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:
nvsickle
2021-07-29 16:58:11 -07:00
parent b19b0a0e0d
commit 9041c8c917
4 changed files with 18 additions and 8 deletions
@@ -643,6 +643,7 @@ namespace Multiplayer
{
controlledEntity.GetNetBindComponent()->SetOwningConnectionId(connection->GetConnectionId());
}
controlledEntity.Activate();
if (connection->GetUserData() == nullptr) // Only add user data if the connect event handler has not already done so
{
@@ -763,6 +764,7 @@ namespace Multiplayer
{
controlledEntityNetBindComponent->SetAllowAutonomy(true);
}
controlledEntity.Activate();
}
AZLOG_INFO("Multiplayer operating in %s mode", GetEnumString(m_agentType));
@@ -964,7 +966,7 @@ namespace Multiplayer
NetworkEntityHandle MultiplayerSystemComponent::SpawnDefaultPlayerPrefab()
{
PrefabEntityId playerPrefabEntityId(AZ::Name(static_cast<AZ::CVarFixedString>(sv_defaultPlayerSpawnAsset).c_str()));
INetworkEntityManager::EntityList entityList = m_networkEntityManager.CreateEntitiesImmediate(playerPrefabEntityId, NetEntityRole::Authority, AZ::Transform::CreateIdentity());
INetworkEntityManager::EntityList entityList = m_networkEntityManager.CreateEntitiesImmediate(playerPrefabEntityId, NetEntityRole::Authority, AZ::Transform::CreateIdentity(), Multiplayer::AutoActivate::DoNotActivate);
NetworkEntityHandle controlledEntity;
if (entityList.size() > 0)