Merged MultiplayerPipeline from CodeCommit
This commit is contained in:
@@ -18,6 +18,8 @@
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#include <AzCore/std/typetraits/is_enum.h>
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#include <AzCore/RTTI/TypeInfo.h>
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#include <AzCore/RTTI/TypeSafeIntegral.h>
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#include "AzCore/Name/Name.h"
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#include "AzCore/Name/NameDictionary.h"
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namespace AzNetworking
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{
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@@ -173,6 +175,22 @@ namespace AzNetworking
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return true;
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}
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};
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template<>
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struct SerializeObjectHelper<AZ::Name>
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{
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static bool SerializeObject(ISerializer& serializer, AZ::Name& value)
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{
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AZ::Name::Hash nameHash = value.GetHash();
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bool result = serializer.Serialize(nameHash, "NameHash");
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if (result && serializer.GetSerializerMode() == SerializerMode::WriteToObject)
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{
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value = AZ::NameDictionary::Instance().FindName(nameHash);
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}
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return result;
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}
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};
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}
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#include <AzNetworking/Serialization/AzContainerSerializers.h>
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@@ -56,6 +56,27 @@ ly_add_target(
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Gem::CertificateManager
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)
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if (PAL_TRAIT_BUILD_HOST_TOOLS)
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ly_add_target(
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NAME Multiplayer.Tools MODULE
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NAMESPACE Gem
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OUTPUT_NAME Gem.Multiplayer.Tools
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FILES_CMAKE
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multiplayer_tools_files.cmake
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INCLUDE_DIRECTORIES
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PRIVATE
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Source
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.
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PUBLIC
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Include
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BUILD_DEPENDENCIES
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PRIVATE
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AZ::AzToolsFramework
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Gem::Multiplayer.Static
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)
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endif()
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################################################################################
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# Tests
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################################################################################
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@@ -16,6 +16,8 @@
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#include <Source/Components/NetBindComponent.h>
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#include <Source/AutoGen/AutoComponentTypes.h>
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#include <AzNetworking/Framework/NetworkingSystemComponent.h>
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#include <Source/Pipeline/NetBindMarkerComponent.h>
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#include <Source/Pipeline/NetworkSpawnableHolderComponent.h>
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namespace Multiplayer
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{
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@@ -26,6 +28,8 @@ namespace Multiplayer
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AzNetworking::NetworkingSystemComponent::CreateDescriptor(),
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MultiplayerSystemComponent::CreateDescriptor(),
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NetBindComponent::CreateDescriptor(),
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NetBindMarkerComponent::CreateDescriptor(),
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NetworkSpawnableHolderComponent::CreateDescriptor(),
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});
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CreateComponentDescriptors(m_descriptors);
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@@ -0,0 +1,65 @@
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/*
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* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
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* its licensors.
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*
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* For complete copyright and license terms please see the LICENSE at the root of this
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* distribution (the "License"). All use of this software is governed by the License,
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* or, if provided, by the license below or the license accompanying this file. Do not
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* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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*
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*/
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#include <Source/Multiplayer_precompiled.h>
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#include <Source/MultiplayerToolsModule.h>
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#include "Pipeline/NetworkPrefabProcessor.h"
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#include "AzCore/Serialization/Json/RegistrationContext.h"
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#include "Prefab/Instance/InstanceSerializer.h"
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namespace Multiplayer
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{
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//! Multiplayer system component wraps the bridging logic between the game and transport layer.
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class MultiplayerToolsSystemComponent final
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: public AZ::Component
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{
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public:
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AZ_COMPONENT(MultiplayerToolsSystemComponent, "{65AF5342-0ECE-423B-B646-AF55A122F72B}");
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static void Reflect(AZ::ReflectContext* context)
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{
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NetworkPrefabProcessor::Reflect(context);
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}
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MultiplayerToolsSystemComponent() = default;
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~MultiplayerToolsSystemComponent() override = default;
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/// AZ::Component overrides.
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void Activate() override
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{
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}
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void Deactivate() override
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{
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}
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};
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MultiplayerToolsModule::MultiplayerToolsModule()
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: AZ::Module()
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{
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m_descriptors.insert(m_descriptors.end(), {
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MultiplayerToolsSystemComponent::CreateDescriptor(),
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});
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}
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AZ::ComponentTypeList MultiplayerToolsModule::GetRequiredSystemComponents() const
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{
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return AZ::ComponentTypeList
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{
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azrtti_typeid<MultiplayerToolsSystemComponent>(),
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};
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}
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} // namespace Multiplayer
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AZ_DECLARE_MODULE_CLASS(Gem_Multiplayer2_Tools, Multiplayer::MultiplayerToolsModule);
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@@ -0,0 +1,33 @@
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/*
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* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
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* its licensors.
