Merge main to mp_editor_pipeline

This commit is contained in:
puvvadar
2021-05-16 11:36:47 -07:00
91 changed files with 1085 additions and 588 deletions
@@ -0,0 +1,114 @@
/*
* 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/AutoGen/LocalPredictionPlayerInputComponent.AutoComponent.h>
#include <Multiplayer/Components/NetBindComponent.h>
namespace Multiplayer
{
using CorrectionEvent = AZ::Event<>;
class LocalPredictionPlayerInputComponent
: public LocalPredictionPlayerInputComponentBase
{
public:
AZ_MULTIPLAYER_COMPONENT(Multiplayer::LocalPredictionPlayerInputComponent, s_localPredictionPlayerInputComponentConcreteUuid, Multiplayer::LocalPredictionPlayerInputComponentBase);
static void Reflect([[maybe_unused]] AZ::ReflectContext* context);
void OnInit() override;
void OnActivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating) override;
void OnDeactivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating) override;
};
class LocalPredictionPlayerInputComponentController
: public LocalPredictionPlayerInputComponentControllerBase
{
public:
LocalPredictionPlayerInputComponentController(LocalPredictionPlayerInputComponent& parent);
void OnActivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating) override;
void OnDeactivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating) override;
void HandleSendClientInput
(
AzNetworking::IConnection* invokingConnection,
const Multiplayer::NetworkInputArray& inputArray,
const AZ::HashValue32& stateHash,
const AzNetworking::PacketEncodingBuffer& clientState
) override;
void HandleSendMigrateClientInput
(
AzNetworking::IConnection* invokingConnection,
const Multiplayer::NetworkInputMigrationVector& inputArray
) override;
void HandleSendClientInputCorrection
(
AzNetworking::IConnection* invokingConnection,
const Multiplayer::ClientInputId& inputId,
const AzNetworking::PacketEncodingBuffer& correction
) override;
//! Return true if we're currently replaying inputs after a correction.
//! If this value returns true, effects, audio, and other cosmetic triggers should be suppressed
//! @return true if we're within correction scope and replaying inputs
bool IsReplayingInput() const;
//! Return true if we're currently migrating from one host to another.
//! @return boolean true if we're currently migrating from one host to another
bool IsMigrating() const;
ClientInputId GetLastInputId() const;
HostFrameId GetInputFrameId(const NetworkInput& input) const;
void CorrectionEventAddHandle(CorrectionEvent::Handler& handler);
private:
void OnMigrateStart(ClientInputId migratedInputId);
void OnMigrateEnd();
void UpdateAutonomous(AZ::TimeMs deltaTimeMs);
void UpdateBankedTime(AZ::TimeMs deltaTimeMs);
// Implicitly sorted player input history, back() is the input that corresponds to the latest client input Id
NetworkInputHistory m_inputHistory;
// Anti-cheat accumulator for clients who purposely mess with their clock rate
NetworkInputArray m_lastInputReceived;
AZ::ScheduledEvent m_autonomousUpdateEvent; // Drives autonomous input collection
AZ::ScheduledEvent m_updateBankedTimeEvent; // Drives authority bank time updates
CorrectionEvent m_correctionEvent;
EntityMigrationStartEvent::Handler m_migrateStartHandler;
EntityMigrationEndEvent::Handler m_migrateEndHandler;
double m_moveAccumulator = 0.0;
double m_clientBankedTime = 0.0;
AZ::TimeMs m_lastInputReceivedTimeMs = AZ::TimeMs{ 0 };
AZ::TimeMs m_lastCorrectionSentTimeMs = AZ::TimeMs{ 0 };
ClientInputId m_clientInputId = ClientInputId{ 0 }; // Clients incrementing inputId
ClientInputId m_lastClientInputId = ClientInputId{ 0 }; // Last inputId processed by the server
