Various bug fixes to get entity replication working
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@@ -13,7 +13,9 @@
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#include <Source/MultiplayerSystemComponent.h>
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#include <Source/Components/MultiplayerComponent.h>
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#include <Source/AutoGen/AutoComponentTypes.h>
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#include <Source/ConnectionData/ClientToServerConnectionData.h>
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#include <Source/ConnectionData/ServerToClientConnectionData.h>
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#include <Source/ReplicationWindows/NullReplicationWindow.h>
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#include <Source/ReplicationWindows/ServerToClientReplicationWindow.h>
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#include <Source/EntityDomains/FullOwnershipEntityDomain.h>
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#include <AzNetworking/Framework/INetworking.h>
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@@ -66,6 +68,7 @@ namespace Multiplayer
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AZ_CVAR(AZ::CVarFixedString, sv_gamerules, "norules", nullptr, AZ::ConsoleFunctorFlags::DontReplicate, "GameRules server works with");
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AZ_CVAR(ProtocolType, sv_protocol, ProtocolType::Udp, nullptr, AZ::ConsoleFunctorFlags::DontReplicate, "This flag controls whether we use TCP or UDP for game networking");
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AZ_CVAR(bool, sv_isDedicated, true, nullptr, AZ::ConsoleFunctorFlags::DontReplicate, "Whether the host command creates an independent or client hosted server");
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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");
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void MultiplayerSystemComponent::Reflect(AZ::ReflectContext* context)
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{
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@@ -126,24 +129,27 @@ namespace Multiplayer
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// Handle deferred local rpc messages that were generated during the updates
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m_networkEntityManager.DispatchLocalDeferredRpcMessages();
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m_networkEntityManager.NotifyEntitiesChanged();
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// Let the network system know the frame is done and we can collect dirty bits
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m_networkEntityManager.NotifyEntitiesDirtied();
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// Send out the game state update to all connections
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{
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auto sendNetworkUpdates = [serverGameTimeMs](IConnection& connection)
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{
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if (connection.GetUserData() != nullptr)
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{
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IConnectionData* connectionData = reinterpret_cast<IConnectionData*>(connection.GetUserData());
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connectionData->Update(serverGameTimeMs);
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}
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};
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m_networkInterface->GetConnectionSet().VisitConnections(sendNetworkUpdates);
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}
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MultiplayerStats& stats = GetStats();
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stats.m_entityCount = GetNetworkEntityManager()->GetEntityCount();
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auto sendNetworkUpdates = [serverGameTimeMs](IConnection& connection)
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{
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if (connection.GetUserData() != nullptr)
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{
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IConnectionData* connectionData = reinterpret_cast<IConnectionData*>(connection.GetUserData());
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connectionData->Update(serverGameTimeMs);
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}
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};
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// Send out the game state update to all connections
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m_networkInterface->GetConnectionSet().VisitConnections(sendNetworkUpdates);
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MultiplayerPackets::SyncConsole packet;
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AZ::ThreadSafeDeque<AZStd::string>::DequeType cvarUpdates;
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m_cvarCommands.Swap(cvarUpdates);
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@@ -245,12 +251,8 @@ namespace Multiplayer
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AZ::CVarFixedString commandString = "sv_map " + packet.GetMap();
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AZ::Interface<AZ::IConsole>::Get()->PerformCommand(commandString.c_str());
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// This is a bit tricky, so it warrants extra commenting
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// The cry level loader has a 'map' command used to invoke the level load system
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// We don't want any explicit cry dependencies, so instead we rely on the
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// az console binding inside SystemInit to echo any unhandled commands to
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// the cry console by stripping off the prefix 'sv_'
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AZ::Interface<AZ::IConsole>::Get()->PerformCommand(commandString.c_str() + 3);