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*
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* For complete copyright and license terms please see the LICENSE at the root of this
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* distribution (the "License"). All use of this software is governed by the License,
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* or, if provided, by the license below or the license accompanying this file. Do not
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* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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*
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*/
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#pragma once
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#include <AzCore/Module/Module.h>
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namespace Multiplayer
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{
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class MultiplayerToolsModule
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: public AZ::Module
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{
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public:
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AZ_RTTI(MultiplayerToolsModule, "{3F726172-21FC-48FA-8CFA-7D87EBA07E55}", AZ::Module);
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AZ_CLASS_ALLOCATOR(MultiplayerToolsModule, AZ::SystemAllocator, 0);
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MultiplayerToolsModule();
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~MultiplayerToolsModule() override = default;
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AZ::ComponentTypeList GetRequiredSystemComponents() const override;
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};
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} // namespace Multiplayer
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@@ -17,6 +17,7 @@
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#include <AzCore/std/string/fixed_string.h>
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#include <AzNetworking/Serialization/ISerializer.h>
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#include <AzNetworking/ConnectionLayer/ConnectionEnums.h>
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#include <AzCore/Name/Name.h>
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namespace Multiplayer
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{
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@@ -69,14 +70,54 @@ namespace Multiplayer
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True
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};
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template<typename TYPE>
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bool Serialize(TYPE& value, const char* name);
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inline NetEntityId MakeEntityId(uint8_t a_ServerId, int32_t a_NextId)
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{
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constexpr int32_t MAX_ENTITYID = 0x00FFFFFF;
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AZ_Assert((a_NextId < MAX_ENTITYID) && (a_NextId > 0), "Requested Id out of range");
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NetEntityId ret = NetEntityId(((static_cast<int32_t>(a_ServerId) << 24) & 0xFF000000) | (a_NextId & MAX_ENTITYID));
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return ret;
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}
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// This is just a placeholder
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// The level/prefab cooking will devise the actual solution for identifying a dynamically spawnable entity within a prefab
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struct PrefabEntityId
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{
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AZ_TYPE_INFO(PrefabEntityId, "{EFD37465-CCAC-4E87-A825-41B4010A2C75}");
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bool operator==(const PrefabEntityId&) const { return true; }
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bool operator!=(const PrefabEntityId& rhs) const { return !(*this == rhs); }
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bool Serialize(AzNetworking::ISerializer&) { return true; }
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static constexpr uint32_t AllIndices = AZStd::numeric_limits<uint32_t>::max();
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AZ::Name m_prefabName;
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uint32_t m_entityOffset = AllIndices;
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PrefabEntityId() = default;
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explicit PrefabEntityId(AZ::Name name, uint32_t entityOffset = AllIndices)
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: m_prefabName(name)
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, m_entityOffset(entityOffset)
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{
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}
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bool operator==(const PrefabEntityId& rhs) const
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{
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return m_prefabName == rhs.m_prefabName && m_entityOffset == rhs.m_entityOffset;
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}
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bool operator!=(const PrefabEntityId& rhs) const
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{
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return !(*this == rhs);
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}
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bool Serialize(AzNetworking::ISerializer& serializer)
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{
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serializer.Serialize(m_prefabName, "prefabName");
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serializer.Serialize(m_entityOffset, "entityOffset");
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return serializer.IsValid();
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}
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};
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}
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+1
-1
@@ -544,7 +544,7 @@ namespace Multiplayer
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if (createEntity)
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{
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//replicatorEntity = GetNetworkEntityManager()->CreateSingleEntityImmediateInternal(prefabEntityId, EntitySpawnType::Replicate, AutoActivate::DoNotActivate, netEntityId, localNetworkRole, AZ::Transform::Identity());
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AZ_Assert(replicatorEntity != nullptr, "Failed to create entity from prefab");// %s", prefabEntityId.GetString());
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AZ_Assert(replicatorEntity != nullptr, "Failed to create entity from prefab %s", prefabEntityId.m_prefabName.GetCStr());
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if (replicatorEntity == nullptr)
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{
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return false;
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@@ -16,6 +16,7 @@
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#include <Source/NetworkEntity/NetworkEntityHandle.h>
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#include <AzCore/Component/Entity.h>
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#include <AzCore/EBus/Event.h>
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#include <AzCore/Asset/AssetCommon.h>
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namespace Multiplayer
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{
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@@ -35,6 +36,7 @@ namespace Multiplayer
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AZ_RTTI(INetworkEntityManager, "{109759DE-9492-439C-A0B1-AE46E6FD029C}");
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using OwnedEntitySet = AZStd::unordered_set<ConstNetworkEntityHandle>;
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using EntityList = AZStd::vector<NetworkEntityHandle>;
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virtual ~INetworkEntityManager() = default;
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@@ -50,7 +52,9 @@ namespace Multiplayer
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//! @return the HostId for this INetworkEntityManager instance
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virtual HostId GetHostId() const = 0;
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// TODO: Spawn methods for entities within slices/prefabs/levels
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//! Creates new entities of the given archetype
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//! @param prefabEntryId the name of the spawnable to spawn
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virtual void CreateEntitiesImmediate(const PrefabEntityId& prefabEntryId) = 0;
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//! Returns an ConstEntityPtr for the provided entityId.
