Enabled multi-entities player prefabs. Added updating replication set for hierarchy children. PR feedback addressing
Signed-off-by: pereslav <pereslav@amazon.com>
This commit is contained in:
+3
-3
@@ -29,6 +29,8 @@ namespace Multiplayer
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, public NetworkHierarchyRequestBus::Handler
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{
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friend class NetworkHierarchyChildComponent;
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friend class NetworkHierarchyRootComponentController;
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friend class ServerToClientReplicationWindow;
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public:
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AZ_MULTIPLAYER_COMPONENT(Multiplayer::NetworkHierarchyRootComponent, s_networkHierarchyRootComponentConcreteUuid, Multiplayer::NetworkHierarchyRootComponentBase);
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@@ -57,8 +59,6 @@ namespace Multiplayer
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void BindNetworkHierarchyLeaveEventHandler(NetworkHierarchyLeaveEvent::Handler& handler) override;
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//! @}
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const AZStd::vector<AZ::Entity*>& GetHierarchicalEntitiesRef() const;
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protected:
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void SetTopLevelHierarchyRootEntity(AZ::Entity* hierarchyRoot);
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@@ -103,7 +103,7 @@ namespace Multiplayer
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};
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//! NetworkCharacterComponentController
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//! NetworkHierarchyRootComponentController
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//! This is the network controller for NetworkHierarchyRootComponent.
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//! Class provides the ability to process input for hierarchies.
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class NetworkHierarchyRootComponentController
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@@ -29,7 +29,6 @@ namespace Multiplayer
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friend class NetworkInputMigrationVector;
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friend class NetworkInputHistory;
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friend class NetworkInputChild;
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friend class NetworkSubInput;
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NetworkInput(const NetworkInput&);
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NetworkInput& operator= (const NetworkInput&);
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@@ -81,28 +80,4 @@ namespace Multiplayer
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ConstNetworkEntityHandle m_owner;
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bool m_wasAttached = false;
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};
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// Used by the NetworkHierarchyRootComponent. This component allows the gameplay programmer to specify dependent entities
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// Since it is possible to for the Client/Server to disagree about the state of related entities, this input encodes the entity that
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// is associated with it.
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class NetworkSubInput final
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{
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public:
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NetworkSubInput() = default;
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NetworkSubInput(const NetworkSubInput&) = default;
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NetworkSubInput(const ConstNetworkEntityHandle& entityHandle);
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NetworkSubInput& operator=(const NetworkSubInput&) = default;
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void Attach(const ConstNetworkEntityHandle& entityHandle);
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const ConstNetworkEntityHandle& GetOwner() const;
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NetworkInput& GetNetworkInput();
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const NetworkInput& GetNetworkInput() const;
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bool Serialize(AzNetworking::ISerializer& serializer);
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private:
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ConstNetworkEntityHandle m_owner;
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NetworkInput m_networkInput;
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};
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}
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