Ported the local prediction player controller component
This commit is contained in:
@@ -13,9 +13,12 @@
|
||||
#pragma once
|
||||
|
||||
#include <Source/AutoGen/LocalPredictionPlayerInputComponent.AutoComponent.h>
|
||||
#include <Source/Components/NetBindComponent.h>
|
||||
|
||||
namespace Multiplayer
|
||||
{
|
||||
using CorrectionEvent = AZ::Event<>;
|
||||
|
||||
class LocalPredictionPlayerInputComponent
|
||||
: public LocalPredictionPlayerInputComponentBase
|
||||
{
|
||||
@@ -24,24 +27,87 @@ namespace Multiplayer
|
||||
|
||||
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 {}
|
||||
|
||||
|
||||
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) : LocalPredictionPlayerInputComponentControllerBase(parent) {}
|
||||
LocalPredictionPlayerInputComponentController(LocalPredictionPlayerInputComponent& parent);
|
||||
|
||||
void OnActivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating) override {}
|
||||
void OnDeactivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating) override {}
|
||||
void OnActivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating) override;
|
||||
void OnDeactivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating) override;
|
||||
|
||||
void HandleSendClientInput(const Multiplayer::NetworkInputVector& inputArray, const uint32_t& stateHash, const AzNetworking::PacketEncodingBuffer& clientState) override;
|
||||
void HandleSendMigrateClientInput(const Multiplayer::MigrateNetworkInputVector& inputArray) override;
|
||||
void HandleSendClientInputCorrection(const Multiplayer::ClientInputId& inputId, const AzNetworking::PacketEncodingBuffer& correction) override;
|
||||
void HandleSendClientInput
|
||||
(
|
||||
AzNetworking::IConnection* invokingConnection,
|
||||
const Multiplayer::NetworkInputVector& inputArray,
|
||||
const AZ::HashValue64& stateHash,
|
||||
const AzNetworking::PacketEncodingBuffer& clientState
|
||||
) override;
|
||||
|
||||
void HandleSendMigrateClientInput
|
||||
(
|
||||
AzNetworking::IConnection* invokingConnection,
|
||||
const Multiplayer::MigrateNetworkInputVector& 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
|
||||
NetworkInputVector 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)
|
||||
};
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user