Various bug fixes to get entity replication working

main
karlberg 5 years ago
parent 7b3b1cd73e
commit ca3df5d6c8

@ -26,7 +26,7 @@ namespace AZ
{
class Transform;
using TransformChangedEvent = Event<Transform, Transform>;
using TransformChangedEvent = Event<const Transform&, const Transform&>;
using ParentChangedEvent = Event<EntityId, EntityId>;

@ -114,6 +114,9 @@ namespace AzNetworking
void ClearUnusedBits();
ContainerType m_container;
template <AZStd::size_t, typename ElementType>
friend class FixedSizeVectorBitset;
};
}

@ -192,19 +192,11 @@ namespace AzNetworking
template <AZStd::size_t CAPACITY, typename ElementType>
inline void FixedSizeVectorBitset<CAPACITY, ElementType>::ClearUnusedBits()
{
constexpr ElementType AllOnes = static_cast<ElementType>(~0);
const ElementType LastUsedBits = (GetSize() % BitsetType::ElementTypeBits);
#pragma warning(push)
#pragma warning(disable : 4293) // shift count negative or too big, undefined behaviour
#pragma warning(disable : 6326) // constant constant comparison
const ElementType ShiftAmount = (LastUsedBits == 0) ? 0 : BitsetType::ElementTypeBits - LastUsedBits;
const ElementType ClearBitMask = AllOnes >> ShiftAmount;
#pragma warning(pop)
uint32_t usedElementSize = (GetSize() + BitsetType::ElementTypeBits - 1) / BitsetType::ElementTypeBits;
for (uint32_t i = usedElementSize + 1; i < CAPACITY; ++i)
for (uint32_t i = usedElementSize + 1; i < BitsetType::ElementCount; ++i)
{
m_bitset.GetContainer()[i] = 0;
}
m_bitset.GetContainer()[m_bitset.GetContainer().size() - 1] &= ClearBitMask;
m_bitset.ClearUnusedBits();
}
}

@ -270,7 +270,7 @@ namespace AzNetworking
value.StoreToFloat3(values);
serializer.Serialize(values[0], "xValue");
serializer.Serialize(values[1], "yValue");
serializer.Serialize(values[1], "zValue");
serializer.Serialize(values[2], "zValue");
value = AZ::Vector3::CreateFromFloat3(values);
return serializer.IsValid();
}
@ -285,8 +285,8 @@ namespace AzNetworking
value.StoreToFloat4(values);
serializer.Serialize(values[0], "xValue");
serializer.Serialize(values[1], "yValue");
serializer.Serialize(values[1], "zValue");
serializer.Serialize(values[1], "wValue");
serializer.Serialize(values[2], "zValue");
serializer.Serialize(values[3], "wValue");
value = AZ::Vector4::CreateFromFloat4(values);
return serializer.IsValid();
}
@ -301,8 +301,8 @@ namespace AzNetworking
value.StoreToFloat4(values);
serializer.Serialize(values[0], "xValue");
serializer.Serialize(values[1], "yValue");
serializer.Serialize(values[1], "zValue");
serializer.Serialize(values[1], "wValue");
serializer.Serialize(values[2], "zValue");
serializer.Serialize(values[3], "wValue");
value = AZ::Quaternion::CreateFromFloat4(values);
return serializer.IsValid();
}

@ -95,4 +95,20 @@ namespace Multiplayer
private:
MultiplayerStats m_stats;
};
inline const char* GetEnumString(MultiplayerAgentType value)
{
switch (value)
{
case MultiplayerAgentType::Uninitialized:
return "Uninitialized";
case MultiplayerAgentType::Client:
return "Client";
case MultiplayerAgentType::ClientServer:
return "ClientServer";
case MultiplayerAgentType::DedicatedServer:
return "DedicatedServer";
}
return "INVALID";
}
}

@ -33,22 +33,20 @@ const {{ Property.attrib['Type'] }}& Get{{ PropertyName }}() const;
#}
{% macro DeclareNetworkPropertySetter(Property) %}
{% set PropertyName = UpperFirst(Property.attrib['Name']) %}
{% if Property.attrib['IsPredictable'] | booleanTrue %}
{% if Property.attrib['Container'] == 'Array' %}
void Set{{ PropertyName }}(const Multiplayer::NetworkInput&, int32_t index, const {{ Property.attrib['Type'] }}& value);
{{ Property.attrib['Type'] }}& Modify{{ PropertyName }}(const Multiplayer::NetworkInput&, int32_t index);
{% elif Property.attrib['Container'] == 'Vector' %}
void Set{{ PropertyName }}(const Multiplayer::NetworkInput&, int32_t index, const {{ Property.attrib['Type'] }}& value);
{{ Property.attrib['Type'] }}& Modify{{ PropertyName }}(const Multiplayer::NetworkInput&, int32_t index);
bool {{ PropertyName }}PushBack(const Multiplayer::NetworkInput&, const {{ Property.attrib['Type'] }}& value);
bool {{ PropertyName }}PopBack(const Multiplayer::NetworkInput&);
void {{ PropertyName }}Clear(const Multiplayer::NetworkInput&);
{% elif Property.attrib['Container'] == 'Object' %}
void Set{{ PropertyName }}(const Multiplayer::NetworkInput&, const {{ Property.attrib['Type'] }}& value);
{{ Property.attrib['Type'] }}& Modify{{ PropertyName }}(const Multiplayer::NetworkInput&);
{% else %}
void Set{{ PropertyName }}(const Multiplayer::NetworkInput&, const {{ Property.attrib['Type'] }}& value);
{% endif %}
{% if Property.attrib['Container'] == 'Array' %}
void Set{{ PropertyName }}(int32_t index, const {{ Property.attrib['Type'] }}& value);
{{ Property.attrib['Type'] }}& Modify{{ PropertyName }}(int32_t index);
{% elif Property.attrib['Container'] == 'Vector' %}
void Set{{ PropertyName }}(int32_t index, const {{ Property.attrib['Type'] }}& value);
{{ Property.attrib['Type'] }}& Modify{{ PropertyName }}(int32_t index);
bool {{ PropertyName }}PushBack(const {{ Property.attrib['Type'] }}& value);
bool {{ PropertyName }}PopBack();
void {{ PropertyName }}Clear();
{% elif Property.attrib['Container'] == 'Object' %}
void Set{{ PropertyName }}(const {{ Property.attrib['Type'] }}& value);
{{ Property.attrib['Type'] }}& Modify{{ PropertyName }}();
{% else %}
void Set{{ PropertyName }}(const {{ Property.attrib['Type'] }}& value);
{% endif %}
{% endmacro %}
{#
@ -417,6 +415,7 @@ namespace {{ Component.attrib['Namespace'] }}
static const Multiplayer::NetComponentId s_componentId = static_cast<Multiplayer::NetComponentId>({{ Component.attrib['Namespace'] }}::ComponentTypes::{{ Component.attrib['Name'] }});
static void Reflect(AZ::ReflectContext* context);
static void ReflectToEditContext(AZ::ReflectContext* context);
static void GetProvidedServices(AZ::ComponentDescriptor::DependencyArrayType& provided);
static void GetRequiredServices(AZ::ComponentDescriptor::DependencyArrayType& required);
static void GetDependentServices(AZ::ComponentDescriptor::DependencyArrayType& dependent);

