Merge branch 'development' into cmake/SPEC-2513_w4267

This commit is contained in:
Esteban Papp
2021-08-02 18:03:04 -07:00
493 changed files with 7775 additions and 12867 deletions
@@ -323,10 +323,12 @@ namespace {{ Component.attrib['Namespace'] }}
/// Place in your .cpp
#include <{{ Component.attrib['OverrideInclude'] }}>
#include <AzCore/Serialization/SerializeContext.h>
namespace {{ Component.attrib['Namespace'] }}
{
{% if ComponentDerived %}
void {{ ComponentName }}::{{ ComponentName }}::Reflect(AZ::ReflectContext* context)
void {{ ComponentName }}::Reflect(AZ::ReflectContext* context)
{
AZ::SerializeContext* serializeContext = azrtti_cast<AZ::SerializeContext*>(context);
if (serializeContext)
@@ -970,7 +970,7 @@ enum class NetworkProperties
{% macro DefineComponentServiceProxyGrabs(Component, ClassType, ComponentType) %}
{% for Service in Component.iter('ComponentRelation') %}
{% if Service.attrib['Constraint'] != 'Incompatible' %}
m_{{ LowerFirst(Service.attrib['Name']) }} = FindComponent<{{ UpperFirst(Service.attrib['Namespace']) }}::{{ UpperFirst(Service.attrib['Name']) }}>();
m_{{ LowerFirst(Service.attrib['Name']) }} = FindComponent<{{ Service.attrib['Namespace'] }}::{{ UpperFirst(Service.attrib['Name']) }}>();
{% endif %}
{% endfor %}
{% endmacro %}
@@ -1709,12 +1709,12 @@ namespace {{ Component.attrib['Namespace'] }}
{% for Service in Component.iter('ComponentRelation') %}
{% if Service.attrib['Constraint'] != 'Incompatible' %}
const {{ UpperFirst(Service.attrib['Namespace']) }}::{{ UpperFirst(Service.attrib['Name']) }}* {{ ComponentBaseName }}::Get{{ UpperFirst(Service.attrib['Name']) }}() const
const {{ Service.attrib['Namespace'] }}::{{ UpperFirst(Service.attrib['Name']) }}* {{ ComponentBaseName }}::Get{{ UpperFirst(Service.attrib['Name']) }}() const
{
return m_{{ LowerFirst(Service.attrib['Name']) }};
}
{{ UpperFirst(Service.attrib['Namespace']) }}::{{ UpperFirst(Service.attrib['Name']) }}* {{ ComponentBaseName }}::Get{{ UpperFirst(Service.attrib['Name']) }}()
{{ Service.attrib['Namespace'] }}::{{ UpperFirst(Service.attrib['Name']) }}* {{ ComponentBaseName }}::Get{{ UpperFirst(Service.attrib['Name']) }}()
{
return m_{{ LowerFirst(Service.attrib['Name']) }};
}
@@ -155,9 +155,12 @@ namespace Multiplayer
// Discard move input events, client may be speed hacking
if (m_clientBankedTime < sv_MaxBankTimeWindowSec)
{
// Client blends from previous frame to target so here we subtract blend factor to get to that state
const float blendFactor = AZStd::min(AZStd::max(0.f, input.GetHostBlendFactor()), 1.f);
const AZ::TimeMs blendMs = AZ::TimeMs(static_cast<float>(static_cast<AZ::TimeMs>(cl_InputRateMs)) * (1.f - blendFactor));
m_clientBankedTime = AZStd::min(m_clientBankedTime + clientInputRateSec, (double)sv_MaxBankTimeWindowSec); // clamp to boundary
{
ScopedAlterTime scopedTime(input.GetHostFrameId(), input.GetHostTimeMs(), invokingConnection->GetConnectionId());
ScopedAlterTime scopedTime(input.GetHostFrameId(), input.GetHostTimeMs() - blendMs, input.GetHostBlendFactor(), invokingConnection->GetConnectionId());
GetNetBindComponent()->ProcessInput(input, static_cast<float>(clientInputRateSec));
}
@@ -311,7 +314,7 @@ namespace Multiplayer
++ModifyLastInputId();
input.SetClientInputId(GetLastInputId());