ClientInputId m_lastCorrectionInputId = ClientInputId{ 0 };
ClientInputId m_lastMigratedInputId = ClientInputId{ 0 }; // Used to resend inputs that were queued during a migration event
HostFrameId m_serverMigrateFrameId = InvalidHostFrameId;
bool m_replayingInput = false; // True if we're replaying inputs under a correction event (use this to suppress effects or audio)
bool m_allowMigrateClientInput = false; // True if this component was migrated, we will allow the client to send us migrated inputs (one time only)
};
}
@@ -15,7 +15,8 @@
#include <AzCore/Component/Component.h>
#include <AzNetworking/Serialization/ISerializer.h>
#include <AzNetworking/DataStructures/FixedSizeBitsetView.h>
#include <Multiplayer/NetworkEntityHandle.h>
#include <Multiplayer/NetworkEntity/NetworkEntityHandle.h>
#include <Multiplayer/MultiplayerStats.h>
#include <Multiplayer/MultiplayerTypes.h>
#include <Multiplayer/IMultiplayer.h>
@@ -62,11 +63,15 @@ namespace Multiplayer
//! @}
NetEntityId GetNetEntityId() const;
NetEntityRole GetNetEntityRole() const;
bool IsAuthority() const;
bool IsAutonomous() const;
bool IsServer() const;
bool IsClient() const;
ConstNetworkEntityHandle GetEntityHandle() const;
NetworkEntityHandle GetEntityHandle();
void MarkDirty();
virtual void SetOwningConnectionId(AzNetworking::ConnectionId connectionId) = 0;
virtual NetComponentId GetNetComponentId() const = 0;
virtual bool HandleRpcMessage(AzNetworking::IConnection* invokingConnection, NetEntityRole netEntityRole, NetworkEntityRpcMessage& rpcMessage) = 0;
@@ -14,7 +14,8 @@
#include <AzCore/Name/Name.h>
#include <AzCore/std/containers/unordered_map.h>
#include <Multiplayer/MultiplayerComponent.h>
#include <Multiplayer/Components/MultiplayerComponent.h>
#include <Multiplayer/NetworkInput/IMultiplayerComponentInput.h>
namespace Multiplayer
{
@@ -22,13 +23,15 @@ namespace Multiplayer
{
public:
using PropertyNameLookupFunction = AZStd::function<const char*(PropertyIndex index)>;
using RpcNameLookupFunction = AZStd::function<const char* (RpcIndex index)>;
using RpcNameLookupFunction = AZStd::function<const char*(RpcIndex index)>;
using AllocComponentInputFunction = AZStd::function<AZStd::unique_ptr<IMultiplayerComponentInput>()>;
struct ComponentData
{
AZ::Name m_gemName;
AZ::Name m_componentName;
PropertyNameLookupFunction m_componentPropertyNameLookupFunction;
RpcNameLookupFunction m_componentRpcNameLookupFunction;
AllocComponentInputFunction m_allocComponentInputFunction;
};
//! Registers a multiplayer component with the multiplayer system.
@@ -36,6 +39,11 @@ namespace Multiplayer
//! @return the NetComponentId assigned to this particular component
NetComponentId RegisterMultiplayerComponent(const ComponentData& componentData);
//! Allocates a new component input for the provided netComponentId.
//! @param netComponentId the NetComponentId to allocate a component input for
//! @return pointer to the allocated component input, caller assumes ownership
AZStd::unique_ptr<IMultiplayerComponentInput> AllocateComponentInput(NetComponentId netComponentId);
//! Returns the gem name associated with the provided NetComponentId.
//! @param netComponentId the NetComponentId to return the gem name of
//! @return the name of the gem that contains the requested component
@@ -12,7 +12,7 @@
#pragma once
#include <Multiplayer/NetworkEntityHandle.h>
#include <Multiplayer/NetworkEntity/NetworkEntityHandle.h>
#include <AzCore/Math/Aabb.h>
namespace Multiplayer
@@ -47,9 +47,13 @@ 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 true if this controller has authority.
