Ported the local prediction player controller component

This commit is contained in:
karlberg
2021-05-05 20:07:16 -07:00
parent bbe3fcfdd9
commit a1fe8fe419
55 changed files with 1164 additions and 275 deletions
@@ -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)
};
}