ScopedAlterTime scopedTime(input.GetHostFrameId(), input.GetHostTimeMs(), invokingConnection->GetConnectionId());
ScopedAlterTime scopedTime(input.GetHostFrameId(), input.GetHostTimeMs(), input.GetHostBlendFactor(), invokingConnection->GetConnectionId());
GetNetBindComponent()->ProcessInput(input, clientInputRateSec);
AZLOG
@@ -391,7 +394,7 @@ namespace Multiplayer
{
// Reprocess the input for this frame
NetworkInput& input = m_inputHistory[replayIndex];
ScopedAlterTime scopedTime(input.GetHostFrameId(), input.GetHostTimeMs(), invokingConnection->GetConnectionId());
ScopedAlterTime scopedTime(input.GetHostFrameId(), input.GetHostTimeMs(), input.GetHostBlendFactor(), invokingConnection->GetConnectionId());
GetNetBindComponent()->ProcessInput(input, clientInputRateSec);
AZLOG
@@ -499,6 +502,7 @@ namespace Multiplayer
input.SetClientInputId(m_clientInputId);
input.SetHostFrameId(networkTime->GetHostFrameId());
input.SetHostTimeMs(multiplayer->GetCurrentHostTimeMs());
input.SetHostBlendFactor(multiplayer->GetCurrentBlendFactor());
// Allow components to form the input for this frame
GetNetBindComponent()->CreateInput(input, inputRate);
@@ -573,7 +577,7 @@ namespace Multiplayer
NetworkInput& input = m_lastInputReceived[0];
{
ScopedAlterTime scopedTime(input.GetHostFrameId(), input.GetHostTimeMs(), AzNetworking::InvalidConnectionId);
ScopedAlterTime scopedTime(input.GetHostFrameId(), input.GetHostTimeMs(), DefaultBlendFactor, AzNetworking::InvalidConnectionId);
GetNetBindComponent()->ProcessInput(input, inputRate);
}
@@ -61,18 +61,21 @@ namespace Multiplayer
{
m_previousTransform.SetRotation(m_targetTransform.GetRotation());
m_targetTransform.SetRotation(rotation);
UpdateTargetHostFrameId();
}
void NetworkTransformComponent::OnTranslationChangedEvent(const AZ::Vector3& translation)
{
m_previousTransform.SetTranslation(m_targetTransform.GetTranslation());
m_targetTransform.SetTranslation(translation);
UpdateTargetHostFrameId();
}
void NetworkTransformComponent::OnScaleChangedEvent(float scale)
{
m_previousTransform.SetUniformScale(m_targetTransform.GetUniformScale());
m_targetTransform.SetUniformScale(scale);
UpdateTargetHostFrameId();
}
void NetworkTransformComponent::OnResetCountChangedEvent()
@@ -83,14 +86,31 @@ namespace Multiplayer
m_previousTransform = m_targetTransform;
}
void NetworkTransformComponent::UpdateTargetHostFrameId()
{
HostFrameId currentHostFrameId = Multiplayer::GetNetworkTime()->GetHostFrameId();
if (currentHostFrameId > m_targetHostFrameId)
{
m_targetHostFrameId = currentHostFrameId;
}
}
void NetworkTransformComponent::OnPreRender([[maybe_unused]] float deltaTime, float blendFactor)
{
if (!HasController())
{
AZ::Transform blendTransform;
blendTransform.SetRotation(m_previousTransform.GetRotation().Slerp(m_targetTransform.GetRotation(), blendFactor));
blendTransform.SetTranslation(m_previousTransform.GetTranslation().Lerp(m_targetTransform.GetTranslation(), blendFactor));
blendTransform.SetUniformScale(AZ::Lerp(m_previousTransform.GetUniformScale(), m_targetTransform.GetUniformScale(), blendFactor));
if (Multiplayer::GetNetworkTime() && Multiplayer::GetNetworkTime()->GetHostFrameId() > m_targetHostFrameId)
{
m_previousTransform = m_targetTransform;
blendTransform = m_targetTransform;
}
else
{