//! @return boolean true if this controller has authority
bool IsAuthority() const;
//! Returns true if this controller has autonomy (can locally predict).
//! @return boolean true if this controller has autonomy
bool IsAutonomous() 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
@@ -20,10 +20,10 @@
#include <AzCore/std/smart_ptr/unique_ptr.h>
#include <AzNetworking/Serialization/ISerializer.h>
#include <AzNetworking/ConnectionLayer/IConnection.h>
#include <Multiplayer/ReplicationRecord.h>
#include <Multiplayer/NetworkEntityHandle.h>
#include <Multiplayer/IMultiplayerComponentInput.h>
#include <Multiplayer/INetworkTime.h>
#include <Multiplayer/NetworkEntity/EntityReplication/ReplicationRecord.h>
#include <Multiplayer/NetworkEntity/NetworkEntityHandle.h>
#include <Multiplayer/NetworkInput/IMultiplayerComponentInput.h>
#include <Multiplayer/NetworkTime/INetworkTime.h>
#include <Multiplayer/MultiplayerTypes.h>
#include <AzCore/EBus/Event.h>
@@ -63,12 +63,17 @@ namespace Multiplayer
NetEntityRole GetNetEntityRole() const;
bool IsAuthority() const;
bool IsAutonomous() const;
bool IsServer() const;
bool IsClient() const;
bool HasController() const;
NetEntityId GetNetEntityId() const;
const PrefabEntityId& GetPrefabEntityId() const;
ConstNetworkEntityHandle GetEntityHandle() const;
NetworkEntityHandle GetEntityHandle();
void SetOwningConnectionId(AzNetworking::ConnectionId connectionId);
void SetAllowAutonomy(bool value);
MultiplayerComponentInputVector AllocateComponentInputs();
bool IsProcessingInput() const;
void CreateInput(NetworkInput& networkInput, float deltaTime);
@@ -155,6 +160,7 @@ namespace Multiplayer
bool m_isProcessingInput = false;
bool m_isMigrationDataValid = false;
bool m_needsToBeStopped = false;
bool m_allowAutonomy = false; // Set to true for the hosts controlled entity
friend class NetworkEntityManager;
friend class EntityReplicationManager;
@@ -0,0 +1,58 @@
/*
* 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/AutoGen/NetworkTransformComponent.AutoComponent.h>
#include <AzCore/Component/TransformBus.h>
namespace Multiplayer
{
class NetworkTransformComponent
: public NetworkTransformComponentBase
{
public:
AZ_MULTIPLAYER_COMPONENT(Multiplayer::NetworkTransformComponent, s_networkTransformComponentConcreteUuid, Multiplayer::NetworkTransformComponentBase);
static void Reflect(AZ::ReflectContext* context);
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);
void OnActivate(Multiplayer::EntityIsMigrating entityIsMigrating) override;
void OnDeactivate(Multiplayer::EntityIsMigrating entityIsMigrating) override;
private:
void OnTransformChangedEvent(const AZ::Transform& worldTm);
AZ::TransformChangedEvent::Handler m_transformChangedHandler;
};
}
@@ -12,7 +12,7 @@
#pragma once
#include <Multiplayer/INetworkEntityManager.h>
#include <Multiplayer/NetworkEntity/INetworkEntityManager.h>
#include <AzNetworking/ConnectionLayer/IConnection.h>
namespace Multiplayer
@@ -12,7 +12,7 @@
#pragma once
#include <Multiplayer/INetworkEntityManager.h>
#include <Multiplayer/NetworkEntity/INetworkEntityManager.h>
namespace Multiplayer
{
@@ -15,8 +15,9 @@
#include <AzCore/RTTI/RTTI.h>
#include <AzNetworking/ConnectionLayer/IConnection.h>
#include <AzNetworking/DataStructures/ByteBuffer.h>
#include <Multiplayer/INetworkEntityManager.h>
#include <Multiplayer/INetworkTime.h>
#include <Multiplayer/Components/MultiplayerComponentRegistry.h>
#include <Multiplayer/NetworkEntity/INetworkEntityManager.h>
#include <Multiplayer/NetworkTime/INetworkTime.h>
#include <Multiplayer/MultiplayerStats.h>
namespace AzNetworking
@@ -101,28 +102,6 @@ namespace Multiplayer
//! @return pointer to the network entity manager instance bound to this multiplayer instance
virtual INetworkEntityManager* GetNetworkEntityManager() = 0;
//! Returns the gem name associated with the provided component index.
