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
@@ -1,42 +0,0 @@
/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
#pragma once
#include <Include/MultiplayerTypes.h>
#include <Source/NetworkEntity/NetworkEntityHandle.h>
#include <AzCore/std/containers/unordered_map.h>
namespace Multiplayer
{
struct EntityReplicationData
{
EntityReplicationData() = default;
NetEntityRole m_netEntityRole = NetEntityRole::InvalidRole;
float m_priority = 0.0f;
};
using ReplicationSet = AZStd::unordered_map<ConstNetworkEntityHandle, EntityReplicationData>;
class IReplicationWindow
{
public:
virtual ~IReplicationWindow() = default;
virtual bool ReplicationSetUpdateReady() = 0;
virtual const ReplicationSet& GetReplicationSet() const = 0;
//! Max number of entities we can send updates for in one frame
virtual uint32_t GetMaxEntityReplicatorSendCount() const = 0;
virtual bool IsInWindow(const ConstNetworkEntityHandle& entityPtr, NetEntityRole& outNetworkRole) const = 0;
virtual void UpdateWindow() = 0;
virtual void DebugDraw() const = 0;
};
}
@@ -12,7 +12,7 @@
#pragma once
#include <Source/ReplicationWindows/IReplicationWindow.h>
#include <Include/IReplicationWindow.h>
namespace Multiplayer
{
@@ -12,9 +12,9 @@
#pragma once
#include <Source/ReplicationWindows/IReplicationWindow.h>
#include <Source/NetworkEntity/NetworkEntityHandle.h>
#include <Source/NetworkEntity/INetworkEntityManager.h>
#include <Include/INetworkEntityManager.h>
#include <Include/IReplicationWindow.h>
#include <Include/NetworkEntityHandle.h>
#include <AzNetworking/ConnectionLayer/IConnection.h>
#include <AzCore/Component/EntityBus.h>
#include <AzCore/EBus/ScheduledEvent.h>