Ensure network autonomy gets set before entity activation on non-dedicated servers
-Exposes an AutoActivate flag to INetworkEntityManager and ensured it got respected for all paths -Tweak SpawnDefaultPlayerPrefab to not immediately activate its spawned entity to allow SetAllowAutonomy to be picked up from the net bind component during component activation Signed-off-by: nvsickle <nvsickle@amazon.com>
This commit is contained in:
@@ -59,7 +59,8 @@ namespace Multiplayer
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(
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const PrefabEntityId& prefabEntryId,
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NetEntityRole netEntityRole,
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const AZ::Transform& transform
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const AZ::Transform& transform,
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AutoActivate autoActivate = AutoActivate::Activate
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) = 0;
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//! Creates new entities of the given archetype
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@@ -643,6 +643,7 @@ namespace Multiplayer
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{
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controlledEntity.GetNetBindComponent()->SetOwningConnectionId(connection->GetConnectionId());
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}
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controlledEntity.Activate();
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if (connection->GetUserData() == nullptr) // Only add user data if the connect event handler has not already done so
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{
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@@ -763,6 +764,7 @@ namespace Multiplayer
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{
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controlledEntityNetBindComponent->SetAllowAutonomy(true);
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}
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controlledEntity.Activate();
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}
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AZLOG_INFO("Multiplayer operating in %s mode", GetEnumString(m_agentType));
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@@ -964,7 +966,7 @@ namespace Multiplayer
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NetworkEntityHandle MultiplayerSystemComponent::SpawnDefaultPlayerPrefab()
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{
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PrefabEntityId playerPrefabEntityId(AZ::Name(static_cast<AZ::CVarFixedString>(sv_defaultPlayerSpawnAsset).c_str()));
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INetworkEntityManager::EntityList entityList = m_networkEntityManager.CreateEntitiesImmediate(playerPrefabEntityId, NetEntityRole::Authority, AZ::Transform::CreateIdentity());
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INetworkEntityManager::EntityList entityList = m_networkEntityManager.CreateEntitiesImmediate(playerPrefabEntityId, NetEntityRole::Authority, AZ::Transform::CreateIdentity(), Multiplayer::AutoActivate::DoNotActivate);
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NetworkEntityHandle controlledEntity;
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if (entityList.size() > 0)
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@@ -304,7 +304,7 @@ namespace Multiplayer
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}
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INetworkEntityManager::EntityList NetworkEntityManager::CreateEntitiesImmediate(
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const AzFramework::Spawnable& spawnable, NetEntityRole netEntityRole)
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const AzFramework::Spawnable& spawnable, NetEntityRole netEntityRole, AutoActivate autoActivate)
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{
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INetworkEntityManager::EntityList returnList;
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@@ -354,6 +354,11 @@ namespace Multiplayer
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const NetEntityId netEntityId = NextId();
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netBindComponent->PreInit(clone, prefabEntityId, netEntityId, netEntityRole);
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if (autoActivate == AutoActivate::DoNotActivate)
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{
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clone->SetRuntimeActiveByDefault(false);
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}
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AzFramework::GameEntityContextRequestBus::Broadcast(
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&AzFramework::GameEntityContextRequestBus::Events::AddGameEntity, clone);
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@@ -373,10 +378,11 @@ namespace Multiplayer
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(
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const PrefabEntityId& prefabEntryId,
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NetEntityRole netEntityRole,
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const AZ::Transform& transform
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const AZ::Transform& transform,
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AutoActivate autoActivate
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)
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{
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return CreateEntitiesImmediate(prefabEntryId, NextId(), netEntityRole, AutoActivate::Activate, transform);
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return CreateEntitiesImmediate(prefabEntryId, NextId(), netEntityRole, autoActivate, transform);
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}
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INetworkEntityManager::EntityList NetworkEntityManager::CreateEntitiesImmediate
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@@ -409,7 +415,7 @@ namespace Multiplayer
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if (entityIndex == PrefabEntityId::AllIndices)
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{
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return CreateEntitiesImmediate(*netSpawnable, netEntityRole);
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return CreateEntitiesImmediate(*netSpawnable, netEntityRole, autoActivate);
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}
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const AzFramework::Spawnable::EntityList& entities = netSpawnable->GetEntities();
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@@ -42,12 +42,13 @@ namespace Multiplayer
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HostId GetHostId() const override;
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ConstNetworkEntityHandle GetEntity(NetEntityId netEntityId) const override;
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EntityList CreateEntitiesImmediate(const AzFramework::Spawnable& spawnable, NetEntityRole netEntityRole);
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EntityList CreateEntitiesImmediate(const AzFramework::Spawnable& spawnable, NetEntityRole netEntityRole, AutoActivate autoActivate);
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EntityList CreateEntitiesImmediate
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(
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const PrefabEntityId& prefabEntryId,
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NetEntityRole netEntityRole,
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const AZ::Transform& transform
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const AZ::Transform& transform,
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AutoActivate autoActivate = AutoActivate::Activate
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) override;
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EntityList CreateEntitiesImmediate
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(
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