@ -73,18 +73,17 @@ void {{ ClassName }}::{{ UpperFirst(Property.attrib['Name']) }}AddEvent(AZ::Even
{#
#}
{% macro DefineNetworkPropertyPredictableSet(Component, ReplicateFrom, ReplicateTo, ClassName, Property) %}
{% if Property.attrib['IsPredictable'] | booleanTrue %}
{% if Property.attrib['Container'] == 'Array' %}
void {{ ClassName }}::Set{{ UpperFirst(Property.attrib['Name']) }}(const Multiplayer::NetworkInput& inputCommand, int32_t index, const {{ Property.attrib['Type'] }}& value)
{% macro DefineNetworkPropertySet(Component, ReplicateFrom, ReplicateTo, ClassName, Property) %}
{% if Property.attrib['Container'] == 'Array' %}
void {{ ClassName }}::Set{{ UpperFirst(Property.attrib['Name']) }}(int32_t index, const {{ Property.attrib['Type'] }}& value)
{
if (GetParent().m_{{ LowerFirst(Property.attrib['Name']) }}[index] != value)
{
Modify{{ UpperFirst(Property.attrib['Name']) }}(inputCommand, index) = value;
Modify{{ UpperFirst(Property.attrib['Name']) }}(index) = value;
}
}
{{ Property.attrib['Type'] }}& {{ ClassName }}::Modify{{ UpperFirst(Property.attrib['Name']) }}(const Multiplayer::NetworkInput&, int32_t index)
{{ Property.attrib['Type'] }}& {{ ClassName }}::Modify{{ UpperFirst(Property.attrib['Name']) }}(int32_t index)
{
int32_t bitIndex = index + static_cast<int32_t>({{ AutoComponentMacros.GetNetPropertiesQualifiedPropertyDirtyEnum(Component.attrib['Name'], ReplicateFrom, ReplicateTo, Property, 'Start') }});
GetParent().m_currentRecord->m_{{ LowerFirst(AutoComponentMacros.GetNetPropertiesSetName(ReplicateFrom, ReplicateTo)) }}.SetBit(bitIndex, true);
@ -92,16 +91,16 @@ void {{ ClassName }}::Set{{ UpperFirst(Property.attrib['Name']) }}(const Multipl
return GetParent().m_{{ LowerFirst(Property.attrib['Name']) }}[index];
}
{% elif Property.attrib['Container'] == 'Vector' %}
void {{ ClassName }}::Set{{ UpperFirst(Property.attrib['Name']) }}(const Multiplayer::NetworkInput& inputCommand, int32_t index, const {{ Property.attrib['Type'] }}& value)
{% elif Property.attrib['Container'] == 'Vector' %}
void {{ ClassName }}::Set{{ UpperFirst(Property.attrib['Name']) }}(int32_t index, const {{ Property.attrib['Type'] }}& value)
{
if (GetParent().m_{{ LowerFirst(Property.attrib['Name']) }}[index] != value)
{
Modify{{ UpperFirst(Property.attrib['Name']) }}(inputCommand, index) = value;
Modify{{ UpperFirst(Property.attrib['Name']) }}(index) = value;
}
}
{{ Property.attrib['Type'] }}& {{ ClassName }}::Modify{{ UpperFirst(Property.attrib['Name']) }}(const Multiplayer::NetworkInput&, int32_t index)
{{ Property.attrib['Type'] }}& {{ ClassName }}::Modify{{ UpperFirst(Property.attrib['Name']) }}(int32_t index)
{
int32_t bitIndex = index + static_cast<int32_t>({{ AutoComponentMacros.GetNetPropertiesQualifiedPropertyDirtyEnum(Component.attrib['Name'], ReplicateFrom, ReplicateTo, Property, 'Start') }});
GetParent().m_currentRecord->m_{{ LowerFirst(AutoComponentMacros.GetNetPropertiesSetName(ReplicateFrom, ReplicateTo)) }}.SetBit(bitIndex, true);
@ -109,7 +108,7 @@ void {{ ClassName }}::Set{{ UpperFirst(Property.attrib['Name']) }}(const Multipl
return GetParent().m_{{ LowerFirst(Property.attrib['Name']) }}[index];
}
bool {{ ClassName }}::{{ UpperFirst(Property.attrib['Name']) }}PushBack(const Multiplayer::NetworkInput& inputCommand, const {{ Property.attrib['Type'] }} &value)
bool {{ ClassName }}::{{ UpperFirst(Property.attrib['Name']) }}PushBack(const {{ Property.attrib['Type'] }} &value)
{
int32_t indexToSet = GetParent().m_{{ LowerFirst(Property.attrib['Name']) }}.GetSize();
GetParent().m_{{ LowerFirst(Property.attrib['Name']) }}.PushBack(value);
@ -134,24 +133,24 @@ void {{ ClassName }}::{{ UpperFirst(Property.attrib['Name']) }}Clear(const Multi
GetParent().MarkDirty();
}
{% elif Property.attrib['Container'] == 'Object' %}
void {{ ClassName }}::Set{{ UpperFirst(Property.attrib['Name']) }}(const Multiplayer::NetworkInput& inputCommand, const {{ Property.attrib['Type'] }}& value)
{% elif Property.attrib['Container'] == 'Object' %}
void {{ ClassName }}::Set{{ UpperFirst(Property.attrib['Name']) }}(const {{ Property.attrib['Type'] }}& value)
{
if (GetParent().m_{{ LowerFirst(Property.attrib['Name']) }} != value)
{
Modify{{ UpperFirst(Property.attrib['Name']) }}(inputCommand) = value;
Modify{{ UpperFirst(Property.attrib['Name']) }}() = value;
}
}
{{ Property.attrib['Type'] }}& {{ ClassName }}::Modify{{ UpperFirst(Property.attrib['Name']) }}(const Multiplayer::NetworkInput&)
{{ Property.attrib['Type'] }}& {{ ClassName }}::Modify{{ UpperFirst(Property.attrib['Name']) }}()
{
GetParent().m_currentRecord->m_{{ LowerFirst(AutoComponentMacros.GetNetPropertiesSetName(ReplicateFrom, ReplicateTo)) }}.SetBit(static_cast<int32_t>({{ AutoComponentMacros.GetNetPropertiesQualifiedPropertyDirtyEnum(Component.attrib['Name'], ReplicateFrom, ReplicateTo, Property) }}), true);
GetParent().MarkDirty();