//! @param netComponentId the componentId to return the gem name of
//! @return the name of the gem that contains the requested component
virtual const char* GetComponentGemName(NetComponentId netComponentId) const = 0;
//! Returns the component name associated with the provided component index.
//! @param netComponentId the componentId to return the component name of
//! @return the name of the component
virtual const char* GetComponentName(NetComponentId netComponentId) const = 0;
//! Returns the property name associated with the provided component index and property index.
//! @param netComponentId the component index to return the property name of
//! @param propertyIndex the index of the network property to return the property name of
//! @return the name of the network property
virtual const char* GetComponentPropertyName(NetComponentId netComponentId, PropertyIndex propertyIndex) const = 0;
//! Returns the Rpc name associated with the provided component index and rpc index.
//! @param netComponentId the componentId to return the property name of
//! @param rpcIndex the index of the rpc to return the rpc name of
//! @return the name of the requested rpc
virtual const char* GetComponentRpcName(NetComponentId netComponentId, RpcIndex rpcIndex) const = 0;
//! Retrieve the stats object bound to this multiplayer instance.
//! @return the stats object bound to this multiplayer instance
MultiplayerStats& GetStats() { return m_stats; }
@@ -1,18 +0,0 @@
/*
* 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
namespace Multiplayer
{
}
@@ -1,193 +0,0 @@
/*
* 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 <Multiplayer/MultiplayerStats.h>
namespace Multiplayer
{
MultiplayerStats::Metric::Metric()
{
AZStd::uninitialized_fill_n(m_callHistory.data(), RingbufferSamples, 0);
AZStd::uninitialized_fill_n(m_byteHistory.data(), RingbufferSamples, 0);
}
void MultiplayerStats::ReserveComponentStats(NetComponentId netComponentId, uint16_t propertyCount, uint16_t rpcCount)
{
const uint16_t netComponentIndex = aznumeric_cast<uint16_t>(netComponentId);
if (m_componentStats.size() <= netComponentIndex)
{
m_componentStats.resize(netComponentIndex + 1);
}
m_componentStats[netComponentIndex].m_propertyUpdatesSent.resize(propertyCount);
m_componentStats[netComponentIndex].m_propertyUpdatesRecv.resize(propertyCount);
m_componentStats[netComponentIndex].m_rpcsSent.resize(rpcCount);
m_componentStats[netComponentIndex].m_rpcsRecv.resize(rpcCount);
}
void MultiplayerStats::RecordPropertySent(NetComponentId netComponentId, PropertyIndex propertyId, uint32_t totalBytes)
{
const uint16_t netComponentIndex = aznumeric_cast<uint16_t>(netComponentId);
const uint16_t propertyIndex = aznumeric_cast<uint16_t>(propertyId);
m_componentStats[netComponentIndex].m_propertyUpdatesSent[propertyIndex].m_totalCalls++;
m_componentStats[netComponentIndex].m_propertyUpdatesSent[propertyIndex].m_totalBytes += totalBytes;
m_componentStats[netComponentIndex].m_propertyUpdatesSent[propertyIndex].m_callHistory[m_recordMetricIndex]++;
