More fixes to migration, plus some quality of life fixes to TimeoutQueue to allow lambda based handlers and a quick fix to OctreeSystemComponent to more gracefully handle enumerate calls that lie outside the vis system bounds
Signed-off-by: kberg-amzn <karlberg@amazon.com>
This commit is contained in:
+3
-3
@@ -12,9 +12,9 @@
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<Include File="Multiplayer/MultiplayerTypes.h"/>
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<Include File="Multiplayer/NetworkInput/NetworkInput.h"/>
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<Include File="Source/NetworkInput/NetworkInputArray.h"/>
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<Include File="Source/NetworkInput/NetworkInputHistory.h"/>
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<Include File="Source/NetworkInput/NetworkInputMigrationVector.h"/>
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<Include File="Multiplayer/NetworkInput/NetworkInputArray.h"/>
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<Include File="Multiplayer/NetworkInput/NetworkInputHistory.h"/>
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<Include File="Multiplayer/NetworkInput/NetworkInputMigrationVector.h"/>
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<Include File="AzNetworking/DataStructures/ByteBuffer.h"/>
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<NetworkProperty Type="Multiplayer::ClientInputId" Name="LastInputId" Init="Multiplayer::ClientInputId{ 0 }" ReplicateFrom="Authority" ReplicateTo="Server" IsRewindable="false" IsPredictable="false" IsPublic="false" Container="Object" ExposeToEditor="false" ExposeToScript="false" GenerateEventBindings="false" />
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@@ -353,6 +353,16 @@ namespace Multiplayer
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}
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}
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void LocalPredictionPlayerInputComponentController::ForceEnableAutonomousUpdate()
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{
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m_autonomousUpdateEvent.Enqueue(AZ::TimeMs{ 1 }, true);
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}
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void LocalPredictionPlayerInputComponentController::ForceDisableAutonomousUpdate()
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{
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m_autonomousUpdateEvent.RemoveFromQueue();
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}
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bool LocalPredictionPlayerInputComponentController::IsMigrating() const
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{
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return m_lastMigratedInputId != ClientInputId{ 0 };
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@@ -28,24 +28,29 @@ namespace Multiplayer
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->Version(1);
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}
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}
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void MultiplayerDebugSystemComponent::GetProvidedServices(AZ::ComponentDescriptor::DependencyArrayType& provided)
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{
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provided.push_back(AZ_CRC_CE("MultiplayerDebugSystemComponent"));
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}
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void MultiplayerDebugSystemComponent::GetRequiredServices([[maybe_unused]] AZ::ComponentDescriptor::DependencyArrayType& required)
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{
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;
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}
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void MultiplayerDebugSystemComponent::GetIncompatibleServices(AZ::ComponentDescriptor::DependencyArrayType& incompatbile)
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{
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incompatbile.push_back(AZ_CRC_CE("MultiplayerDebugSystemComponent"));
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}
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void MultiplayerDebugSystemComponent::Activate()
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{
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#ifdef IMGUI_ENABLED
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ImGui::ImGuiUpdateListenerBus::Handler::BusConnect();
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#endif
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}
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void MultiplayerDebugSystemComponent::Deactivate()
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{
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#ifdef IMGUI_ENABLED
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@@ -74,6 +79,7 @@ namespace Multiplayer
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ImGui::EndMenu();
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}
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}
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void AccumulatePerSecondValues(const MultiplayerStats& stats, const MultiplayerStats::Metric& metric, float& outCallsPerSecond, float& outBytesPerSecond)
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{
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uint64_t summedCalls = 0;
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@@ -106,6 +112,7 @@ namespace Multiplayer
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ImGui::Text("%11.2f", bytesPerSecond);
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return open;
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}
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bool DrawSummaryRow(const char* name, const MultiplayerStats& stats)
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{
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const MultiplayerStats::Metric propertyUpdatesSent = stats.CalculateTotalPropertyUpdateSentMetrics();
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@@ -122,6 +129,7 @@ namespace Multiplayer
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AccumulatePerSecondValues(stats, rpcsRecv, callsPerSecond, bytesPerSecond);
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return DrawMetricsRow(name, true, totalCalls, totalBytes, callsPerSecond, bytesPerSecond);
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}
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bool DrawComponentRow(const char* name, const MultiplayerStats& stats, NetComponentId netComponentId)
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{
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const MultiplayerStats::Metric propertyUpdatesSent = stats.CalculateComponentPropertyUpdateSentMetrics(netComponentId);
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@@ -138,6 +146,7 @@ namespace Multiplayer
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AccumulatePerSecondValues(stats, rpcsRecv, callsPerSecond, bytesPerSecond);