blendTransform.SetRotation(m_previousTransform.GetRotation().Slerp(m_targetTransform.GetRotation(), blendFactor));
blendTransform.SetTranslation(m_previousTransform.GetTranslation().Lerp(m_targetTransform.GetTranslation(), blendFactor));
blendTransform.SetUniformScale(AZ::Lerp(m_previousTransform.GetUniformScale(), m_targetTransform.GetUniformScale(), blendFactor));
}
if (!GetTransformComponent()->GetWorldTM().IsClose(blendTransform))
{
@@ -69,19 +69,24 @@ namespace Multiplayer
{
using namespace AzNetworking;
AZ_CVAR(uint16_t, cl_clientport, 0, nullptr, AZ::ConsoleFunctorFlags::DontReplicate, "The port to bind to for game traffic when connecting to a remote host, a value of 0 will select any available port");
AZ_CVAR(AZ::CVarFixedString, cl_serveraddr, AZ::CVarFixedString(LocalHost), nullptr, AZ::ConsoleFunctorFlags::DontReplicate, "The address of the remote server or host to connect to");
AZ_CVAR(AZ::CVarFixedString, cl_serverpassword, "", nullptr, AZ::ConsoleFunctorFlags::DontReplicate, "Optional server password");
AZ_CVAR(uint16_t, cl_clientport, 0, nullptr, AZ::ConsoleFunctorFlags::DontReplicate,
"The port to bind to for game traffic when connecting to a remote host, a value of 0 will select any available port");
AZ_CVAR(AZ::CVarFixedString, cl_serveraddr, AZ::CVarFixedString(LocalHost), nullptr, AZ::ConsoleFunctorFlags::DontReplicate,
"The address of the remote server or host to connect to");
AZ_CVAR(uint16_t, cl_serverport, DefaultServerPort, nullptr, AZ::ConsoleFunctorFlags::DontReplicate, "The port of the remote host to connect to for game traffic");
AZ_CVAR(uint16_t, sv_port, DefaultServerPort, nullptr, AZ::ConsoleFunctorFlags::DontReplicate, "The port that this multiplayer gem will bind to for game traffic");
AZ_CVAR(AZ::CVarFixedString, sv_map, "nolevel", nullptr, AZ::ConsoleFunctorFlags::DontReplicate, "The map the server should load");
AZ_CVAR(AZ::CVarFixedString, sv_gamerules, "norules", nullptr, AZ::ConsoleFunctorFlags::DontReplicate, "GameRules server works with");
AZ_CVAR(ProtocolType, sv_protocol, ProtocolType::Udp, nullptr, AZ::ConsoleFunctorFlags::DontReplicate, "This flag controls whether we use TCP or UDP for game networking");
AZ_CVAR(bool, sv_isDedicated, true, nullptr, AZ::ConsoleFunctorFlags::DontReplicate, "Whether the host command creates an independent or client hosted server");
AZ_CVAR(bool, sv_isTransient, true, nullptr, AZ::ConsoleFunctorFlags::DontReplicate, "Whether a dedicated server shuts down if all existing connections disconnect.");
AZ_CVAR(AZ::TimeMs, cl_defaultNetworkEntityActivationTimeSliceMs, AZ::TimeMs{ 0 }, nullptr, AZ::ConsoleFunctorFlags::DontReplicate, "Max Ms to use to activate entities coming from the network, 0 means instantiate everything");
AZ_CVAR(AZ::TimeMs, cl_defaultNetworkEntityActivationTimeSliceMs, AZ::TimeMs{ 0 }, nullptr, AZ::ConsoleFunctorFlags::DontReplicate,
"Max Ms to use to activate entities coming from the network, 0 means instantiate everything");
AZ_CVAR(AZ::TimeMs, sv_serverSendRateMs, AZ::TimeMs{ 50 }, nullptr, AZ::ConsoleFunctorFlags::Null, "Minimum number of milliseconds between each network update");
AZ_CVAR(AZ::CVarFixedString, sv_defaultPlayerSpawnAsset, "prefabs/player.network.spawnable", nullptr, AZ::ConsoleFunctorFlags::DontReplicate, "The default spawnable to use when a new player connects");