return GetParent().m_{{ LowerFirst(Property.attrib['Name']) }}{% if Property.attrib['IsRewindable']|booleanTrue %}.Modify(){% endif %};
}
{% else %}
void {{ ClassName }}::Set{{ UpperFirst(Property.attrib['Name']) }}(const Multiplayer::NetworkInput&, const {{ Property.attrib['Type'] }}& value)
{% else %}
void {{ ClassName }}::Set{{ UpperFirst(Property.attrib['Name']) }}(const {{ Property.attrib['Type'] }}& value)
{
if (GetParent().m_{{ LowerFirst(Property.attrib['Name']) }} != value)
{
@ -161,7 +160,6 @@ void {{ ClassName }}::Set{{ UpperFirst(Property.attrib['Name']) }}(const Multipl
}
}
{% endif %}
{% endif %}
{% endmacro %}
{#
@ -273,7 +271,7 @@ void {{ ClassName }}::Set{{ UpperFirst(Property.attrib['Name']) }}(const {{ Prop
{% call(Property) AutoComponentMacros.ParseNetworkProperties(Component, ReplicateFrom, ReplicateTo) %}
{% if Property.attrib['IsPublic'] | booleanTrue != IsProtected %}
{{ DefineNetworkPropertyGet(ClassName, Property, "GetParent().") }}
{{ DefineNetworkPropertyPredictableSet(Component, ReplicateFrom, ReplicateTo, ClassName, Property) }}
{{ DefineNetworkPropertySet(Component, ReplicateFrom, ReplicateTo, ClassName, Property) }}
{% endif %}
{% endcall %}
{% endmacro %}
@ -478,6 +476,7 @@ bool {{ ClassName }}::Serialize{{ AutoComponentMacros.GetNetPropertiesSetName(Re
{%- if networkPropertyCount.update({'value': networkPropertyCount.value + 1}) %}{% endif -%}
{% endcall %}
{% if networkPropertyCount.value > 0 %}
MultiplayerStats& stats = AZ::Interface<IMultiplayer>::Get()->GetStats();
// We modify the record if we are writing an update so that we don't notify for a change that really didn't change the value (just a duplicated send from the server)
[[maybe_unused]] bool modifyRecord = serializer.GetSerializerMode() == AzNetworking::SerializerMode::WriteToObject;
{% call(Property) AutoComponentMacros.ParseNetworkProperties(Component, ReplicateFrom, ReplicateTo) %}
@ -509,7 +508,8 @@ bool {{ ClassName }}::Serialize{{ AutoComponentMacros.GetNetPropertiesSetName(Re
static_cast<int32_t>({{ AutoComponentMacros.GetNetPropertiesQualifiedPropertyDirtyEnum(Component.attrib['Name'], ReplicateFrom, ReplicateTo, Property) }}),
m_{{ LowerFirst(Property.attrib['Name']) }},
"{{ Property.attrib['Name'] }}",
GetNetComponentId()
GetNetComponentId(),
stats
);
{% endif %}
{% endcall %}
@ -1111,23 +1111,29 @@ namespace {{ Component.attrib['Namespace'] }}
{{ DefineNetworkPropertyReflection(Component, 'Authority', 'Client', ComponentBaseName)|indent(16) -}}
{{ DefineNetworkPropertyReflection(Component, 'Authority', 'Autonomous', ComponentBaseName)|indent(16) -}}
{{ DefineNetworkPropertyReflection(Component, 'Autonomous', 'Authority', ComponentBaseName)|indent(16) }}
{{ DefineArchetypePropertyReflection(Component, ComponentBaseName)|indent(16) }}
;
{{ DefineArchetypePropertyReflection(Component, ComponentBaseName)|indent(16) }};
}
ReflectToEditContext(context);
}
void {{ ComponentBaseName }}::{{ ComponentBaseName }}::ReflectToEditContext(AZ::ReflectContext* context)
{
AZ::SerializeContext* serializeContext = azrtti_cast<AZ::SerializeContext*>(context);
if (serializeContext)
{
AZ::EditContext* editContext = serializeContext->GetEditContext();
if (editContext)
{
editContext->Class<{{ ComponentBaseName }}>("{{ ComponentName }}", "{{ Component.attrib['Description'] }}")
editContext->Class<{{ ComponentName }}>("{{ ComponentName }}", "{{ Component.attrib['Description'] }}")
->ClassElement(AZ::Edit::ClassElements::EditorData, "")
->Attribute(AZ::Edit::Attributes::Category, "Multiplayer")
->Attribute(AZ::Edit::Attributes::AppearsInAddComponentMenu, AZ_CRC_CE("Game"))
{{ DefineNetworkPropertyEditReflection(Component, 'Authority', 'Authority', ComponentBaseName)|indent(20) -}}
{{ DefineNetworkPropertyEditReflection(Component, 'Authority', 'Server', ComponentBaseName)|indent(20) -}}
{{ DefineNetworkPropertyEditReflection(Component, 'Authority', 'Client', ComponentBaseName)|indent(20) -}}
{{ DefineNetworkPropertyEditReflection(Component, 'Authority', 'Autonomous', ComponentBaseName)|indent(20) -}}
{{ DefineNetworkPropertyEditReflection(Component, 'Autonomous', 'Authority', ComponentBaseName)|indent(20) }}
{{ DefineArchetypePropertyEditReflection(Component, ComponentBaseName)|indent(20) }}
;
{{ DefineNetworkPropertyEditReflection(Component, 'Authority', 'Authority', ComponentName)|indent(20) -}}
{{ DefineNetworkPropertyEditReflection(Component, 'Authority', 'Server', ComponentName)|indent(20) -}}
{{ DefineNetworkPropertyEditReflection(Component, 'Authority', 'Client', ComponentName)|indent(20) -}}
{{ DefineNetworkPropertyEditReflection(Component, 'Authority', 'Autonomous', ComponentName)|indent(20) -}}
{{ DefineNetworkPropertyEditReflection(Component, 'Autonomous', 'Authority', ComponentName)|indent(20) }}
{{ DefineArchetypePropertyEditReflection(Component, ComponentName)|indent(20) }};
}
}
}