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//! @param netEntityId the netEntityId to get an ConstEntityPtr for
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@@ -32,12 +32,15 @@ namespace Multiplayer
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, m_updateEntityDomainEvent([this] { UpdateEntityDomain(); }, AZ::Name("NetworkEntityManager update entity domain event"))
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, m_entityAddedEventHandler([this](AZ::Entity* entity) { OnEntityAdded(entity); })
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, m_entityRemovedEventHandler([this](AZ::Entity* entity) { OnEntityRemoved(entity); })
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, m_rootSpawnableMonitor(*this)
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{
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AZ::Interface<INetworkEntityManager>::Register(this);
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AzFramework::RootSpawnableNotificationBus::Handler::BusConnect();
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}
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NetworkEntityManager::~NetworkEntityManager()
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{
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AzFramework::RootSpawnableNotificationBus::Handler::BusDisconnect();
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AZ::Interface<INetworkEntityManager>::Unregister(this);
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}
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@@ -147,7 +150,6 @@ namespace Multiplayer
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//{
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// rootSlice->RemoveEntity(entity);
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//}
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m_nonNetworkedEntities.clear();
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m_networkEntityTracker.clear();
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}
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@@ -282,7 +284,7 @@ namespace Multiplayer
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NetBindComponent* netBindComponent = entity->FindComponent<NetBindComponent>();
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if (netBindComponent != nullptr)
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{
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const NetEntityId netEntityId = m_nextEntityId++;
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const NetEntityId netEntityId = NextId();
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netBindComponent->PreInit(entity, PrefabEntityId(), netEntityId, NetEntityRole::Authority);
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}
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}
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@@ -334,4 +336,108 @@ namespace Multiplayer
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m_networkEntityTracker.erase(entityId);
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}
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}
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INetworkEntityManager::EntityList NetworkEntityManager::CreateEntitiesImmediate(const AzFramework::Spawnable& spawnable)
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{
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INetworkEntityManager::EntityList returnList;
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|
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AZ::SerializeContext* serializeContext = nullptr;
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AZ::ComponentApplicationBus::BroadcastResult(serializeContext, &AZ::ComponentApplicationBus::Events::GetSerializeContext);
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const AzFramework::Spawnable::EntityList& entities = spawnable.GetEntities();
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size_t entitiesSize = entities.size();
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for (size_t i = 0; i < entitiesSize; ++i)
|
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{
|
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AZ::Entity* clone = serializeContext->CloneObject(entities[i].get());
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AZ_Assert(clone != nullptr, "Failed to clone spawnable entity.");
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clone->SetId(AZ::Entity::MakeId());
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|
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NetBindComponent* netBindComponent = clone->FindComponent<NetBindComponent>();
|
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if (netBindComponent != nullptr)
|
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{
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PrefabEntityId prefabEntityId;
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prefabEntityId.m_prefabName = m_networkPrefabLibrary.GetPrefabNameFromAssetId(spawnable.GetId());
|
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prefabEntityId.m_entityOffset = aznumeric_cast<uint32_t>(i);
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|
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const NetEntityId netEntityId = NextId();
|
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netBindComponent->PreInit(clone, prefabEntityId, netEntityId, NetEntityRole::Authority);
|
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AzFramework::GameEntityContextRequestBus::Broadcast(
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&AzFramework::GameEntityContextRequestBus::Events::AddGameEntity, clone);
|
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|
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returnList.push_back(netBindComponent->GetEntityHandle());
|
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|
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}
|
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else
|
||||
{
|
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delete clone;
|
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}
|
||||
}
|
||||
|
||||
return returnList;
|
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}
|
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|
||||
void NetworkEntityManager::CreateEntitiesImmediate([[maybe_unused]] const PrefabEntityId& a_SliceEntryId)
|
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{
|
||||
}
|
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|
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Multiplayer::NetEntityId NetworkEntityManager::NextId()
|
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{
|
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const NetEntityId netEntityId = m_nextEntityId++;
|
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return netEntityId;
|
||||
}
|
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|
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void NetworkEntityManager::OnRootSpawnableAssigned(
|
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[[maybe_unused]] AZ::Data::Asset<AzFramework::Spawnable> rootSpawnable, [[maybe_unused]] uint32_t generation)
|
||||
{
|
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AZStd::string hint = rootSpawnable.GetHint();
|
||||
|
||||
size_t extensionPos = hint.find(".spawnable");
|
||||
if (extensionPos == AZStd::string::npos)
|
||||
{
|
||||
AZ_Error("NetworkEntityManager", false, "OnRootSpawnableAssigned: Root spawnable hint doesn't have .spawnable extension");
|
||||
return;
|
||||
}
|
||||
|
||||
AZStd::string newhint = hint.replace(extensionPos, 0, ".network");
|
||||
auto rootSpawnableAssetId = m_networkPrefabLibrary.GetAssetIdByName(AZ::Name(newhint));
|
||||
if (!rootSpawnableAssetId.IsValid())
|
||||
{
|
||||
AZ_Error("NetworkEntityManager", false, "OnRootSpawnableAssigned: Network spawnable asset ID is invalid");
|
||||
return;
|
||||
}
|
||||
|
||||
m_rootSpawnableAsset = AZ::Data::Asset<AzFramework::Spawnable>(
|
||||
rootSpawnableAssetId, azrtti_typeid<AzFramework::Spawnable>(), newhint);
|
||||
if (m_rootSpawnableAsset.QueueLoad())
|
||||
{
|
||||
m_rootSpawnableMonitor.Connect(rootSpawnableAssetId);
|
||||
}
|
||||
else
|
||||
{
|
||||
AZ_Error("NetworkEntityManager", false, "OnRootSpawnableAssigned: Unable to queue networked root spawnable '%s' for loading.",
|
||||
m_rootSpawnableAsset.GetHint().c_str());
|
||||
}
|
||||
}
|
||||
|
||||
void NetworkEntityManager::OnRootSpawnableReleased([[maybe_unused]] uint32_t generation)
|
||||
{
|
||||
m_rootSpawnableMonitor.Disconnect();
|
||||
}
|
||||
|
||||
|
||||
NetworkEntityManager::NetworkSpawnableMonitor::NetworkSpawnableMonitor(
|
||||
NetworkEntityManager& entityManager)
|
||||
: m_entityManager(entityManager)
|
||||
{
|
||||
}
|
||||
|
||||
void NetworkEntityManager::NetworkSpawnableMonitor::OnAssetReady(AZ::Data::Asset<AZ::Data::AssetData> asset)
|
||||
{
|
||||
AzFramework::Spawnable* spawnable = asset.GetAs<AzFramework::Spawnable>();
|
||||
AZ_Assert(spawnable, "NetworkSpawnableMonitor: Loaded asset data didn't contain a Spawanble.");
|
||||
|
||||
m_entityManager.CreateEntitiesImmediate(*spawnable);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -14,11 +14,15 @@
|
||||
|
||||
#include <AzCore/EBus/ScheduledEvent.h>
|
||||
#include <AzCore/Component/ComponentApplicationBus.h>
|
||||
#include <AzFramework/Spawnable/RootSpawnableInterface.h>
|
||||
#include <AzFramework/Spawnable/SpawnableMonitor.h>
|
||||
#include <Source/NetworkEntity/INetworkEntityManager.h>
|
||||
#include <Source/NetworkEntity/NetworkEntityAuthorityTracker.h>
|
||||
#include <Source/NetworkEntity/NetworkEntityTracker.h>
|
||||
#include <Source/NetworkEntity/NetworkEntityRpcMessage.h>
|
||||
#include <Source/EntityDomains/IEntityDomain.h>
|
||||
#include <Source/NetworkEntity/NetworkSpawnableLibrary.h>
|
||||
|
||||
|
||||
namespace Multiplayer
|
||||
{
|
||||
@@ -26,6 +30,7 @@ namespace Multiplayer
|
||||
//! This class creates and manages all networked entities.
