::NetworkTime()
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{
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@@ -94,21 +96,46 @@ namespace Multiplayer
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// Since the vis system doesn't support rewound queries, first query with an expanded volume to catch any fast moving entities
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const AZ::Aabb expandedVolume = rewindVolume.GetExpanded(AZ::Vector3(sv_RewindVolumeExtrudeDistance));
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AzFramework::IEntityBoundsUnion* entityBoundsUnion = AZ::Interface<AzFramework::IEntityBoundsUnion>::Get();
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AZStd::vector<NetBindComponent*> gatheredEntities;
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AZ::Interface<AzFramework::IVisibilitySystem>::Get()->GetDefaultVisibilityScene()->Enumerate(expandedVolume,
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[entityBoundsUnion, rewindVolume, &gatheredEntities](const AzFramework::IVisibilityScene::NodeData& nodeData)
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AzFramework::DebugDisplayRequests* debugDisplay = nullptr;
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if (bg_RewindDebugDraw)
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{
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gatheredEntities.reserve(gatheredEntities.size() + nodeData.m_entries.size());
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AzFramework::DebugDisplayRequestBus::BusPtr debugDisplayBus;
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AzFramework::DebugDisplayRequestBus::Bind(debugDisplayBus, AzFramework::g_defaultSceneEntityDebugDisplayId);
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debugDisplay = AzFramework::DebugDisplayRequestBus::FindFirstHandler(debugDisplayBus);
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}
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if (debugDisplay)
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{
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debugDisplay->SetColor(AZ::Colors::Red);
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debugDisplay->DrawWireBox(expandedVolume.GetMin(), expandedVolume.GetMax());
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}
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NetworkEntityTracker* networkEntityTracker = GetNetworkEntityTracker();
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AzFramework::IEntityBoundsUnion* entityBoundsUnion = AZ::Interface<AzFramework::IEntityBoundsUnion>::Get();
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AZ::Interface<AzFramework::IVisibilitySystem>::Get()->GetDefaultVisibilityScene()->Enumerate(expandedVolume,
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[this, debugDisplay, networkEntityTracker, entityBoundsUnion, rewindVolume](const AzFramework::IVisibilityScene::NodeData& nodeData)
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{
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m_rewoundEntities.reserve(m_rewoundEntities.size() + nodeData.m_entries.size());
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for (AzFramework::VisibilityEntry* visEntry : nodeData.m_entries)
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{
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if (visEntry->m_typeFlags & AzFramework::VisibilityEntry::TypeFlags::TYPE_Entity)
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{
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AZ::Entity* entity = static_cast<AZ::Entity*>(visEntry->m_userData);
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NetworkEntityHandle entityHandle(entity, networkEntityTracker);
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if (entityHandle.GetNetBindComponent() == nullptr)
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{
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// Not a net-bound entity, terminate processing of this entity
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return;
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}
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const AZ::Aabb currentBounds = entityBoundsUnion->GetEntityWorldBoundsUnion(entity->GetId());
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const AZ::Vector3 currentCenter = currentBounds.GetCenter();
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NetworkTransformComponent* networkTransform = entity->template FindComponent<NetworkTransformComponent>();
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if (debugDisplay)
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{
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debugDisplay->SetColor(AZ::Colors::White);
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debugDisplay->DrawWireBox(currentBounds.GetMin(), currentBounds.GetMax());
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}
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if (networkTransform != nullptr)
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{
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@@ -123,24 +150,20 @@ namespace Multiplayer
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}
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const AZ::Vector3 rewindOffset = rewindCenter - currentCenter; // Compute offset between rewound and current positions
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const AZ::Aabb rewoundAabb = currentBounds.GetTranslated(rewindOffset); // Apply offset to the entity aabb
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if (debugDisplay)
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{
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debugDisplay->SetColor(AZ::Colors::Grey);
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debugDisplay->DrawWireBox(rewoundAabb.GetMin(), rewoundAabb.GetMax());
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}
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if (AZ::ShapeIntersection::Overlaps(rewoundAabb, rewindVolume)) // Validate the rewound aabb intersects our rewind volume
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{
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// Due to component constraints, netBindComponent must exist if networkTransform exists
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NetBindComponent* netBindComponent = entity->template FindComponent<NetBindComponent>();
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gatheredEntities.push_back(netBindComponent);
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m_rewoundEntities.push_back(entityHandle);
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}
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}
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}
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}
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});
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NetworkEntityTracker* networkEntityTracker = GetNetworkEntityTracker();
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for (NetBindComponent* netBindComponent : gatheredEntities)
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{
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netBindComponent->NotifySyncRewindState();
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m_rewoundEntities.push_back(NetworkEntityHandle(netBindComponent, networkEntityTracker));
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}
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}
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void NetworkTime::ClearRewoundEntities()
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