@ -24,7 +24,6 @@ namespace Multiplayer
serializeContext->Class<LocalPredictionPlayerInputComponent, LocalPredictionPlayerInputComponentBase>()
->Version(1);
}
LocalPredictionPlayerInputComponentBase::Reflect(context);
}

@ -43,8 +43,12 @@ namespace Multiplayer
NetEntityId MultiplayerComponent::GetNetEntityId() const
{
const NetBindComponent* netBindComponent = GetNetBindComponent();
return netBindComponent ? netBindComponent->GetNetEntityId() : InvalidNetEntityId;
return m_netBindComponent ? m_netBindComponent->GetNetEntityId() : InvalidNetEntityId;
}
NetEntityRole MultiplayerComponent::GetNetEntityRole() const
{
return m_netBindComponent ? m_netBindComponent->GetNetEntityRole() : NetEntityRole::InvalidRole;
}
ConstNetworkEntityHandle MultiplayerComponent::GetEntityHandle() const

@ -62,6 +62,7 @@ namespace Multiplayer
//! @}
NetEntityId GetNetEntityId() const;
NetEntityRole GetNetEntityRole() const;
ConstNetworkEntityHandle GetEntityHandle() const;
NetworkEntityHandle GetEntityHandle();
void MarkDirty();
@ -109,7 +110,8 @@ namespace Multiplayer
int32_t bitIndex,
TYPE& value,
const char* name,
[[maybe_unused]] NetComponentId componentId
[[maybe_unused]] NetComponentId componentId,
MultiplayerStats& stats
)
{
if (bitset.GetBit(bitIndex))
@ -119,6 +121,7 @@ namespace Multiplayer
serializer.Serialize(value, name);
if (modifyRecord && !serializer.GetTrackedChangesFlag())
{
// If the serializer didn't change any values, then lower the flag so we don't unnecessarily notify
bitset.SetBit(bitIndex, false);
}
const uint32_t postUpdateSize = serializer.GetSize();
@ -126,8 +129,7 @@ namespace Multiplayer
const uint32_t updateSize = (postUpdateSize - prevUpdateSize);
if (updateSize > 0)
{
MultiplayerStats& stats = AZ::Interface<IMultiplayer>::Get()->GetStats();
if (serializer.GetSerializerMode() == AzNetworking::SerializerMode::WriteToObject)
if (modifyRecord)
{
stats.m_propertyUpdatesRecv++;
stats.m_propertyUpdatesRecvBytes += updateSize;

@ -27,6 +27,11 @@ namespace Multiplayer
return m_owner.GetNetEntityId();
}
NetEntityRole MultiplayerController::GetNetEntityRole() const
{
return GetNetBindComponent()->GetNetEntityRole();
}
AZ::Entity* MultiplayerController::GetEntity() const
{
return m_owner.GetEntity();

@ -47,6 +47,10 @@ namespace Multiplayer
//! @return the networkId for the entity that owns this controller
NetEntityId GetNetEntityId() const;
//! Returns the networkRole for the entity that owns this controller.
//! @return the networkRole for the entity that owns this controller
NetEntityRole GetNetEntityRole() const;
//! Returns the raw AZ::Entity pointer for the entity that owns this controller.
//! @return the raw AZ::Entity pointer for the entity that owns this controller
AZ::Entity* GetEntity() const;

@ -13,6 +13,8 @@
#include <Source/Components/NetworkTransformComponent.h>
#include <AzCore/Serialization/SerializeContext.h>
#include <AzCore/Serialization/EditContext.h>
#include <AzCore/EBus/IEventScheduler.h>
#include <AzFramework/Components/TransformComponent.h>
namespace Multiplayer
{
@ -24,7 +26,81 @@ namespace Multiplayer
serializeContext->Class<NetworkTransformComponent, NetworkTransformComponentBase>()
->Version(1);
}
NetworkTransformComponentBase::Reflect(context);
}
NetworkTransformComponent::NetworkTransformComponent()
: m_rotationEventHandler([this](const AZ::Quaternion& rotation) { OnRotationChangedEvent(rotation); })
, m_translationEventHandler([this](const AZ::Vector3& translation) { OnTranslationChangedEvent(translation); })
, m_scaleEventHandler([this](const AZ::Vector3& scale) { OnScaleChangedEvent(scale); })
{
;
}
void NetworkTransformComponent::OnInit()
{
;
}
void NetworkTransformComponent::OnActivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating)
{
RotationAddEvent(m_rotationEventHandler);
TranslationAddEvent(m_translationEventHandler);
ScaleAddEvent(m_scaleEventHandler);
}
void NetworkTransformComponent::OnDeactivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating)
{
;
}
void NetworkTransformComponent::OnRotationChangedEvent(const AZ::Quaternion& rotation)
{
AZ::Transform worldTm = GetTransformComponent()->GetWorldTM();
worldTm.SetRotation(rotation);
GetTransformComponent()->SetWorldTM(worldTm);
}
void NetworkTransformComponent::OnTranslationChangedEvent(const AZ::Vector3& translation)
{
AZ::Transform worldTm = GetTransformComponent()->GetWorldTM();
worldTm.SetTranslation(translation);
GetTransformComponent()->SetWorldTM(worldTm);
}
void NetworkTransformComponent::OnScaleChangedEvent(const AZ::Vector3& scale)
{
AZ::Transform worldTm = GetTransformComponent()->GetWorldTM();
worldTm.SetScale(scale);
GetTransformComponent()->SetWorldTM(worldTm);
}
NetworkTransformComponentController::NetworkTransformComponentController(NetworkTransformComponent& parent)
: NetworkTransformComponentControllerBase(parent)
, m_transformChangedHandler([this](const AZ::Transform&, const AZ::Transform& worldTm) { OnTransformChangedEvent(worldTm); })
{
;
}
void NetworkTransformComponentController::OnActivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating)
{
GetParent().GetTransformComponent()->BindTransformChangedEventHandler(m_transformChangedHandler);
OnTransformChangedEvent(GetParent().GetTransformComponent()->GetWorldTM());
}
void NetworkTransformComponentController::OnDeactivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating)
{
;
}
void NetworkTransformComponentController::OnTransformChangedEvent(const AZ::Transform& worldTm)
{
if (GetNetEntityRole() == NetEntityRole::Authority)
{
SetRotation(worldTm.GetRotation());
SetTranslation(worldTm.GetTranslation());
SetScale(worldTm.GetScale());
}
}
}

@ -13,6 +13,7 @@
#pragma once
#include <Source/AutoGen/NetworkTransformComponent.AutoComponent.h>
#include <AzCore/Component/TransformBus.h>
namespace Multiplayer
{
@ -22,20 +23,37 @@ namespace Multiplayer
public:
AZ_MULTIPLAYER_COMPONENT(Multiplayer::NetworkTransformComponent, s_networkTransformComponentConcreteUuid, Multiplayer::NetworkTransformComponentBase);
static void Reflect([[maybe_unused]] AZ::ReflectContext* context);
static void Reflect(AZ::ReflectContext* context);
void OnInit() override {}
void OnActivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating) override {}
void OnDeactivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating) override {}
NetworkTransformComponent();
void OnInit() override;
void OnActivate(Multiplayer::EntityIsMigrating entityIsMigrating) override;
void OnDeactivate(Multiplayer::EntityIsMigrating entityIsMigrating) override;
private:
void OnRotationChangedEvent(const AZ::Quaternion& rotation);
void OnTranslationChangedEvent(const AZ::Vector3& translation);
void OnScaleChangedEvent(const AZ::Vector3& scale);
AZ::Event<AZ::Quaternion>::Handler m_rotationEventHandler;
AZ::Event<AZ::Vector3>::Handler m_translationEventHandler;
AZ::Event<AZ::Vector3>::Handler m_scaleEventHandler;
};
class NetworkTransformComponentController
: public NetworkTransformComponentControllerBase
{
public:
NetworkTransformComponentController(NetworkTransformComponent& parent) : NetworkTransformComponentControllerBase(parent) {}
NetworkTransformComponentController(NetworkTransformComponent& parent);
void OnActivate(Multiplayer::EntityIsMigrating entityIsMigrating) override;
void OnDeactivate(Multiplayer::EntityIsMigrating entityIsMigrating) override;
private:
void OnTransformChangedEvent(const AZ::Transform& worldTm);
void OnActivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating) override {}
void OnDeactivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating) override {}
AZ::TransformChangedEvent::Handler m_transformChangedHandler;
AZ::ScheduledEvent m_transformChangeEvent;
};
}

