Merged MultiplayerPipeline from CodeCommit

This commit is contained in:
pereslav
2021-04-15 20:24:50 +01:00
parent 59252235d5
commit a5fdbddeda
21 changed files with 890 additions and 9 deletions
@@ -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