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AZ::CVarFixedString loadLevelString = "LoadLevel " + packet.GetMap();
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AZ::Interface<AZ::IConsole>::Get()->PerformCommand(loadLevelString.c_str());
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return true;
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}
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@@ -410,6 +412,16 @@ namespace Multiplayer
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AZStd::unique_ptr<IReplicationWindow> window = AZStd::make_unique<ServerToClientReplicationWindow>(controlledEntity, connection);
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reinterpret_cast<ServerToClientConnectionData*>(connection->GetUserData())->GetReplicationManager().SetReplicationWindow(AZStd::move(window));
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}
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else
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{
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if (connection->GetUserData() == nullptr) // Only add user data if the connect event handler has not already done so
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{
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connection->SetUserData(new ClientToServerConnectionData(connection, *this));
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}
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AZStd::unique_ptr<IReplicationWindow> window = AZStd::make_unique<NullReplicationWindow>();
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reinterpret_cast<ServerToClientConnectionData*>(connection->GetUserData())->GetReplicationManager().SetEntityActivationTimeSliceMs(cl_defaultNetworkEntityActivationTimeSliceMs);
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}
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}
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bool MultiplayerSystemComponent::OnPacketReceived(AzNetworking::IConnection* connection, const IPacketHeader& packetHeader, ISerializer& serializer)
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@@ -463,6 +475,7 @@ namespace Multiplayer
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}
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}
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m_agentType = multiplayerType;
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AZLOG_INFO("Multiplayer operating in %s mode", GetEnumString(m_agentType));
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}
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void MultiplayerSystemComponent::AddConnectionAcquiredHandler(ConnectionAcquiredEvent::Handler& handler)
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@@ -535,14 +548,15 @@ namespace Multiplayer
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void host([[maybe_unused]] const AZ::ConsoleCommandContainer& arguments)
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{
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Multiplayer::MultiplayerAgentType serverType = sv_isDedicated ? MultiplayerAgentType::DedicatedServer : MultiplayerAgentType::ClientServer;
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AZ::Interface<IMultiplayer>::Get()->InitializeMultiplayer(serverType);
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INetworkInterface* networkInterface = AZ::Interface<INetworking>::Get()->RetrieveNetworkInterface(AZ::Name(s_networkInterfaceName));
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networkInterface->Listen(sv_port);
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AZ::Interface<IMultiplayer>::Get()->InitializeMultiplayer(serverType);
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}
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AZ_CONSOLEFREEFUNC(host, AZ::ConsoleFunctorFlags::DontReplicate, "Opens a multiplayer connection as a host for other clients to connect to");
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void connect([[maybe_unused]] const AZ::ConsoleCommandContainer& arguments)
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{
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AZ::Interface<IMultiplayer>::Get()->InitializeMultiplayer(MultiplayerAgentType::Client);
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INetworkInterface* networkInterface = AZ::Interface<INetworking>::Get()->RetrieveNetworkInterface(AZ::Name(s_networkInterfaceName));
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if (arguments.size() < 1)
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@@ -567,12 +581,12 @@ namespace Multiplayer
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int32_t portNumber = atol(portStr);
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const IpAddress ipAddress(addressStr, aznumeric_cast<uint16_t>(portNumber), networkInterface->GetType());
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networkInterface->Connect(ipAddress);
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AZ::Interface<IMultiplayer>::Get()->InitializeMultiplayer(MultiplayerAgentType::Client);
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}
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AZ_CONSOLEFREEFUNC(connect, AZ::ConsoleFunctorFlags::DontReplicate, "Opens a multiplayer connection to a remote host");
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void disconnect([[maybe_unused]] const AZ::ConsoleCommandContainer& arguments)
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{
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AZ::Interface<IMultiplayer>::Get()->InitializeMultiplayer(MultiplayerAgentType::Uninitialized);
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INetworkInterface* networkInterface = AZ::Interface<INetworking>::Get()->RetrieveNetworkInterface(AZ::Name(s_networkInterfaceName));
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auto visitor = [](IConnection& connection) { connection.Disconnect(DisconnectReason::TerminatedByUser, TerminationEndpoint::Local); };
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networkInterface->GetConnectionSet().VisitConnections(visitor);
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