|
||||
class NetworkEntityManager final
|
||||
: public INetworkEntityManager
|
||||
, public AzFramework::RootSpawnableNotificationBus::Handler
|
||||
{
|
||||
public:
|
||||
NetworkEntityManager();
|
||||
@@ -40,6 +45,11 @@ namespace Multiplayer
|
||||
NetworkEntityAuthorityTracker* GetNetworkEntityAuthorityTracker() override;
|
||||
HostId GetHostId() const override;
|
||||
ConstNetworkEntityHandle GetEntity(NetEntityId netEntityId) const override;
|
||||
|
||||
EntityList CreateEntitiesImmediate(const AzFramework::Spawnable& spawnable);
|
||||
|
||||
void CreateEntitiesImmediate(const PrefabEntityId& a_SliceEntryId) override;
|
||||
|
||||
uint32_t GetEntityCount() const override;
|
||||
NetworkEntityHandle AddEntityToEntityMap(NetEntityId netEntityId, AZ::Entity* entity) override;
|
||||
void MarkForRemoval(const ConstNetworkEntityHandle& entityHandle) override;
|
||||
@@ -61,19 +71,32 @@ namespace Multiplayer
|
||||
void DispatchLocalDeferredRpcMessages();
|
||||
void UpdateEntityDomain();
|
||||
void OnEntityExitDomain(NetEntityId entityId);
|
||||
//! RootSpawnableNotificationBus
|
||||
//! @{
|
||||
void OnRootSpawnableAssigned(AZ::Data::Asset<AzFramework::Spawnable> rootSpawnable, uint32_t generation) override;
|
||||
void OnRootSpawnableReleased(uint32_t generation) override;
|
||||
//! @}
|
||||
|
||||
private:
|
||||
class NetworkSpawnableMonitor final : public AzFramework::SpawnableMonitor
|
||||
{
|
||||
public:
|
||||
explicit NetworkSpawnableMonitor(NetworkEntityManager& entityManager);
|
||||
void OnAssetReady(AZ::Data::Asset<AZ::Data::AssetData> asset) override;
|
||||
|
||||
NetworkEntityManager& m_entityManager;
|
||||
};
|
||||
|
||||
void OnEntityAdded(AZ::Entity* entity);
|
||||
void OnEntityRemoved(AZ::Entity* entity);
|
||||
void RemoveEntities();
|
||||
|
||||
NetEntityId NextId();
|
||||
|
||||
NetworkEntityTracker m_networkEntityTracker;
|
||||
NetworkEntityAuthorityTracker m_networkEntityAuthorityTracker;
|
||||
AZ::ScheduledEvent m_removeEntitiesEvent;
|
||||
AZStd::vector<NetEntityId> m_removeList;
|
||||
AZStd::vector<AZ::Entity*> m_nonNetworkedEntities; // Contains entities that we've instantiated, but are not networked entities
|
||||
|
||||
AZStd::unique_ptr<IEntityDomain> m_entityDomain;
|
||||
AZ::ScheduledEvent m_updateEntityDomainEvent;
|
||||
|
||||
@@ -95,5 +118,9 @@ namespace Multiplayer
|
||||
// This is done to prevent local and network sent RPC's from having different dispatch behaviours
|
||||
typedef AZStd::deque<NetworkEntityRpcMessage> DeferredRpcMessages;
|
||||
DeferredRpcMessages m_localDeferredRpcMessages;
|
||||
|
||||
NetworkSpawnableLibrary m_networkPrefabLibrary;
|
||||
NetworkSpawnableMonitor m_rootSpawnableMonitor;
|
||||
AZ::Data::Asset<AzFramework::Spawnable> m_rootSpawnableAsset;
|
||||
};
|
||||
}
|
||||
|
||||
@@ -0,0 +1,81 @@
|
||||
/*
|
||||
* 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.