@ -0,0 +1,59 @@
/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
#include <Source/ConnectionData/ClientToServerConnectionData.h>
namespace Multiplayer
{
static constexpr uint32_t Uint32Max = AZStd::numeric_limits<uint32_t>::max();
// This can be used to help mitigate client side performance when large numbers of entities are created off the network
AZ_CVAR(uint32_t, cl_ClientMaxRemoteEntitiesPendingCreationCount, Uint32Max, 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");
AZ_CVAR(AZ::TimeMs, cl_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");
ClientToServerConnectionData::ClientToServerConnectionData
(
AzNetworking::IConnection* connection,
AzNetworking::IConnectionListener& connectionListener
)
: m_connection(connection)
, m_entityReplicationManager(*connection, connectionListener, EntityReplicationManager::Mode::LocalClientToRemoteServer)
{
m_entityReplicationManager.SetMaxRemoteEntitiesPendingCreationCount(cl_ClientMaxRemoteEntitiesPendingCreationCount);
m_entityReplicationManager.SetEntityPendingRemovalMs(cl_ClientEntityReplicatorPendingRemovalTimeMs);
}
ClientToServerConnectionData::~ClientToServerConnectionData()
{
m_entityReplicationManager.Clear(false);
}
ConnectionDataType ClientToServerConnectionData::GetConnectionDataType() const
{
return ConnectionDataType::ClientToServer;
}
AzNetworking::IConnection* ClientToServerConnectionData::GetConnection() const
{
return m_connection;
}
EntityReplicationManager& ClientToServerConnectionData::GetReplicationManager()
{
return m_entityReplicationManager;
}
void ClientToServerConnectionData::Update([[maybe_unused]] AZ::TimeMs serverGameTimeMs)
{
m_entityReplicationManager.ActivatePendingEntities();
}
}

@ -0,0 +1,47 @@
/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
#pragma once
#include <Source/ConnectionData/IConnectionData.h>
namespace Multiplayer
{
class ClientToServerConnectionData final
: public IConnectionData
{
public:
ClientToServerConnectionData
(
AzNetworking::IConnection* connection,
AzNetworking::IConnectionListener& connectionListener
);
~ClientToServerConnectionData() override;
//! IConnectionData interface
//! @{
ConnectionDataType GetConnectionDataType() const override;
AzNetworking::IConnection* GetConnection() const override;
EntityReplicationManager& GetReplicationManager() override;
void Update(AZ::TimeMs serverGameTimeMs) override;
//! @}
bool CanSendUpdates();
private:
EntityReplicationManager m_entityReplicationManager;
AzNetworking::IConnection* m_connection = nullptr;
bool m_canSendUpdates = true;
};
}
#include <Source/ConnectionData/ClientToServerConnectionData.inl>

@ -0,0 +1,19 @@
/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
namespace Multiplayer
{
inline bool ClientToServerConnectionData::CanSendUpdates()
{
return m_canSendUpdates;
}
}

@ -19,6 +19,7 @@ namespace Multiplayer
{
enum class ConnectionDataType
{
ClientToServer,
ServerToClient,
ServerToServer
};