m_componentStats[netComponentIndex].m_propertyUpdatesSent[propertyIndex].m_byteHistory[m_recordMetricIndex] += totalBytes;
}
void MultiplayerStats::RecordPropertyReceived(NetComponentId netComponentId, PropertyIndex propertyId, uint32_t totalBytes)
{
const uint16_t netComponentIndex = aznumeric_cast<uint16_t>(netComponentId);
const uint16_t propertyIndex = aznumeric_cast<uint16_t>(propertyId);
m_componentStats[netComponentIndex].m_propertyUpdatesRecv[propertyIndex].m_totalCalls++;
m_componentStats[netComponentIndex].m_propertyUpdatesRecv[propertyIndex].m_totalBytes += totalBytes;
m_componentStats[netComponentIndex].m_propertyUpdatesRecv[propertyIndex].m_callHistory[m_recordMetricIndex]++;
m_componentStats[netComponentIndex].m_propertyUpdatesRecv[propertyIndex].m_byteHistory[m_recordMetricIndex] += totalBytes;
}
void MultiplayerStats::RecordRpcSent(NetComponentId netComponentId, RpcIndex rpcId, uint32_t totalBytes)
{
const uint16_t netComponentIndex = aznumeric_cast<uint16_t>(netComponentId);
const uint16_t rpcIndex = aznumeric_cast<uint16_t>(rpcId);
m_componentStats[netComponentIndex].m_rpcsSent[rpcIndex].m_totalCalls++;
m_componentStats[netComponentIndex].m_rpcsSent[rpcIndex].m_totalBytes += totalBytes;
m_componentStats[netComponentIndex].m_rpcsSent[rpcIndex].m_callHistory[m_recordMetricIndex]++;
m_componentStats[netComponentIndex].m_rpcsSent[rpcIndex].m_byteHistory[m_recordMetricIndex] += totalBytes;
}
void MultiplayerStats::RecordRpcReceived(NetComponentId netComponentId, RpcIndex rpcId, uint32_t totalBytes)
{
const uint16_t netComponentIndex = aznumeric_cast<uint16_t>(netComponentId);
const uint16_t rpcIndex = aznumeric_cast<uint16_t>(rpcId);
m_componentStats[netComponentIndex].m_rpcsRecv[rpcIndex].m_totalCalls++;
m_componentStats[netComponentIndex].m_rpcsRecv[rpcIndex].m_totalBytes += totalBytes;
m_componentStats[netComponentIndex].m_rpcsRecv[rpcIndex].m_callHistory[m_recordMetricIndex]++;
m_componentStats[netComponentIndex].m_rpcsRecv[rpcIndex].m_byteHistory[m_recordMetricIndex] += totalBytes;
}
void MultiplayerStats::TickStats(AZ::TimeMs metricFrameTimeMs)
{
m_totalHistoryTimeMs = metricFrameTimeMs * static_cast<AZ::TimeMs>(RingbufferSamples);
m_recordMetricIndex = ++m_recordMetricIndex % RingbufferSamples;
for (ComponentStats& componentStats : m_componentStats)
{
for (Metric& metric : componentStats.m_propertyUpdatesSent)
{
metric.m_callHistory[m_recordMetricIndex] = 0;
metric.m_byteHistory[m_recordMetricIndex] = 0;
}
for (Metric& metric : componentStats.m_propertyUpdatesRecv)
{
metric.m_callHistory[m_recordMetricIndex] = 0;
metric.m_byteHistory[m_recordMetricIndex] = 0;
}
for (Metric& metric : componentStats.m_rpcsSent)
{
metric.m_callHistory[m_recordMetricIndex] = 0;
metric.m_byteHistory[m_recordMetricIndex] = 0;
}
for (Metric& metric : componentStats.m_rpcsRecv)
{
metric.m_callHistory[m_recordMetricIndex] = 0;
metric.m_byteHistory[m_recordMetricIndex] = 0;
}
}
}
static void CombineMetrics(MultiplayerStats::Metric& outArg1, const MultiplayerStats::Metric& arg2)
{
outArg1.m_totalCalls += arg2.m_totalCalls;
outArg1.m_totalBytes += arg2.m_totalBytes;
