Merged MultiplayerPipeline from CodeCommit
This commit is contained in:
+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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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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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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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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returnList.push_back(netBindComponent->GetEntityHandle());
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}
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else
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{
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delete clone;
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}
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}
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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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{
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AZStd::string hint = rootSpawnable.GetHint();
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size_t extensionPos = hint.find(".spawnable");
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if (extensionPos == AZStd::string::npos)
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{
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AZ_Error("NetworkEntityManager", false, "OnRootSpawnableAssigned: Root spawnable hint doesn't have .spawnable extension");
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return;
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}
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AZStd::string newhint = hint.replace(extensionPos, 0, ".network");
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auto rootSpawnableAssetId = m_networkPrefabLibrary.GetAssetIdByName(AZ::Name(newhint));
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if (!rootSpawnableAssetId.IsValid())
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{
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AZ_Error("NetworkEntityManager", false, "OnRootSpawnableAssigned: Network spawnable asset ID is invalid");
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return;
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}
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m_rootSpawnableAsset = AZ::Data::Asset<AzFramework::Spawnable>(
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rootSpawnableAssetId, azrtti_typeid<AzFramework::Spawnable>(), newhint);
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if (m_rootSpawnableAsset.QueueLoad())
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{
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m_rootSpawnableMonitor.Connect(rootSpawnableAssetId);
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}
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else
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{
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AZ_Error("NetworkEntityManager", false, "OnRootSpawnableAssigned: Unable to queue networked root spawnable '%s' for loading.",
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m_rootSpawnableAsset.GetHint().c_str());
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}
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}
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void NetworkEntityManager::OnRootSpawnableReleased([[maybe_unused]] uint32_t generation)
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{
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m_rootSpawnableMonitor.Disconnect();
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}
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NetworkEntityManager::NetworkSpawnableMonitor::NetworkSpawnableMonitor(
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NetworkEntityManager& entityManager)
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: m_entityManager(entityManager)
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{
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}
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void NetworkEntityManager::NetworkSpawnableMonitor::OnAssetReady(AZ::Data::Asset<AZ::Data::AssetData> asset)
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{
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AzFramework::Spawnable* spawnable = asset.GetAs<AzFramework::Spawnable>();
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AZ_Assert(spawnable, "NetworkSpawnableMonitor: Loaded asset data didn't contain a Spawanble.");
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m_entityManager.CreateEntitiesImmediate(*spawnable);
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}
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}
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@@ -14,11 +14,15 @@
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#include <AzCore/EBus/ScheduledEvent.h>
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#include <AzCore/Component/ComponentApplicationBus.h>
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#include <AzFramework/Spawnable/RootSpawnableInterface.h>
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#include <AzFramework/Spawnable/SpawnableMonitor.h>
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#include <Source/NetworkEntity/INetworkEntityManager.h>
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#include <Source/NetworkEntity/NetworkEntityAuthorityTracker.h>
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#include <Source/NetworkEntity/NetworkEntityTracker.h>
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#include <Source/NetworkEntity/NetworkEntityRpcMessage.h>
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#include <Source/EntityDomains/IEntityDomain.h>
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#include <Source/NetworkEntity/NetworkSpawnableLibrary.h>
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namespace Multiplayer
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{
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@@ -26,6 +30,7 @@ namespace Multiplayer
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//! This class creates and manages all networked entities.
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class NetworkEntityManager final
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: public INetworkEntityManager
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, public AzFramework::RootSpawnableNotificationBus::Handler
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{
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public:
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NetworkEntityManager();
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@@ -40,6 +45,11 @@ namespace Multiplayer
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NetworkEntityAuthorityTracker* GetNetworkEntityAuthorityTracker() override;
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HostId GetHostId() const override;
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ConstNetworkEntityHandle GetEntity(NetEntityId netEntityId) const override;
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EntityList CreateEntitiesImmediate(const AzFramework::Spawnable& spawnable);
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void CreateEntitiesImmediate(const PrefabEntityId& a_SliceEntryId) override;
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uint32_t GetEntityCount() const override;
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NetworkEntityHandle AddEntityToEntityMap(NetEntityId netEntityId, AZ::Entity* entity) override;
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void MarkForRemoval(const ConstNetworkEntityHandle& entityHandle) override;
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@@ -61,19 +71,32 @@ namespace Multiplayer
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void DispatchLocalDeferredRpcMessages();
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void UpdateEntityDomain();
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void OnEntityExitDomain(NetEntityId entityId);
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//! RootSpawnableNotificationBus
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//! @{
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void OnRootSpawnableAssigned(AZ::Data::Asset<AzFramework::Spawnable> rootSpawnable, uint32_t generation) override;
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void OnRootSpawnableReleased(uint32_t generation) override;
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//! @}
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private:
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class NetworkSpawnableMonitor final : public AzFramework::SpawnableMonitor
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{
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public:
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explicit NetworkSpawnableMonitor(NetworkEntityManager& entityManager);
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void OnAssetReady(AZ::Data::Asset<AZ::Data::AssetData> asset) override;