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return DrawMetricsRow(name, true, totalCalls, totalBytes, callsPerSecond, bytesPerSecond);
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}
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void DrawComponentDetails(const MultiplayerStats& stats, NetComponentId netComponentId)
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{
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MultiplayerComponentRegistry* componentRegistry = GetMultiplayerComponentRegistry();
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@@ -479,4 +488,3 @@ void OnDebugEntities_ShowBandwidth_Changed(const bool& showBandwidth)
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AZ::Interface<Multiplayer::IMultiplayerDebug>::Get()->HideEntityBandwidthDebugOverlay();
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}
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}
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@@ -6,7 +6,7 @@
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*
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*/
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#include <Source/NetworkInput/NetworkInputArray.h>
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#include <Multiplayer/NetworkInput/NetworkInputArray.h>
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#include <Multiplayer/NetworkEntity/INetworkEntityManager.h>
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#include <AzNetworking/Serialization/ISerializer.h>
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#include <AzNetworking/Serialization/DeltaSerializer.h>
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@@ -1,46 +0,0 @@
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/*
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* Copyright (c) Contributors to the Open 3D Engine Project.
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* For complete copyright and license terms please see the LICENSE at the root of this distribution.
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*
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* SPDX-License-Identifier: Apache-2.0 OR MIT
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*
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*/
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#pragma once
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#include <Multiplayer/NetworkInput/NetworkInput.h>
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#include <Multiplayer/NetworkEntity/NetworkEntityHandle.h>
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#include <AzCore/std/containers/array.h>
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#include <AzCore/std/containers/fixed_vector.h>
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namespace Multiplayer
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{
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//! @class NetworkInputArray
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//! @brief An array of network inputs. Used to mitigate loss of input packets on the server. Compresses subsequent elements.
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class NetworkInputArray final
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{
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public:
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static constexpr uint32_t MaxElements = 8; // Never try to replicate a list larger than this amount
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NetworkInputArray();
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NetworkInputArray(const ConstNetworkEntityHandle& entityHandle);
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~NetworkInputArray() = default;
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NetworkInput& operator[](uint32_t index);
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const NetworkInput& operator[](uint32_t index) const;
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bool Serialize(AzNetworking::ISerializer& serializer);
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private:
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struct Wrapper // Strictly a workaround to deal with the private constructor of NetworkInput
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{
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Wrapper() : m_networkInput() {}
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Wrapper(const NetworkInput& networkInput) : m_networkInput(networkInput) {}
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NetworkInput m_networkInput;
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};
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ConstNetworkEntityHandle m_owner;
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AZStd::array<Wrapper, MaxElements> m_inputs;
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};
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}
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@@ -6,7 +6,7 @@
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*
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*/
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#include <Source/NetworkInput/NetworkInputChild.h>
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#include <Multiplayer/NetworkInput/NetworkInputChild.h>
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#include <Multiplayer/IMultiplayer.h>
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#include <AzNetworking/Serialization/ISerializer.h>
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@@ -1,40 +0,0 @@
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/*
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* Copyright (c) Contributors to the Open 3D Engine Project.
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* For complete copyright and license terms please see the LICENSE at the root of this distribution.
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*
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* SPDX-License-Identifier: Apache-2.0 OR MIT
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*
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*/
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#pragma once
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#include <Multiplayer/NetworkInput/NetworkInput.h>
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namespace Multiplayer
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{
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//! Max number of entities that can be children of our netbound player entity.
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static constexpr uint32_t MaxEntityHierarchyChildren = 16;
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//! Used by the EntityHierarchyComponent. This component allows the gameplay programmer to specify inputs for dependent entities.
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//! Since it is possible to for the Client/Server to disagree about the state of related entities,
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//! this network input encodes the entity that is associated with it.
