Integrating up through commit 90f050496

This commit is contained in:
alexpete
2021-04-07 14:03:29 -07:00
parent 8f2ed080a9
commit c2cbd430fe
2694 changed files with 285622 additions and 176874 deletions
@@ -13,6 +13,7 @@
#pragma once
#include <Source/NetworkEntity/NetworkEntityHandle.h>
#include <AzCore/Math/Aabb.h>
namespace Multiplayer
{
@@ -36,6 +37,12 @@ namespace Multiplayer
MultiplayerController(MultiplayerComponent& owner);
virtual ~MultiplayerController() = default;
//! Activates the controller.
virtual void Activate(EntityIsMigrating entityIsMigrating) = 0;
//! Deactivates the controller.
virtual void Deactivate(EntityIsMigrating entityIsMigrating) = 0;
//! Returns the networkId for the entity that owns this controller.
//! @return the networkId for the entity that owns this controller
NetEntityId GetNetEntityId() const;
@@ -54,8 +61,18 @@ namespace Multiplayer
protected:
//! Returns the NetBindComponent responsible for net binding for this controller
//! @{
const NetBindComponent* GetNetBindComponent() const;
NetBindComponent* GetNetBindComponent();
//! @}
//! Returns the MultiplayerComponent that owns this controller instance.
//! @return the MultiplayerComponent that owns this controller instance
//! @{
const MultiplayerComponent& GetOwner() const;
MultiplayerComponent& GetOwner();
//! @}
//! Returns true if the owning entity is currently inside ProcessInput scope.
bool IsProcessingInput() const;
@@ -63,11 +80,11 @@ namespace Multiplayer
//! Returns the input priority ordering for determining the order of ProcessInput or CreateInput functions.
virtual InputPriorityOrder GetInputOrder() const = 0;
//! Hints the rewind system how close an entity should be in order to rewind, this can be very important for performance at scale.
//! Queries the rewind system to determine what volume is relevent for a given input, this is very important for performance at scale.
//! @param networkInput input structure to process
//! @param deltaTime amount of time the provided input would be integrated over
//! @return the maximum distance an entity should be for this component to interact with it given the provided input
virtual float GetRewindDistanceForInput(const NetworkInput& networkInput, float deltaTime) const = 0;
//! @return a world-space aabb representing the volume relevent to the provided input
virtual AZ::Aabb GetRewindBoundsForInput(const NetworkInput& networkInput, float deltaTime) const = 0;
//! Base execution for ProcessInput packet, do not call directly.
//! @param networkInput input structure to process