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:
@@ -188,53 +188,4 @@ namespace Multiplayer
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}
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m_wasAttached = rhs.m_wasAttached;
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}
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NetworkSubInput::NetworkSubInput(const ConstNetworkEntityHandle& entityHandle)
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: m_owner(entityHandle)
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{
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Attach(m_owner);
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}
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void NetworkSubInput::Attach(const ConstNetworkEntityHandle& entityHandle)
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{
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m_owner = entityHandle;
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if (auto* localEnt = entityHandle.GetEntity())
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{
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NetBindComponent* netBindComponent = localEnt->FindComponent<NetBindComponent>();
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if (netBindComponent)
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{
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m_networkInput.AttachNetBindComponent(netBindComponent);
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}
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}
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}
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const ConstNetworkEntityHandle& NetworkSubInput::GetOwner() const
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{
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return m_owner;
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}
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NetworkInput& NetworkSubInput::GetNetworkInput()
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{
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return m_networkInput;
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}
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const NetworkInput& NetworkSubInput::GetNetworkInput() const
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{
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return m_networkInput;
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}
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bool NetworkSubInput::Serialize(AzNetworking::ISerializer& serializer)
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{
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NetEntityId tmpId = m_owner.GetNetEntityId();
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serializer.Serialize(tmpId, "OwnerId");
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if (serializer.GetSerializerMode() == AzNetworking::SerializerMode::WriteToObject)
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{
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m_owner = AZ::Interface<INetworkEntityManager>::Get()->GetEntity(tmpId);
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}
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serializer.Serialize(m_networkInput, "NetInput");
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return serializer.IsValid();
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}
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}
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@@ -12,10 +12,7 @@
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namespace Multiplayer
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{
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//! Max number of entities that can be children of our netbound player entity.
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static constexpr uint32_t MaxEntityHierarchyChildren = 16;
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//! Used by the EntityHierarchyComponent. This component allows the gameplay programmer to specify inputs for dependent entities.
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//! Used by the NetworkHierarchyRootComponent. This component allows the gameplay programmer to specify inputs for dependent entities.
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//! Since it is possible to for the Client/Server to disagree about the state of related entities,
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//! this network input encodes the entity that is associated with it.
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class NetworkInputChild
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