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class NetworkInputChild
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{
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public:
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NetworkInputChild() = default;
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NetworkInputChild(const NetworkInputChild& rhs) = default;
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NetworkInputChild(const ConstNetworkEntityHandle& entityHandle);
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NetworkInputChild& operator= (const NetworkInputChild& rhs);
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void Attach(const ConstNetworkEntityHandle& entityHandle);
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const ConstNetworkEntityHandle& GetOwner() const;
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const NetworkInput& GetNetworkInput() const;
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NetworkInput& GetNetworkInput();
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bool Serialize(AzNetworking::ISerializer& serializer);
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private:
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ConstNetworkEntityHandle m_owner;
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NetworkInput m_networkInput;
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};
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}
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@@ -6,7 +6,7 @@
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*
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*/
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#include <Source/NetworkInput/NetworkInputHistory.h>
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#include <Multiplayer/NetworkInput/NetworkInputHistory.h>
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namespace Multiplayer
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{
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@@ -1,41 +0,0 @@
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/*
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* Copyright (c) Contributors to the Open 3D Engine Project.
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* For complete copyright and license terms please see the LICENSE at the root of this distribution.
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*
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* SPDX-License-Identifier: Apache-2.0 OR MIT
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*
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*/
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#pragma once
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#include <Multiplayer/NetworkInput/NetworkInput.h>
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#include <AzCore/std/containers/deque.h>
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namespace Multiplayer
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{
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//! @class NetworkInputHistory
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//! @brief A list of input commands, used for bookkeeping on the client.
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class NetworkInputHistory final
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{
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public:
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AZStd::size_t Size() const;
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const NetworkInput& operator[](AZStd::size_t index) const;
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NetworkInput& operator[](AZStd::size_t index);
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void PushBack(NetworkInput& networkInput);
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void PopFront();
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const NetworkInput& Front() const;
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private:
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struct Wrapper // Strictly a workaround to deal with the private constructor of NetworkInput
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{
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Wrapper() : m_networkInput() {}
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Wrapper(const NetworkInput& networkInput) : m_networkInput(networkInput) {}
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NetworkInput m_networkInput;
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};
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AZStd::deque<Wrapper> m_history;
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};
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}
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@@ -6,7 +6,7 @@
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*
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*/
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#include <Source/NetworkInput/NetworkInputMigrationVector.h>
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#include <Multiplayer/NetworkInput/NetworkInputMigrationVector.h>
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#include <Multiplayer/IMultiplayer.h>
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#include <AzNetworking/Serialization/ISerializer.h>
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@@ -1,49 +0,0 @@
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/*
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* Copyright (c) Contributors to the Open 3D Engine Project.
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* For complete copyright and license terms please see the LICENSE at the root of this distribution.
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*
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* SPDX-License-Identifier: Apache-2.0 OR MIT
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*
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*/
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#pragma once
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#include <Multiplayer/NetworkInput/NetworkInput.h>
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#include <Multiplayer/NetworkEntity/NetworkEntityHandle.h>
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#include <AzCore/std/containers/array.h>
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#include <AzCore/std/containers/fixed_vector.h>
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namespace Multiplayer
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{
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//! @class NetworkInputMigrationVector
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//! @brief A variable sized array of input commands, used specifically when migrate a clients inputs.
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class NetworkInputMigrationVector final
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{
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public:
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static constexpr uint32_t MaxElements = 90; // Never try to migrate a list larger than this amount, bumped up to handle DTLS connection time
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NetworkInputMigrationVector();
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NetworkInputMigrationVector(const ConstNetworkEntityHandle& entityHandle);
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virtual ~NetworkInputMigrationVector() = default;
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uint32_t GetSize() const;
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NetworkInput& operator[](uint32_t index);
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const NetworkInput& operator[](uint32_t index) const;
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bool PushBack(const NetworkInput& networkInput);
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bool Serialize(AzNetworking::ISerializer& serializer);
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private:
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struct Wrapper // Strictly a workaround to deal with the private constructor of NetworkInput
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{
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Wrapper() : m_networkInput() {}
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Wrapper(const NetworkInput& networkInput) : m_networkInput(networkInput) {}
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bool Serialize(AzNetworking::ISerializer& serializer) { return m_networkInput.Serialize(serializer); }
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NetworkInput m_networkInput;
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};
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ConstNetworkEntityHandle m_owner;
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AZStd::fixed_vector<Wrapper, MaxElements> m_inputs;
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};
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}
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