sig/network - bugfix - removal of player prefabs on disconnect
sig/network - bugfix - removal of player prefabs on disconnect
This commit is contained in:
+3
-1
@@ -34,7 +34,9 @@ namespace Multiplayer
|
||||
{
|
||||
class IEntityDomain;
|
||||
class EntityReplicator;
|
||||
|
||||
|
||||
//! @class EntityReplicationManager
|
||||
//! @brief Handles replication of relevant entities for one connection.
|
||||
class EntityReplicationManager final
|
||||
{
|
||||
public:
|
||||
|
||||
@@ -277,15 +277,6 @@ namespace Multiplayer
|
||||
{
|
||||
//RewindableObjectState::ClearRewoundEntities();
|
||||
|
||||
// Keystone has refactored these API's, rewrite required
|
||||
//AZ::SliceComponent* rootSlice = nullptr;
|
||||
//{
|
||||
// AzFramework::EntityContextId gameContextId = AzFramework::EntityContextId::CreateNull();
|
||||
// AzFramework::GameEntityContextRequestBus::BroadcastResult(gameContextId, &AzFramework::GameEntityContextRequests::GetGameEntityContextId);
|
||||
// AzFramework::EntityContextRequestBus::BroadcastResult(rootSlice, &AzFramework::EntityContextRequests::GetRootSlice);
|
||||
// AZ_Assert(rootSlice != nullptr, "Root slice returned was NULL");
|
||||
//}
|
||||
|
||||
AZStd::vector<NetEntityId> removeList;
|
||||
removeList.swap(m_removeList);
|
||||
for (NetEntityId entityId : removeList)
|
||||
@@ -299,13 +290,12 @@ namespace Multiplayer
|
||||
AZ_Assert(netBindComponent != nullptr, "NetBindComponent not found on networked entity");
|
||||
netBindComponent->StopEntity();
|
||||
|
||||
// Delete Entity, method depends on how it was loaded
|
||||
// Try slice removal first, then force delete
|
||||
//AZ::Entity* rawEntity = removeEntity.GetEntity();
|
||||
//if (!rootSlice->RemoveEntity(rawEntity))
|
||||
//{
|
||||
// delete rawEntity;
|
||||
//}
|
||||
// At the moment, we spawn one entity at a time and avoid Prefab API calls and never get a spawn ticket,
|
||||
// so this is the right way for now. Once we support prefabs we can use AzFramework::SpawnableEntitiesContainer
|
||||
// Additionally, prefabs spawning is async! Whereas we currently create entities immediately, see:
|
||||
// @NetworkEntityManager::CreateEntitiesImmediate
|
||||
AzFramework::GameEntityContextRequestBus::Broadcast(
|
||||
&AzFramework::GameEntityContextRequestBus::Events::DestroyGameEntity, netBindComponent->GetEntityId());
|
||||
}
|
||||
|
||||
m_networkEntityTracker.erase(entityId);
|
||||
|
||||
@@ -59,10 +59,11 @@ namespace Multiplayer
|
||||
|
||||
NetworkEntityUpdateMessage::NetworkEntityUpdateMessage(NetEntityId entityId, bool wasMigrated, bool takeOwnership)
|
||||
: m_entityId(entityId)
|
||||
, m_isDelete(true)
|
||||
, m_wasMigrated(wasMigrated)
|
||||
, m_takeOwnership(takeOwnership)
|
||||
{
|
||||
;
|
||||
// this is a delete entity message c-tor
|
||||
}
|
||||
|
||||
NetworkEntityUpdateMessage& NetworkEntityUpdateMessage::operator =(NetworkEntityUpdateMessage&& rhs)
|
||||
|
||||
Reference in New Issue
Block a user