AZ_CVAR(AZ::CVarFixedString, sv_defaultPlayerSpawnAsset, "prefabs/player.network.spawnable", nullptr, AZ::ConsoleFunctorFlags::DontReplicate,
"The default spawnable to use when a new player connects");
AZ_CVAR(float, cl_renderTickBlendBase, 0.15f, nullptr, AZ::ConsoleFunctorFlags::Null,
"The base used for blending between network updates, 0.1 will be quite linear, 0.2 or 0.3 will "
"slow down quicker and may be better suited to connections with highly variable latency");
void MultiplayerSystemComponent::Reflect(AZ::ReflectContext* context)
{
@@ -546,7 +551,7 @@ namespace Multiplayer
if ((GetAgentType() == MultiplayerAgentType::Client) && (packet.GetHostFrameId() > m_lastReplicatedHostFrameId))
{
// Update client to latest server time
m_renderBlendFactor = 0.0f;
m_tickFactor = 0.0f;
m_lastReplicatedHostTimeMs = packet.GetHostTimeMs();
m_lastReplicatedHostFrameId = packet.GetHostFrameId();
m_networkTime.AlterTime(m_lastReplicatedHostFrameId, m_lastReplicatedHostTimeMs, AzNetworking::InvalidConnectionId);
@@ -804,6 +809,11 @@ namespace Multiplayer
}
}
float MultiplayerSystemComponent::GetCurrentBlendFactor() const
{
return m_renderBlendFactor;
}
INetworkTime* MultiplayerSystemComponent::GetNetworkTime()
{
return &m_networkTime;
@@ -849,10 +859,18 @@ namespace Multiplayer
void MultiplayerSystemComponent::TickVisibleNetworkEntities(float deltaTime, float serverRateSeconds)
{
m_tickFactor += deltaTime / serverRateSeconds;
// Linear close to the origin, but asymptote at y = 1
const float targetAdjustBlend = AZStd::clamp(deltaTime / serverRateSeconds, 0.0f, 1.0f);
m_renderBlendFactor = 1.0f - (std::pow(0.2f, m_renderBlendFactor + targetAdjustBlend));
AZLOG(NET_Blending, "Computed blend factor of %0.2f using a frametime of %0.2f and a serverTickRate of %0.2f", m_renderBlendFactor, deltaTime, serverRateSeconds);
m_renderBlendFactor = AZStd::clamp(1.0f - (std::pow(cl_renderTickBlendBase, m_tickFactor)), 0.0f, 1.0f);
AZLOG
(
NET_Blending,
"Computed blend factor of %0.3f using a tick factor of %0.3f, a frametime of %0.3f and a serverTickRate of %0.3f",
m_renderBlendFactor,
m_tickFactor,
deltaTime,
serverRateSeconds
);
if (Camera::ActiveCameraRequestBus::HasHandlers())
{
@@ -113,6 +113,7 @@ namespace Multiplayer
void Terminate(AzNetworking::DisconnectReason reason) override;
void SendReadyForEntityUpdates(bool readyForEntityUpdates) override;
AZ::TimeMs GetCurrentHostTimeMs() const override;
float GetCurrentBlendFactor() const override;
INetworkTime* GetNetworkTime() override;
INetworkEntityManager* GetNetworkEntityManager() override;
void SetFilterEntityManager(IFilterEntityManager* entityFilter) override;
@@ -156,6 +157,7 @@ namespace Multiplayer
double m_serverSendAccumulator = 0.0;
float m_renderBlendFactor = 0.0f;
float m_tickFactor = 0.0f;
#if !defined(AZ_RELEASE_BUILD)
MultiplayerEditorConnection m_editorConnectionListener;
@@ -76,6 +76,16 @@ namespace Multiplayer
return m_hostTimeMs;
}
void NetworkInput::SetHostBlendFactor(float hostBlendFactor)
{
m_hostBlendFactor = hostBlendFactor;
}
float NetworkInput::GetHostBlendFactor() const
{
return m_hostBlendFactor;
}
void NetworkInput::AttachNetBindComponent(NetBindComponent* netBindComponent)
{
m_wasAttached = true;
@@ -91,7 +101,8 @@ namespace Multiplayer
{
if (!serializer.Serialize(m_inputId, "InputId")
