sig/network - bugfix - removal of player prefabs on disconnect
sig/network - bugfix - removal of player prefabs on disconnect
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@@ -1673,12 +1673,18 @@ namespace {{ Component.attrib['Namespace'] }}
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void {{ ComponentBaseName }}::ActivateController(Multiplayer::EntityIsMigrating entityIsMigrating)
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{
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m_controller.get()->Activate(entityIsMigrating);
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if (m_controller)
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{
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m_controller->Activate(entityIsMigrating);
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}
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}
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void {{ ComponentBaseName }}::DeactivateController(Multiplayer::EntityIsMigrating entityIsMigrating)
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{
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m_controller.get()->Deactivate(entityIsMigrating);
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if (m_controller)
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{
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m_controller->Deactivate(entityIsMigrating);
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}
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}
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void {{ ComponentBaseName }}::NetworkAttach(Multiplayer::NetBindComponent* netBindComponent, Multiplayer::ReplicationRecord& currentEntityRecord, Multiplayer::ReplicationRecord& predictableEntityRecord)
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@@ -6,6 +6,7 @@
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*/
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#include <Source/ConnectionData/ServerToClientConnectionData.h>
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#include <Multiplayer/IMultiplayer.h>
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namespace Multiplayer
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{
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@@ -13,6 +14,7 @@ namespace Multiplayer
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AZ_CVAR(uint32_t, sv_ClientMaxRemoteEntitiesPendingCreationCount, AZStd::numeric_limits<uint32_t>::max(), nullptr, AZ::ConsoleFunctorFlags::DontReplicate, "Maximum number of entities that we have sent to the client, but have not had a confirmation back from the client");
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AZ_CVAR(uint32_t, sv_ClientMaxRemoteEntitiesPendingCreationCountPostInit, AZStd::numeric_limits<uint32_t>::max(), nullptr, AZ::ConsoleFunctorFlags::DontReplicate, "Maximum number of entities that we will send to clients after gameplay has begun");
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AZ_CVAR(AZ::TimeMs, sv_ClientEntityReplicatorPendingRemovalTimeMs, AZ::TimeMs{ 10000 }, nullptr, AZ::ConsoleFunctorFlags::DontReplicate, "How long should wait prior to removing an entity for the client through a change in the replication window, entity deletes are still immediate");
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AZ_CVAR(bool, sv_removeDefaultPlayerSpawnableOnDisconnect, true, nullptr, AZ::ConsoleFunctorFlags::DontReplicate, "Whether to remove player's default spawnable when a player disconnects");
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ServerToClientConnectionData::ServerToClientConnectionData
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(
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@@ -39,6 +41,11 @@ namespace Multiplayer
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ServerToClientConnectionData::~ServerToClientConnectionData()
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{
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if (sv_removeDefaultPlayerSpawnableOnDisconnect)
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{
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AZ::Interface<IMultiplayer>::Get()->GetNetworkEntityManager()->MarkForRemoval(m_controlledEntity);
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}
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m_entityReplicationManager.Clear(false);
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m_controlledEntityRemovedHandler.Disconnect();
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}
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+3
-1
@@ -34,7 +34,9 @@ namespace Multiplayer
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{
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class IEntityDomain;
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class EntityReplicator;
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//! @class EntityReplicationManager
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//! @brief Handles replication of relevant entities for one connection.
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class EntityReplicationManager final
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{
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public:
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@@ -277,15 +277,6 @@ namespace Multiplayer
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{
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//RewindableObjectState::ClearRewoundEntities();
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// Keystone has refactored these API's, rewrite required
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//AZ::SliceComponent* rootSlice = nullptr;
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//{
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// AzFramework::EntityContextId gameContextId = AzFramework::EntityContextId::CreateNull();
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// AzFramework::GameEntityContextRequestBus::BroadcastResult(gameContextId, &AzFramework::GameEntityContextRequests::GetGameEntityContextId);
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// AzFramework::EntityContextRequestBus::BroadcastResult(rootSlice, &AzFramework::EntityContextRequests::GetRootSlice);
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// AZ_Assert(rootSlice != nullptr, "Root slice returned was NULL");
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//}
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AZStd::vector<NetEntityId> removeList;
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removeList.swap(m_removeList);
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for (NetEntityId entityId : removeList)
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@@ -299,13 +290,12 @@ namespace Multiplayer
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AZ_Assert(netBindComponent != nullptr, "NetBindComponent not found on networked entity");
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netBindComponent->StopEntity();
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// Delete Entity, method depends on how it was loaded
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// Try slice removal first, then force delete
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//AZ::Entity* rawEntity = removeEntity.GetEntity();
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//if (!rootSlice->RemoveEntity(rawEntity))
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//{
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// delete rawEntity;
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//}
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// At the moment, we spawn one entity at a time and avoid Prefab API calls and never get a spawn ticket,
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// so this is the right way for now. Once we support prefabs we can use AzFramework::SpawnableEntitiesContainer
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// Additionally, prefabs spawning is async! Whereas we currently create entities immediately, see:
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// @NetworkEntityManager::CreateEntitiesImmediate
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AzFramework::GameEntityContextRequestBus::Broadcast(
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&AzFramework::GameEntityContextRequestBus::Events::DestroyGameEntity, netBindComponent->GetEntityId());
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}
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m_networkEntityTracker.erase(entityId);
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@@ -59,10 +59,11 @@ namespace Multiplayer
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NetworkEntityUpdateMessage::NetworkEntityUpdateMessage(NetEntityId entityId, bool wasMigrated, bool takeOwnership)
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: m_entityId(entityId)
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, m_isDelete(true)
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, m_wasMigrated(wasMigrated)
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, m_takeOwnership(takeOwnership)
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{
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;
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// this is a delete entity message c-tor
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}
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NetworkEntityUpdateMessage& NetworkEntityUpdateMessage::operator =(NetworkEntityUpdateMessage&& rhs)
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@@ -123,8 +123,10 @@ namespace Multiplayer
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for (NetworkEntityHandle entityHandle : m_rewoundEntities)
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{
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NetBindComponent* netBindComponent = entityHandle.GetNetBindComponent();
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netBindComponent->NotifySyncRewindState();
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if (NetBindComponent* netBindComponent = entityHandle.GetNetBindComponent())
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{
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netBindComponent->NotifySyncRewindState();
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}
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}
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m_rewoundEntities.clear();
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}
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