|
||||
*
|
||||
*/
|
||||
|
||||
#include <Source/NetworkEntity/NetworkSpawnableLibrary.h>
|
||||
#include <AzCore/Asset/AssetManagerBus.h>
|
||||
#include <AzFramework/Spawnable/Spawnable.h>
|
||||
#include <AzCore/StringFunc/StringFunc.h>
|
||||
|
||||
namespace Multiplayer
|
||||
{
|
||||
NetworkSpawnableLibrary::NetworkSpawnableLibrary()
|
||||
{
|
||||
AzFramework::AssetCatalogEventBus::Handler::BusConnect();
|
||||
}
|
||||
|
||||
NetworkSpawnableLibrary::~NetworkSpawnableLibrary()
|
||||
{
|
||||
AzFramework::AssetCatalogEventBus::Handler::BusDisconnect();
|
||||
}
|
||||
|
||||
void NetworkSpawnableLibrary::BuildPrefabsList()
|
||||
{
|
||||
auto enumerateCallback = [this](const AZ::Data::AssetId id, const AZ::Data::AssetInfo& info)
|
||||
{
|
||||
if (info.m_assetType == AZ::AzTypeInfo<AzFramework::Spawnable>::Uuid())
|
||||
{
|
||||
ProcessSpawnableAsset(info.m_relativePath, id);
|
||||
}
|
||||
};
|
||||
|
||||
AZ::Data::AssetCatalogRequestBus::Broadcast(&AZ::Data::AssetCatalogRequests::EnumerateAssets, nullptr,
|
||||
enumerateCallback, nullptr);
|
||||
}
|
||||
|
||||
void NetworkSpawnableLibrary::ProcessSpawnableAsset(const AZStd::string& relativePath, const AZ::Data::AssetId id)
|
||||
{
|
||||
const AZ::Name name = AZ::Name(relativePath);
|
||||
m_spawnables[name] = id;
|
||||
m_spawnablesReverseLookup[id] = name;
|
||||
|
||||
}
|
||||
|
||||
void NetworkSpawnableLibrary::OnCatalogLoaded([[maybe_unused]] const char* catalogFile)
|
||||
{
|
||||
BuildPrefabsList();
|
||||
}
|
||||
|
||||
AZ::Name NetworkSpawnableLibrary::GetPrefabNameFromAssetId(AZ::Data::AssetId assetId)
|
||||
{
|
||||
if (assetId.IsValid())
|
||||
{
|
||||
auto it = m_spawnablesReverseLookup.find(assetId);
|
||||
if (it != m_spawnablesReverseLookup.end())
|
||||
{
|
||||
return it->second;
|
||||
}
|
||||
}
|
||||
|
||||
return {};
|
||||
}
|
||||
|
||||
AZ::Data::AssetId NetworkSpawnableLibrary::GetAssetIdByName(AZ::Name name)
|
||||
{
|
||||
auto it = m_spawnables.find(name);
|
||||
if (it != m_spawnables.end())
|
||||
{
|
||||
return it->second;
|
||||
}
|
||||
|
||||
return {};
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,43 @@
|
||||
/*
|
||||
* 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 <AzCore/Asset/AssetCommon.h>
|
||||
#include <AzCore/std/string/string.h>
|
||||
#include <AzFramework/Asset/AssetCatalogBus.h>
|
||||
#include <AzCore/Name/Name.h>
|
||||
|
||||
namespace Multiplayer
|
||||
{
|
||||
/// Implementation of the network prefab library interface.
|
||||
class NetworkSpawnableLibrary final
|
||||
: private AzFramework::AssetCatalogEventBus::Handler
|
||||
{
|
||||
public:
|
||||
NetworkSpawnableLibrary();
|
||||
~NetworkSpawnableLibrary();
|
||||
|
||||
void BuildPrefabsList();
|
||||
void ProcessSpawnableAsset(const AZStd::string& relativePath, AZ::Data::AssetId id);
|
||||
|
||||
/// AssetCatalogEventBus overrides.
|
||||
void OnCatalogLoaded(const char* catalogFile) override;
|
||||
|
||||
AZ::Name GetPrefabNameFromAssetId(AZ::Data::AssetId assetId);
|
||||
AZ::Data::AssetId GetAssetIdByName(AZ::Name name);
|
||||
|
||||
private:
|
||||
AZStd::unordered_map<AZ::Name, AZ::Data::AssetId> m_spawnables;
|
||||
AZStd::unordered_map<AZ::Data::AssetId, AZ::Name> m_spawnablesReverseLookup;
|
||||
};
|
||||
}
|
||||
@@ -0,0 +1,35 @@
|
||||
/*
|
||||
* 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.
|
||||
*
|
||||
*/
|
||||
|
||||
#include <Source/Pipeline/NetBindMarkerComponent.h>
|
||||
#include <AzCore/Serialization/SerializeContext.h>
|
||||
|
||||
namespace Multiplayer
|
||||
{
|
||||
void NetBindMarkerComponent::Reflect(AZ::ReflectContext* context)
|
||||
{
|
||||
AZ::SerializeContext* serializeContext = azrtti_cast<AZ::SerializeContext*>(context);
|
||||
if (serializeContext)
|
||||
{
|
||||
serializeContext->Class<NetBindMarkerComponent, AZ::Component>()
|
||||
->Version(1);
|
||||
}
|
||||
}
|
||||
|
||||
void NetBindMarkerComponent::Activate()
|
||||
{
|
||||
}
|
||||
|
||||
void NetBindMarkerComponent::Deactivate()
|
||||
{
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,39 @@
|
||||
/*
|
||||
* 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 <AzCore/Component/Component.h>
|
||||
|
||||
namespace Multiplayer
|
||||
{
|
||||
//! @class NetBindMarkerComponent
|
||||
//! @brief Component for tracking net entities in the original non-networked spawnable.
|
||||
class NetBindMarkerComponent final : public AZ::Component
|
||||
{
|
||||
public:
|
||||
AZ_COMPONENT(NetBindMarkerComponent, "{40612C1B-427D-45C6-A2F0-04E16DF5B718}");
|
||||
|
||||
static void Reflect(AZ::ReflectContext* context);
|
||||
|
||||
NetBindMarkerComponent() = default;
|
||||
~NetBindMarkerComponent() override = default;
|
||||
|
||||
//! AZ::Component overrides.
|
||||
//! @{
|
||||
void Activate() override;
|
||||
void Deactivate() override;
|
||||
//! @}
|
||||
|
||||
private:
|
||||
};
|
||||
} // namespace Multiplayer
|
||||
@@ -0,0 +1,184 @@
|
||||
/*
|
||||
* 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.