@ -13,7 +13,9 @@
#include <Source/MultiplayerSystemComponent.h>
#include <Source/Components/MultiplayerComponent.h>
#include <Source/AutoGen/AutoComponentTypes.h>
#include <Source/ConnectionData/ClientToServerConnectionData.h>
#include <Source/ConnectionData/ServerToClientConnectionData.h>
#include <Source/ReplicationWindows/NullReplicationWindow.h>
#include <Source/ReplicationWindows/ServerToClientReplicationWindow.h>
#include <Source/EntityDomains/FullOwnershipEntityDomain.h>
#include <AzNetworking/Framework/INetworking.h>
@ -66,6 +68,7 @@ namespace Multiplayer
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(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");
void MultiplayerSystemComponent::Reflect(AZ::ReflectContext* context)
{
@ -126,23 +129,26 @@ namespace Multiplayer
// Handle deferred local rpc messages that were generated during the updates
m_networkEntityManager.DispatchLocalDeferredRpcMessages();
m_networkEntityManager.NotifyEntitiesChanged();
// Let the network system know the frame is done and we can collect dirty bits
m_networkEntityManager.NotifyEntitiesDirtied();
MultiplayerStats& stats = GetStats();
stats.m_entityCount = GetNetworkEntityManager()->GetEntityCount();
auto sendNetworkUpdates = [serverGameTimeMs](IConnection& connection)
// Send out the game state update to all connections
{
if (connection.GetUserData() != nullptr)
auto sendNetworkUpdates = [serverGameTimeMs](IConnection& connection)
{
IConnectionData* connectionData = reinterpret_cast<IConnectionData*>(connection.GetUserData());
connectionData->Update(serverGameTimeMs);
}
};
if (connection.GetUserData() != nullptr)
{
IConnectionData* connectionData = reinterpret_cast<IConnectionData*>(connection.GetUserData());
connectionData->Update(serverGameTimeMs);
}
};
// Send out the game state update to all connections
m_networkInterface->GetConnectionSet().VisitConnections(sendNetworkUpdates);
m_networkInterface->GetConnectionSet().VisitConnections(sendNetworkUpdates);
}
MultiplayerStats& stats = GetStats();
stats.m_entityCount = GetNetworkEntityManager()->GetEntityCount();
MultiplayerPackets::SyncConsole packet;
AZ::ThreadSafeDeque<AZStd::string>::DequeType cvarUpdates;
@ -245,12 +251,8 @@ namespace Multiplayer
AZ::CVarFixedString commandString = "sv_map " + packet.GetMap();
AZ::Interface<AZ::IConsole>::Get()->PerformCommand(commandString.c_str());
// This is a bit tricky, so it warrants extra commenting
// The cry level loader has a 'map' command used to invoke the level load system
// We don't want any explicit cry dependencies, so instead we rely on the
// az console binding inside SystemInit to echo any unhandled commands to
// the cry console by stripping off the prefix 'sv_'
AZ::Interface<AZ::IConsole>::Get()->PerformCommand(commandString.c_str() + 3);
AZ::CVarFixedString loadLevelString = "LoadLevel " + packet.GetMap();
AZ::Interface<AZ::IConsole>::Get()->PerformCommand(loadLevelString.c_str());
return true;
}
@ -410,6 +412,16 @@ namespace Multiplayer
AZStd::unique_ptr<IReplicationWindow> window = AZStd::make_unique<ServerToClientReplicationWindow>(controlledEntity, connection);
reinterpret_cast<ServerToClientConnectionData*>(connection->GetUserData())->GetReplicationManager().SetReplicationWindow(AZStd::move(window));
}
else
{
if (connection->GetUserData() == nullptr) // Only add user data if the connect event handler has not already done so
{
connection->SetUserData(new ClientToServerConnectionData(connection, *this));
}
AZStd::unique_ptr<IReplicationWindow> window = AZStd::make_unique<NullReplicationWindow>();
reinterpret_cast<ServerToClientConnectionData*>(connection->GetUserData())->GetReplicationManager().SetEntityActivationTimeSliceMs(cl_defaultNetworkEntityActivationTimeSliceMs);
}
}
bool MultiplayerSystemComponent::OnPacketReceived(AzNetworking::IConnection* connection, const IPacketHeader& packetHeader, ISerializer& serializer)
@ -463,6 +475,7 @@ namespace Multiplayer
}
}
m_agentType = multiplayerType;
AZLOG_INFO("Multiplayer operating in %s mode", GetEnumString(m_agentType));
}
void MultiplayerSystemComponent::AddConnectionAcquiredHandler(ConnectionAcquiredEvent::Handler& handler)
@ -535,14 +548,15 @@ namespace Multiplayer
void host([[maybe_unused]] const AZ::ConsoleCommandContainer& arguments)
{
Multiplayer::MultiplayerAgentType serverType = sv_isDedicated ? MultiplayerAgentType::DedicatedServer : MultiplayerAgentType::ClientServer;
AZ::Interface<IMultiplayer>::Get()->InitializeMultiplayer(serverType);
INetworkInterface* networkInterface = AZ::Interface<INetworking>::Get()->RetrieveNetworkInterface(AZ::Name(s_networkInterfaceName));
networkInterface->Listen(sv_port);
AZ::Interface<IMultiplayer>::Get()->InitializeMultiplayer(serverType);
}
AZ_CONSOLEFREEFUNC(host, AZ::ConsoleFunctorFlags::DontReplicate, "Opens a multiplayer connection as a host for other clients to connect to");
void connect([[maybe_unused]] const AZ::ConsoleCommandContainer& arguments)
{
AZ::Interface<IMultiplayer>::Get()->InitializeMultiplayer(MultiplayerAgentType::Client);
INetworkInterface* networkInterface = AZ::Interface<INetworking>::Get()->RetrieveNetworkInterface(AZ::Name(s_networkInterfaceName));
if (arguments.size() < 1)
@ -567,12 +581,12 @@ namespace Multiplayer
int32_t portNumber = atol(portStr);
const IpAddress ipAddress(addressStr, aznumeric_cast<uint16_t>(portNumber), networkInterface->GetType());
networkInterface->Connect(ipAddress);
AZ::Interface<IMultiplayer>::Get()->InitializeMultiplayer(MultiplayerAgentType::Client);
}
AZ_CONSOLEFREEFUNC(connect, AZ::ConsoleFunctorFlags::DontReplicate, "Opens a multiplayer connection to a remote host");
void disconnect([[maybe_unused]] const AZ::ConsoleCommandContainer& arguments)
{
AZ::Interface<IMultiplayer>::Get()->InitializeMultiplayer(MultiplayerAgentType::Uninitialized);
INetworkInterface* networkInterface = AZ::Interface<INetworking>::Get()->RetrieveNetworkInterface(AZ::Name(s_networkInterfaceName));
auto visitor = [](IConnection& connection) { connection.Disconnect(DisconnectReason::TerminatedByUser, TerminationEndpoint::Local); };
networkInterface->GetConnectionSet().VisitConnections(visitor);

@ -21,8 +21,8 @@
#include <AzNetworking/ConnectionLayer/IConnectionListener.h>
#include <Include/IMultiplayer.h>
#include <Source/NetworkTime/NetworkTime.h>
#include <Source/AutoGen/Multiplayer.AutoPacketDispatcher.h>
#include <Source/NetworkEntity/NetworkEntityManager.h>
#include <Source/AutoGen/Multiplayer.AutoPacketDispatcher.h>
namespace AzNetworking
{