|| !serializer.Serialize(m_hostTimeMs, "HostTimeMs")
|| !serializer.Serialize(m_hostFrameId, "HostFrameId"))
|| !serializer.Serialize(m_hostFrameId, "HostFrameId")
|| !serializer.Serialize(m_hostBlendFactor, "HostBlendFactor"))
{
return false;
}
@@ -164,6 +175,7 @@ namespace Multiplayer
m_inputId = rhs.m_inputId;
m_hostFrameId = rhs.m_hostFrameId;
m_hostTimeMs = rhs.m_hostTimeMs;
m_hostBlendFactor = rhs.m_hostBlendFactor;
m_componentInputs.resize(rhs.m_componentInputs.size());
for (int32_t i = 0; i < rhs.m_componentInputs.size(); ++i)
{
@@ -55,6 +55,11 @@ namespace Multiplayer
return m_hostTimeMs;
}
float NetworkTime::GetHostBlendFactor() const
{
return m_hostBlendFactor;
}
AzNetworking::ConnectionId NetworkTime::GetRewindingConnectionId() const
{
return m_rewindingConnectionId;
@@ -72,6 +77,11 @@ namespace Multiplayer
m_rewindingConnectionId = rewindConnectionId;
}
void NetworkTime::AlterBlendFactor(float blendFactor)
{
m_hostBlendFactor = blendFactor;
}
void NetworkTime::SyncEntitiesToRewindState(const AZ::Aabb& rewindVolume)
{
// Since the vis system doesn't support rewound queries, first query with an expanded volume to catch any fast moving entities
@@ -95,6 +105,7 @@ namespace Multiplayer
if (networkTransform != nullptr)
{
// We're not presently factoring in interpolated position here
const AZ::Vector3 rewindCenter = networkTransform->GetTranslation(); // Get the rewound position
const AZ::Vector3 rewindOffset = rewindCenter - currentCenter; // Compute offset between rewound and current positions
const AZ::Aabb rewoundAabb = currentBounds.GetTranslated(rewindOffset); // Apply offset to the entity aabb
@@ -30,9 +30,11 @@ namespace Multiplayer
HostFrameId GetUnalteredHostFrameId() const override;
void IncrementHostFrameId() override;
AZ::TimeMs GetHostTimeMs() const override;
float GetHostBlendFactor() const override;
AzNetworking::ConnectionId GetRewindingConnectionId() const override;
HostFrameId GetHostFrameIdForRewindingConnection(AzNetworking::ConnectionId rewindConnectionId) const override;
void AlterTime(HostFrameId frameId, AZ::TimeMs timeMs, AzNetworking::ConnectionId rewindConnectionId) override;
void AlterBlendFactor(float blendFactor) override;
void SyncEntitiesToRewindState(const AZ::Aabb& rewindVolume) override;
void ClearRewoundEntities() override;
//! @}
@@ -44,6 +46,7 @@ namespace Multiplayer
HostFrameId m_hostFrameId = HostFrameId{ 0 };
HostFrameId m_unalteredFrameId = HostFrameId{ 0 };
AZ::TimeMs m_hostTimeMs = AZ::TimeMs{ 0 };
float m_hostBlendFactor = DefaultBlendFactor;
AzNetworking::ConnectionId m_rewindingConnectionId = AzNetworking::InvalidConnectionId;
};
}
@@ -107,8 +107,10 @@ namespace Multiplayer
void ServerToClientReplicationWindow::UpdateWindow()
{
// clear the candidate queue, we're going to rebuild it
ReplicationCandidateQueue clearQueue;
clearQueue.get_container().reserve(sv_MaxEntitiesToTrackReplication);
ReplicationCandidateQueue::container_type clearQueueContainer;
clearQueueContainer.reserve(sv_MaxEntitiesToTrackReplication);
// Move the clearQueueContainer into the ReplicationCandidateQueue to maintain the reserved memory
ReplicationCandidateQueue clearQueue(ReplicationCandidateQueue::value_compare{}, AZStd::move(clearQueueContainer));
m_candidateQueue.swap(clearQueue);
m_replicationSet.clear();