|
||||
*
|
||||
*/
|
||||
|
||||
#include <Source/Pipeline/NetworkPrefabProcessor.h>
|
||||
|
||||
#include <AzCore/Serialization/Utils.h>
|
||||
#include <AzFramework/Components/TransformComponent.h>
|
||||
#include <AzFramework/Spawnable/Spawnable.h>
|
||||
#include <AzToolsFramework/Prefab/Instance/Instance.h>
|
||||
#include <AzToolsFramework/Prefab/PrefabDomUtils.h>
|
||||
#include <Prefab/Spawnable/SpawnableUtils.h>
|
||||
#include <Source/Components/NetBindComponent.h>
|
||||
#include <Source/Pipeline/NetBindMarkerComponent.h>
|
||||
#include <Source/Pipeline/NetworkSpawnableHolderComponent.h>
|
||||
|
||||
namespace Multiplayer
|
||||
{
|
||||
using AzToolsFramework::Prefab::PrefabConversionUtils::PrefabProcessor;
|
||||
using AzToolsFramework::Prefab::PrefabConversionUtils::ProcessedObjectStore;
|
||||
|
||||
void NetworkPrefabProcessor::Process(PrefabProcessorContext& context)
|
||||
{
|
||||
context.ListPrefabs([&context](AZStd::string_view prefabName, PrefabDom& prefab) {
|
||||
ProcessPrefab(context, prefabName, prefab);
|
||||
});
|
||||
}
|
||||
|
||||
void NetworkPrefabProcessor::Reflect(AZ::ReflectContext* context)
|
||||
{
|
||||
if (auto* serializeContext = azrtti_cast<AZ::SerializeContext*>(context); serializeContext != nullptr)
|
||||
{
|
||||
serializeContext->Class<NetworkPrefabProcessor, PrefabProcessor>()->Version(1);
|
||||
}
|
||||
}
|
||||
|
||||
static AZStd::vector<AZ::Entity*> GetEntitiesFromInstance(AZStd::unique_ptr<AzToolsFramework::Prefab::Instance>& instance)
|
||||
{
|
||||
AZStd::vector<AZ::Entity*> result;
|
||||
|
||||
instance->GetNestedEntities([&result](const AZStd::unique_ptr<AZ::Entity>& entity) {
|
||||
result.emplace_back(entity.get());
|
||||
return true;
|
||||
});
|
||||
|
||||
if (instance->HasContainerEntity())
|
||||
{
|
||||
auto containerEntityReference = instance->GetContainerEntity();
|
||||
result.emplace_back(&containerEntityReference->get());
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
void NetworkPrefabProcessor::ProcessPrefab(PrefabProcessorContext& context, AZStd::string_view prefabName, PrefabDom& prefab)
|
||||
{
|
||||
using namespace AzToolsFramework::Prefab;
|
||||
|
||||
// convert Prefab DOM into Prefab Instance.
|
||||
AZStd::unique_ptr<Instance> sourceInstance(aznew Instance());
|
||||
if (!PrefabDomUtils::LoadInstanceFromPrefabDom(*sourceInstance, prefab,
|
||||
PrefabDomUtils::LoadInstanceFlags::AssignRandomEntityId))
|
||||
{
|
||||
PrefabDomValueReference sourceReference = PrefabDomUtils::FindPrefabDomValue(prefab, PrefabDomUtils::SourceName);
|
||||
|
||||
AZStd::string errorMessage("NetworkPrefabProcessor: Failed to Load Prefab Instance from given Prefab Dom.");
|
||||
if (sourceReference.has_value() && sourceReference->get().IsString() && sourceReference->get().GetStringLength() != 0)
|
||||
{
|
||||
AZStd::string_view source(sourceReference->get().GetString(), sourceReference->get().GetStringLength());
|
||||
errorMessage += AZStd::string::format("Prefab Source: %.*s", AZ_STRING_ARG(source));
|
||||
}
|
||||
AZ_Error("NetworkPrefabProcessor", false, errorMessage.c_str());
|
||||
return;
|
||||
}
|
||||
|
||||
AZStd::string uniqueName = prefabName;
|
||||
uniqueName += ".network.spawnable";
|
||||
|
||||
auto serializer = [](AZStd::vector<uint8_t>& output, const ProcessedObjectStore& object) -> bool {
|
||||
AZ::IO::ByteContainerStream stream(&output);
|
||||
auto& asset = object.GetAsset();
|
||||
return AZ::Utils::SaveObjectToStream(stream, AZ::DataStream::ST_JSON, &asset, asset.GetType());
|
||||
};
|
||||
|
||||
auto&& [object, networkSpawnable] =
|
||||
ProcessedObjectStore::Create<AzFramework::Spawnable>(uniqueName, context.GetSourceUuid(), AZStd::move(serializer));
|
||||
|
||||
// grab all nested entities from the Instance as source entities.