@ -25,6 +25,7 @@
#include <AzNetworking/PacketLayer/IPacketHeader.h>
#include <AzNetworking/Serialization/NetworkInputSerializer.h>
#include <AzNetworking/Serialization/NetworkOutputSerializer.h>
#include <AzNetworking/Serialization/TrackChangedSerializer.h>
#include <AzCore/Component/ComponentApplicationBus.h>
#include <AzCore/Console/IConsole.h>
#include <AzCore/Console/ILogger.h>
@ -126,9 +127,9 @@ namespace Multiplayer
MultiplayerPackets::EntityUpdates entityUpdatePacket;
entityUpdatePacket.SetHostTimeMs(serverGameTimeMs);
// Serialize everything
for (auto it = toSendList.begin(); it != toSendList.end();)
while (!toSendList.empty())
{
EntityReplicator* replicator = *it;
EntityReplicator* replicator = toSendList.front();
NetworkEntityUpdateMessage updateMessage(replicator->GenerateUpdatePacket());
const uint32_t nextMessageSize = updateMessage.GetEstimatedSerializeSize();
@ -144,15 +145,15 @@ namespace Multiplayer
pendingPacketSize += nextMessageSize;
entityUpdatePacket.ModifyEntityMessages().push_back(updateMessage);
replicatorUpdatedList.push_back(*it);
it = toSendList.erase(it);
replicatorUpdatedList.push_back(replicator);
toSendList.pop_front();
if (largeEntityDetected)
{
AZLOG_WARN("\n\n*******************************");
AZLOG_WARN
(
"Serializing Extremely Large Entity (%u) - MaxPayload: %d NeededSize %d",
"Serializing extremely large entity (%u) - MaxPayload: %d NeededSize %d",
aznumeric_cast<uint32_t>(replicator->GetEntityHandle().GetNetEntityId()),
maxPayloadSize,
nextMessageSize
@ -173,16 +174,16 @@ namespace Multiplayer
EntityReplicationManager::EntityReplicatorList EntityReplicationManager::GenerateEntityUpdateList()
{
if (m_replicationWindow == nullptr)
{
return EntityReplicatorList();
}
// Generate a list of all our entities that need updates
EntityReplicatorList autonomousReplicators;
autonomousReplicators.reserve(m_replicatorsPendingSend.size());
EntityReplicatorList proxyReplicators;
proxyReplicators.reserve(m_replicatorsPendingSend.size());
EntityReplicatorList toSendList;
uint32_t elementsAdded = 0;
for (auto iter = m_replicatorsPendingSend.begin();
iter != m_replicatorsPendingSend.end()
&& elementsAdded < m_replicationWindow->GetMaxEntityReplicatorSendCount();)
for (auto iter = m_replicatorsPendingSend.begin(); iter != m_replicatorsPendingSend.end() && elementsAdded < m_replicationWindow->GetMaxEntityReplicatorSendCount(); )
{
EntityReplicator* replicator = GetEntityReplicator(*iter);
bool clearPendingSend = true;
@ -218,13 +219,13 @@ namespace Multiplayer
if (replicator->GetRemoteNetworkRole() == NetEntityRole::Autonomous)
{
autonomousReplicators.push_back(replicator);
toSendList.push_back(replicator);
}
else
{
if (elementsAdded < m_replicationWindow->GetMaxEntityReplicatorSendCount())
{
proxyReplicators.push_back(replicator);
toSendList.push_back(replicator);
}
}
}
@ -243,9 +244,6 @@ namespace Multiplayer
}
}
EntityReplicatorList toSendList;
toSendList.swap(autonomousReplicators);
toSendList.insert(toSendList.end(), proxyReplicators.begin(), proxyReplicators.end());
return toSendList;
}
@ -543,6 +541,7 @@ namespace Multiplayer
// Create an entity if we don't have one
if (createEntity)
{
// @pereslav
//replicatorEntity = GetNetworkEntityManager()->CreateSingleEntityImmediateInternal(prefabEntityId, EntitySpawnType::Replicate, AutoActivate::DoNotActivate, netEntityId, localNetworkRole, AZ::Transform::Identity());
AZ_Assert(replicatorEntity != nullptr, "Failed to create entity from prefab");// %s", prefabEntityId.GetString());
if (replicatorEntity == nullptr)
@ -765,7 +764,7 @@ namespace Multiplayer
return HandleEntityDeleteMessage(entityReplicator, packetHeader, updateMessage);
}
AzNetworking::NetworkOutputSerializer outputSerializer(updateMessage.GetData()->GetBuffer(), updateMessage.GetData()->GetSize());
AzNetworking::TrackChangedSerializer<AzNetworking::NetworkOutputSerializer> outputSerializer(updateMessage.GetData()->GetBuffer(), updateMessage.GetData()->GetSize());
PrefabEntityId prefabEntityId;
if (updateMessage.GetHasValidPrefabId())
@ -1125,7 +1124,7 @@ namespace Multiplayer
{
if (message.GetPropertyUpdateData().GetSize() > 0)
{
AzNetworking::NetworkOutputSerializer outputSerializer(message.ModifyPropertyUpdateData().GetBuffer(), message.ModifyPropertyUpdateData().GetSize());
AzNetworking::TrackChangedSerializer<AzNetworking::NetworkOutputSerializer> outputSerializer(message.ModifyPropertyUpdateData().GetBuffer(), message.ModifyPropertyUpdateData().GetSize());
if (!HandlePropertyChangeMessage
(
replicator,

@ -22,6 +22,7 @@
#include <AzNetworking/PacketLayer/IPacketHeader.h>
#include <AzCore/std/containers/map.h>
#include <AzCore/std/containers/vector.h>
#include <AzCore/std/containers/deque.h>
#include <AzCore/std/limits.h>
#include <AzCore/EBus/Event.h>
#include <AzCore/EBus/ScheduledEvent.h>
@ -114,7 +115,7 @@ namespace Multiplayer
using RpcMessages = AZStd::list<NetworkEntityRpcMessage>;
bool DispatchOrphanedRpc(NetworkEntityRpcMessage& message, EntityReplicator* entityReplicator);
using EntityReplicatorList = AZStd::vector<EntityReplicator*>;
using EntityReplicatorList = AZStd::deque<EntityReplicator*>;
EntityReplicatorList GenerateEntityUpdateList();
void SendEntityUpdatesPacketHelper(AZ::TimeMs serverGameTimeMs, EntityReplicatorList& toSendList, uint32_t maxPayloadSize, AzNetworking::IConnection& connection);

@ -283,7 +283,7 @@ namespace Multiplayer
AZ_Assert(netBindComponent, "No Multiplayer::NetBindComponent");
bool isAuthority = (GetBoundLocalNetworkRole() == NetEntityRole::Authority)
&& (GetBoundLocalNetworkRole() == netBindComponent->GetNetEntityRole());
&& (GetBoundLocalNetworkRole() == netBindComponent->GetNetEntityRole());
bool isClient = GetRemoteNetworkRole() == NetEntityRole::Client;
bool isAutonomous = GetBoundLocalNetworkRole() == NetEntityRole::Autonomous;
if (isAuthority || isClient || isAutonomous)
@ -311,9 +311,9 @@ namespace Multiplayer
{
bool ret(false);
bool isServer = (GetBoundLocalNetworkRole() == NetEntityRole::Server)
&& (GetRemoteNetworkRole() == NetEntityRole::Authority);
&& (GetRemoteNetworkRole() == NetEntityRole::Authority);
bool isClient = (GetBoundLocalNetworkRole() == NetEntityRole::Client)
|| (GetBoundLocalNetworkRole() == NetEntityRole::Autonomous);
|| (GetBoundLocalNetworkRole() == NetEntityRole::Autonomous);
if (isServer || isClient)
{
ret = true;

@ -12,6 +12,7 @@
#include <Source/NetworkEntity/NetworkEntityManager.h>
#include <Source/Components/NetBindComponent.h>
#include <Include/IMultiplayer.h>
#include <AzCore/Interface/Interface.h>
#include <AzCore/Console/IConsole.h>
#include <AzCore/Console/ILogger.h>
@ -34,6 +35,12 @@ namespace Multiplayer
, m_entityRemovedEventHandler([this](AZ::Entity* entity) { OnEntityRemoved(entity); })
{
AZ::Interface<INetworkEntityManager>::Register(this);
if (AZ::Interface<AZ::ComponentApplicationRequests>::Get() != nullptr)
{
// Null guard needed for unit tests
AZ::Interface<AZ::ComponentApplicationRequests>::Get()->RegisterEntityAddedEventHandler(m_entityAddedEventHandler);
AZ::Interface<AZ::ComponentApplicationRequests>::Get()->RegisterEntityRemovedEventHandler(m_entityRemovedEventHandler);
}
}
NetworkEntityManager::~NetworkEntityManager()
@ -43,13 +50,6 @@ namespace Multiplayer
void NetworkEntityManager::Initialize(HostId hostId, AZStd::unique_ptr<IEntityDomain> entityDomain)
{
if (AZ::Interface<AZ::ComponentApplicationRequests>::Get() != nullptr)
{
// Null guard needed for unit tests
AZ::Interface<AZ::ComponentApplicationRequests>::Get()->RegisterEntityAddedEventHandler(m_entityAddedEventHandler);
AZ::Interface<AZ::ComponentApplicationRequests>::Get()->RegisterEntityRemovedEventHandler(m_entityRemovedEventHandler);
}
m_hostId = hostId;
m_entityDomain = AZStd::move(entityDomain);
m_updateEntityDomainEvent.Enqueue(net_EntityDomainUpdateMs, true);
@ -282,8 +282,13 @@ namespace Multiplayer
NetBindComponent* netBindComponent = entity->FindComponent<NetBindComponent>();
if (netBindComponent != nullptr)
{
// @pereslav
// Note that this is a total hack.. we should not be listening to this event on a client
// Entities should instead be spawned by the prefabEntityId inside EntityReplicationManager::HandlePropertyChangeMessage()
const bool isClient = AZ::Interface<IMultiplayer>::Get()->GetAgentType() == MultiplayerAgentType::Client;
const NetEntityRole netEntityRole = isClient ? NetEntityRole::Client: NetEntityRole::Authority;
const NetEntityId netEntityId = m_nextEntityId++;
netBindComponent->PreInit(entity, PrefabEntityId(), netEntityId, NetEntityRole::Authority);
netBindComponent->PreInit(entity, PrefabEntityId(), netEntityId, netEntityRole);
}
}