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NetworkEntityManager& m_entityManager;
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};
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void OnEntityAdded(AZ::Entity* entity);
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void OnEntityRemoved(AZ::Entity* entity);
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void RemoveEntities();
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NetEntityId NextId();
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NetworkEntityTracker m_networkEntityTracker;
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NetworkEntityAuthorityTracker m_networkEntityAuthorityTracker;
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AZ::ScheduledEvent m_removeEntitiesEvent;
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AZStd::vector<NetEntityId> m_removeList;
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AZStd::vector<AZ::Entity*> m_nonNetworkedEntities; // Contains entities that we've instantiated, but are not networked entities
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AZStd::unique_ptr<IEntityDomain> m_entityDomain;
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AZ::ScheduledEvent m_updateEntityDomainEvent;
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@@ -95,5 +118,9 @@ namespace Multiplayer
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// This is done to prevent local and network sent RPC's from having different dispatch behaviours
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typedef AZStd::deque<NetworkEntityRpcMessage> DeferredRpcMessages;
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DeferredRpcMessages m_localDeferredRpcMessages;
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NetworkSpawnableLibrary m_networkPrefabLibrary;
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NetworkSpawnableMonitor m_rootSpawnableMonitor;
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AZ::Data::Asset<AzFramework::Spawnable> m_rootSpawnableAsset;
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};
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}
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@@ -0,0 +1,81 @@
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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/NetworkEntity/NetworkSpawnableLibrary.h>
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#include <AzCore/Asset/AssetManagerBus.h>
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#include <AzFramework/Spawnable/Spawnable.h>
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#include <AzCore/StringFunc/StringFunc.h>
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namespace Multiplayer
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{
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NetworkSpawnableLibrary::NetworkSpawnableLibrary()
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{
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AzFramework::AssetCatalogEventBus::Handler::BusConnect();
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}
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NetworkSpawnableLibrary::~NetworkSpawnableLibrary()
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{
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AzFramework::AssetCatalogEventBus::Handler::BusDisconnect();
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}
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void NetworkSpawnableLibrary::BuildPrefabsList()
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{
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auto enumerateCallback = [this](const AZ::Data::AssetId id, const AZ::Data::AssetInfo& info)
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{
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if (info.m_assetType == AZ::AzTypeInfo<AzFramework::Spawnable>::Uuid())
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{
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ProcessSpawnableAsset(info.m_relativePath, id);
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}
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};
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AZ::Data::AssetCatalogRequestBus::Broadcast(&AZ::Data::AssetCatalogRequests::EnumerateAssets, nullptr,
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enumerateCallback, nullptr);
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}
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void NetworkSpawnableLibrary::ProcessSpawnableAsset(const AZStd::string& relativePath, const AZ::Data::AssetId id)
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{
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const AZ::Name name = AZ::Name(relativePath);
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m_spawnables[name] = id;
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m_spawnablesReverseLookup[id] = name;
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}
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void NetworkSpawnableLibrary::OnCatalogLoaded([[maybe_unused]] const char* catalogFile)
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{
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BuildPrefabsList();
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}
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AZ::Name NetworkSpawnableLibrary::GetPrefabNameFromAssetId(AZ::Data::AssetId assetId)
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{
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if (assetId.IsValid())
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{
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auto it = m_spawnablesReverseLookup.find(assetId);
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if (it != m_spawnablesReverseLookup.end())
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{
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return it->second;
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}
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}
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return {};
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}
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AZ::Data::AssetId NetworkSpawnableLibrary::GetAssetIdByName(AZ::Name name)
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{
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auto it = m_spawnables.find(name);
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if (it != m_spawnables.end())
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{
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return it->second;
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}
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return {};
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}
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}
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@@ -0,0 +1,43 @@
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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/Asset/AssetCommon.h>
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#include <AzCore/std/string/string.h>
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#include <AzFramework/Asset/AssetCatalogBus.h>
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#include <AzCore/Name/Name.h>
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namespace Multiplayer
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{
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/// Implementation of the network prefab library interface.
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class NetworkSpawnableLibrary final
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: private AzFramework::AssetCatalogEventBus::Handler
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{
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public:
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NetworkSpawnableLibrary();
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~NetworkSpawnableLibrary();
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void BuildPrefabsList();
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void ProcessSpawnableAsset(const AZStd::string& relativePath, AZ::Data::AssetId id);
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/// AssetCatalogEventBus overrides.
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void OnCatalogLoaded(const char* catalogFile) override;
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AZ::Name GetPrefabNameFromAssetId(AZ::Data::AssetId assetId);
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AZ::Data::AssetId GetAssetIdByName(AZ::Name name);
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private:
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AZStd::unordered_map<AZ::Name, AZ::Data::AssetId> m_spawnables;
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AZStd::unordered_map<AZ::Data::AssetId, AZ::Name> m_spawnablesReverseLookup;
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};
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}
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Block a user