|
||||
AZStd::vector<AZ::Entity*> sourceEntities = GetEntitiesFromInstance(sourceInstance);
|
||||
AZStd::vector<AZ::EntityId> networkedEntityIds;
|
||||
networkedEntityIds.reserve(sourceEntities.size());
|
||||
|
||||
for (auto* sourceEntity : sourceEntities)
|
||||
{
|
||||
if (sourceEntity->FindComponent<NetBindComponent>())
|
||||
{
|
||||
networkedEntityIds.push_back(sourceEntity->GetId());
|
||||
}
|
||||
}
|
||||
if (!PrefabDomUtils::StoreInstanceInPrefabDom(*sourceInstance, prefab))
|
||||
{
|
||||
AZ_Error("NetworkPrefabProcessor", false, "Saving exported Prefab Instance within a Prefab Dom failed.");
|
||||
return;
|
||||
}
|
||||
|
||||
AZStd::unique_ptr<Instance> networkInstance(aznew Instance());
|
||||
|
||||
for (auto entityId : networkedEntityIds)
|
||||
{
|
||||
AZ::Entity* netEntity = sourceInstance->DetachEntity(entityId).release();
|
||||
|
||||
networkInstance->AddEntity(*netEntity);
|
||||
|
||||
AZ::Entity* breadcrumbEntity = aznew AZ::Entity(netEntity->GetName());
|
||||
breadcrumbEntity->SetRuntimeActiveByDefault(netEntity->IsRuntimeActiveByDefault());
|
||||
breadcrumbEntity->CreateComponent<NetBindMarkerComponent>();
|
||||
AzFramework::TransformComponent* transformComponent = netEntity->FindComponent<AzFramework::TransformComponent>();
|
||||
breadcrumbEntity->CreateComponent<AzFramework::TransformComponent>(*transformComponent);
|
||||
|
||||
// TODO: Add NetBindMarkerComponent here referring to the net entity
|
||||
sourceInstance->AddEntity(*breadcrumbEntity);
|
||||
}
|
||||
|
||||
// Add net spawnable asset holder
|
||||
{
|
||||
AZ::Data::AssetId assetId = networkSpawnable->GetId();
|
||||
AZ::Data::Asset<AzFramework::Spawnable> networkSpawnableAsset;
|
||||
networkSpawnableAsset.Create(assetId);
|
||||
|
||||
EntityOptionalReference containerEntityRef = sourceInstance->GetContainerEntity();
|
||||
if (containerEntityRef.has_value())
|
||||
{
|
||||
auto* networkSpawnableHolderComponent = containerEntityRef.value().get().CreateComponent<NetworkSpawnableHolderComponent>();
|
||||
networkSpawnableHolderComponent->SetNetworkSpawnableAsset(networkSpawnableAsset);
|
||||
}
|
||||
else
|
||||
{
|
||||
AZ::Entity* networkSpawnableHolderEntity = aznew AZ::Entity(uniqueName);
|
||||
auto* networkSpawnableHolderComponent = networkSpawnableHolderEntity->CreateComponent<NetworkSpawnableHolderComponent>();
|
||||
networkSpawnableHolderComponent->SetNetworkSpawnableAsset(networkSpawnableAsset);
|
||||
sourceInstance->AddEntity(*networkSpawnableHolderEntity);
|
||||
}
|
||||
}
|
||||
|
||||
// save the final result in the target Prefab DOM.
|
||||
PrefabDom networkPrefab;
|
||||
if (!PrefabDomUtils::StoreInstanceInPrefabDom(*networkInstance, networkPrefab))
|
||||
{
|
||||
AZ_Error("NetworkPrefabProcessor", false, "Saving exported Prefab Instance within a Prefab Dom failed.");
|
||||
return;
|
||||
}
|
||||
|
||||
if (!PrefabDomUtils::StoreInstanceInPrefabDom(*sourceInstance, prefab))
|
||||
{
|
||||
AZ_Error("NetworkPrefabProcessor", false, "Saving exported Prefab Instance within a Prefab Dom failed.");
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
bool result = SpawnableUtils::CreateSpawnable(*networkSpawnable, networkPrefab);
|
||||
if (result)
|
||||
{
|
||||
AzFramework::Spawnable::EntityList& entities = networkSpawnable->GetEntities();
|
||||
for (auto it = entities.begin(); it != entities.end(); ++it)
|
||||
{
|
||||
(*it)->InvalidateDependencies();
|
||||
(*it)->EvaluateDependencies();
|
||||
}
|
||||
context.GetProcessedObjects().push_back(AZStd::move(object));
|
||||
}
|
||||
else
|
||||
{
|
||||
AZ_Error("Prefabs", false, "Failed to convert prefab '%.*s' to a spawnable.", AZ_STRING_ARG(prefabName));
|
||||
context.ErrorEncountered();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,43 @@
|
||||
/*
|
||||
* 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 <AzToolsFramework/Prefab/Spawnable/PrefabProcessor.h>
|
||||
|
||||
namespace AzToolsFramework::Prefab::PrefabConversionUtils
|
||||
{
|
||||
class PrefabProcessorContext;
|
||||
}
|
||||
|
||||
namespace Multiplayer
|
||||
{
|
||||
using AzToolsFramework::Prefab::PrefabConversionUtils::PrefabProcessor;
|
||||
using AzToolsFramework::Prefab::PrefabConversionUtils::PrefabProcessorContext;
|
||||
using AzToolsFramework::Prefab::PrefabDom;
|
||||
|
||||
class NetworkPrefabProcessor : public PrefabProcessor
|
||||
{
|
||||
public:
|
||||
AZ_CLASS_ALLOCATOR(NetworkPrefabProcessor, AZ::SystemAllocator, 0);
|
||||
AZ_RTTI(NetworkPrefabProcessor, "{AF6C36DA-CBB9-4DF4-AE2D-7BC6CCE65176}", PrefabProcessor);
|
||||
|
||||
~NetworkPrefabProcessor() override = default;
|
||||
|
||||
void Process(PrefabProcessorContext& context) override;
|
||||
|
||||
static void Reflect(AZ::ReflectContext* context);
|
||||
|
||||
protected:
|
||||
static void ProcessPrefab(PrefabProcessorContext& context, AZStd::string_view prefabName, PrefabDom& prefab);
|
||||
};
|
||||
}
|
||||
@@ -0,0 +1,42 @@
|
||||
/*
|
||||
* 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.