@ -73,7 +73,7 @@ namespace Multiplayer
template <typename BASE_TYPE, AZStd::size_t REWIND_SIZE>
inline BASE_TYPE& RewindableObject<BASE_TYPE, REWIND_SIZE>::Modify()
{
ApplicationFrameId frameTime = GetCurrentTimeForProperty();
const ApplicationFrameId frameTime = GetCurrentTimeForProperty();
if (frameTime < m_headTime)
{
AZ_Assert(false, "Trying to mutate a rewindable in the past");
@ -82,7 +82,7 @@ namespace Multiplayer
{
SetValueForTime(GetValueForTime(frameTime), frameTime);
}
const BASE_TYPE& returnValue = GetValueForTime(GetCurrentTimeForProperty());
const BASE_TYPE& returnValue = GetValueForTime(frameTime);
return const_cast<BASE_TYPE&>(returnValue);
}
@ -103,10 +103,11 @@ namespace Multiplayer
template <typename BASE_TYPE, AZStd::size_t REWIND_SIZE>
inline bool RewindableObject<BASE_TYPE, REWIND_SIZE>::Serialize(AzNetworking::ISerializer& serializer)
{
BASE_TYPE current = GetValueForTime(GetCurrentTimeForProperty());
if (serializer.Serialize(current, "Element") && (serializer.GetSerializerMode() == AzNetworking::SerializerMode::WriteToObject))
const ApplicationFrameId frameTime = GetCurrentTimeForProperty();
BASE_TYPE value = GetValueForTime(frameTime);
if (serializer.Serialize(value, "Element") && (serializer.GetSerializerMode() == AzNetworking::SerializerMode::WriteToObject))
{
SetValueForTime(current, GetCurrentTimeForProperty());
SetValueForTime(value, frameTime);
}
return serializer.IsValid();
}

@ -0,0 +1,47 @@
/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
#include "NullReplicationWindow.h"
namespace Multiplayer
{
bool NullReplicationWindow::ReplicationSetUpdateReady()
{
return true;
}
const ReplicationSet& NullReplicationWindow::GetReplicationSet() const
{
return m_emptySet;
}
uint32_t NullReplicationWindow::GetMaxEntityReplicatorSendCount() const
{
return 0;
}
bool NullReplicationWindow::IsInWindow([[maybe_unused]] const ConstNetworkEntityHandle& entityHandle, NetEntityRole& outNetworkRole) const
{
outNetworkRole = NetEntityRole::InvalidRole;
return false;
}
void NullReplicationWindow::UpdateWindow()
{
;
}
void NullReplicationWindow::DebugDraw() const
{
// Nothing to draw
}
}

@ -0,0 +1,38 @@
/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
#pragma once
#include <Source/ReplicationWindows/IReplicationWindow.h>
namespace Multiplayer
{
class NullReplicationWindow
: public IReplicationWindow
{
public:
NullReplicationWindow() = default;
//! IReplicationWindow interface
//! @{
bool ReplicationSetUpdateReady() override;
const ReplicationSet& GetReplicationSet() const override;
uint32_t GetMaxEntityReplicatorSendCount() const override;
bool IsInWindow(const ConstNetworkEntityHandle& entityPtr, NetEntityRole& outNetworkRole) const override;
void UpdateWindow() override;
void DebugDraw() const override;
//! @}
private:
ReplicationSet m_emptySet;
};
}

@ -202,8 +202,7 @@ namespace Multiplayer
void ServerToClientReplicationWindow::OnEntityActivated(const AZ::EntityId& entityId)
{
AZ::Entity* entity = nullptr;
EBUS_EVENT_RESULT(entity, AZ::ComponentApplicationBus, FindEntity, entityId);
AZ::Entity* entity = AZ::Interface<AZ::ComponentApplicationRequests>::Get()->FindEntity(entityId);
ConstNetworkEntityHandle entityHandle(entity, GetNetworkEntityTracker());
NetBindComponent* netBindComponent = entityHandle.GetNetBindComponent();
@ -234,8 +233,7 @@ namespace Multiplayer
void ServerToClientReplicationWindow::OnEntityDeactivated(const AZ::EntityId& entityId)
{
AZ::Entity* entity = nullptr;
EBUS_EVENT_RESULT(entity, AZ::ComponentApplicationBus, FindEntity, entityId);
AZ::Entity* entity = AZ::Interface<AZ::ComponentApplicationRequests>::Get()->FindEntity(entityId);
ConstNetworkEntityHandle entityHandle(entity, GetNetworkEntityTracker());
NetBindComponent* netBindComponent = entityHandle.GetNetBindComponent();

@ -34,6 +34,9 @@ set(FILES
Source/Components/NetBindComponent.h
Source/Components/NetworkTransformComponent.cpp
Source/Components/NetworkTransformComponent.h
Source/ConnectionData/ClientToServerConnectionData.cpp
Source/ConnectionData/ClientToServerConnectionData.h
Source/ConnectionData/ClientToServerConnectionData.inl
Source/ConnectionData/IConnectionData.h
Source/ConnectionData/ServerToClientConnectionData.cpp
Source/ConnectionData/ServerToClientConnectionData.h
@ -81,6 +84,8 @@ set(FILES
Source/NetworkTime/NetworkTime.h
Source/NetworkTime/RewindableObject.h
Source/NetworkTime/RewindableObject.inl
Source/ReplicationWindows/NullReplicationWindow.cpp
Source/ReplicationWindows/NullReplicationWindow.h
Source/ReplicationWindows/IReplicationWindow.h
Source/ReplicationWindows/ServerToClientReplicationWindow.cpp
Source/ReplicationWindows/ServerToClientReplicationWindow.h

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