|
||||
*
|
||||
*/
|
||||
|
||||
#include <Source/Pipeline/NetworkSpawnableHolderComponent.h>
|
||||
#include <AzCore/Serialization/SerializeContext.h>
|
||||
|
||||
namespace Multiplayer
|
||||
{
|
||||
void NetworkSpawnableHolderComponent::Reflect(AZ::ReflectContext* context)
|
||||
{
|
||||
AZ::SerializeContext* serializeContext = azrtti_cast<AZ::SerializeContext*>(context);
|
||||
if (serializeContext)
|
||||
{
|
||||
serializeContext->Class<NetworkSpawnableHolderComponent, AZ::Component>()
|
||||
->Version(1)
|
||||
->Field("AssetRef", &NetworkSpawnableHolderComponent::m_networkSpawnableAsset);
|
||||
}
|
||||
}
|
||||
|
||||
void NetworkSpawnableHolderComponent::Activate()
|
||||
{
|
||||
}
|
||||
|
||||
void NetworkSpawnableHolderComponent::Deactivate()
|
||||
{
|
||||
}
|
||||
|
||||
void NetworkSpawnableHolderComponent::SetNetworkSpawnableAsset(AZ::Data::Asset<AzFramework::Spawnable> networkSpawnableAsset)
|
||||
{
|
||||
m_networkSpawnableAsset = networkSpawnableAsset;
|
||||
}
|
||||
|
||||
}
|
||||
@@ -0,0 +1,44 @@
|
||||
/*
|
||||
* 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 <AzCore/Component/Component.h>
|
||||
#include <AzCore/Asset/AssetCommon.h>
|
||||
#include <AzFramework/Spawnable/Spawnable.h>
|
||||
|
||||
namespace Multiplayer
|
||||
{
|
||||
//! @class NetworkSpawnableHolderComponent
|
||||
//! @brief Component for holding a reference to the network spawnable to make sure it is loaded with the original one.
|
||||
class NetworkSpawnableHolderComponent final : public AZ::Component
|
||||
{
|
||||
public:
|
||||
AZ_COMPONENT(NetworkSpawnableHolderComponent, "{B0E3ADEE-FCB4-4A32-8D4F-6920F1CB08E4}");
|
||||
|
||||
static void Reflect(AZ::ReflectContext* context);
|
||||
|
||||
NetworkSpawnableHolderComponent() = default;
|
||||
~NetworkSpawnableHolderComponent() override = default;
|
||||
|
||||
//! AZ::Component overrides.
|
||||
//! @{
|
||||
void Activate() override;
|
||||
void Deactivate() override;
|
||||
//! @}
|
||||
|
||||
void SetNetworkSpawnableAsset(AZ::Data::Asset<AzFramework::Spawnable> networkSpawnableAsset);
|
||||
|
||||
private:
|
||||
AZ::Data::Asset<AzFramework::Spawnable> m_networkSpawnableAsset{ AZ::Data::AssetLoadBehavior::PreLoad };
|
||||
};
|
||||
} // namespace Multiplayer
|
||||
@@ -60,6 +60,8 @@ set(FILES
|
||||
Source/NetworkEntity/NetworkEntityHandle.inl
|
||||
Source/NetworkEntity/NetworkEntityManager.cpp
|
||||
Source/NetworkEntity/NetworkEntityManager.h
|
||||
Source/NetworkEntity/NetworkSpawnableLibrary.cpp
|
||||
Source/NetworkEntity/NetworkSpawnableLibrary.h
|
||||
Source/NetworkEntity/NetworkEntityRpcMessage.cpp
|
||||
Source/NetworkEntity/NetworkEntityRpcMessage.h
|
||||
Source/NetworkEntity/NetworkEntityTracker.cpp
|
||||
@@ -81,6 +83,10 @@ set(FILES
|
||||
Source/NetworkTime/NetworkTime.h
|
||||
Source/NetworkTime/RewindableObject.h
|
||||
Source/NetworkTime/RewindableObject.inl
|
||||
Source/Pipeline/NetBindMarkerComponent.cpp
|
||||
Source/Pipeline/NetBindMarkerComponent.h
|
||||
Source/Pipeline/NetworkSpawnableHolderComponent.cpp
|
||||
Source/Pipeline/NetworkSpawnableHolderComponent.h
|
||||
Source/ReplicationWindows/IReplicationWindow.h
|
||||
Source/ReplicationWindows/ServerToClientReplicationWindow.cpp
|
||||
Source/ReplicationWindows/ServerToClientReplicationWindow.h
|
||||
|
||||
@@ -0,0 +1,19 @@
|
||||
#
|
||||
# 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.
|
||||
#
|
||||
|
||||
set(FILES
|
||||
Source/Multiplayer_precompiled.cpp
|
||||
Source/Multiplayer_precompiled.h
|
||||
Source/Pipeline/NetworkPrefabProcessor.cpp
|
||||
Source/Pipeline/NetworkPrefabProcessor.h
|
||||
Source/MultiplayerToolsModule.h
|
||||
Source/MultiplayerToolsModule.cpp
|
||||
)
|
||||
@@ -0,0 +1,26 @@
|
||||
{
|
||||
"Amazon":
|
||||
{
|
||||
"Tools":
|
||||
{
|
||||
"Prefab":
|
||||
{
|
||||
"Processing":
|
||||
{
|
||||
"Stack":
|
||||
{
|
||||
"GameObjectCreation":
|
||||
[
|
||||
{ "$type": "AzToolsFramework::Prefab::PrefabConversionUtils::EditorInfoRemover" },
|
||||
{ "$type": "{AF6C36DA-CBB9-4DF4-AE2D-7BC6CCE65176}" },
|
||||
{
|
||||
"$type": "AzToolsFramework::Prefab::PrefabConversionUtils::PrefabCatchmentProcessor",
|
||||
"SerializationFormat": "Text" // Options are "Binary" (default) or "Text". Prefer "Binary" for performance.
|
||||
}
|
||||
]
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user