for (uint32_t index = 0; index < MultiplayerStats::RingbufferSamples; ++index)
{
outArg1.m_callHistory[index] += arg2.m_callHistory[index];
outArg1.m_byteHistory[index] += arg2.m_byteHistory[index];
}
}
static MultiplayerStats::Metric SumMetricVector(const AZStd::vector<MultiplayerStats::Metric>& metricVector)
{
MultiplayerStats::Metric result;
for (AZStd::size_t index = 0; index < metricVector.size(); ++index)
{
CombineMetrics(result, metricVector[index]);
}
return result;
}
MultiplayerStats::Metric MultiplayerStats::CalculateComponentPropertyUpdateSentMetrics(NetComponentId netComponentId) const
{
const uint16_t netComponentIndex = aznumeric_cast<uint16_t>(netComponentId);
return SumMetricVector(m_componentStats[netComponentIndex].m_propertyUpdatesSent);
}
MultiplayerStats::Metric MultiplayerStats::CalculateComponentPropertyUpdateRecvMetrics(NetComponentId netComponentId) const
{
const uint16_t netComponentIndex = aznumeric_cast<uint16_t>(netComponentId);
return SumMetricVector(m_componentStats[netComponentIndex].m_propertyUpdatesRecv);
}
MultiplayerStats::Metric MultiplayerStats::CalculateComponentRpcsSentMetrics(NetComponentId netComponentId) const
{
const uint16_t netComponentIndex = aznumeric_cast<uint16_t>(netComponentId);
return SumMetricVector(m_componentStats[netComponentIndex].m_rpcsSent);
}
MultiplayerStats::Metric MultiplayerStats::CalculateComponentRpcsRecvMetrics(NetComponentId netComponentId) const
{
const uint16_t netComponentIndex = aznumeric_cast<uint16_t>(netComponentId);
return SumMetricVector(m_componentStats[netComponentIndex].m_rpcsRecv);
}
MultiplayerStats::Metric MultiplayerStats::CalculateTotalPropertyUpdateSentMetrics() const
{
Metric result;
for (AZStd::size_t index = 0; index < m_componentStats.size(); ++index)
{
const NetComponentId netComponentId = aznumeric_cast<NetComponentId>(index);
CombineMetrics(result, CalculateComponentPropertyUpdateSentMetrics(netComponentId));
}
return result;
}
MultiplayerStats::Metric MultiplayerStats::CalculateTotalPropertyUpdateRecvMetrics() const
{
Metric result;
for (AZStd::size_t index = 0; index < m_componentStats.size(); ++index)
{
const NetComponentId netComponentId = aznumeric_cast<NetComponentId>(index);
CombineMetrics(result, CalculateComponentPropertyUpdateRecvMetrics(netComponentId));
}
return result;
}
MultiplayerStats::Metric MultiplayerStats::CalculateTotalRpcsSentMetrics() const
{
Metric result;
for (AZStd::size_t index = 0; index < m_componentStats.size(); ++index)
{
const NetComponentId netComponentId = aznumeric_cast<NetComponentId>(index);
CombineMetrics(result, CalculateComponentRpcsSentMetrics(netComponentId));
}
return result;
}
MultiplayerStats::Metric MultiplayerStats::CalculateTotalRpcsRecvMetrics() const
{
Metric result;
for (AZStd::size_t index = 0; index < m_componentStats.size(); ++index)
{
const NetComponentId netComponentId = aznumeric_cast<NetComponentId>(index);
CombineMetrics(result, CalculateComponentRpcsRecvMetrics(netComponentId));
}
return result;
}
}
@@ -13,7 +13,7 @@
#pragma once
#include <Multiplayer/MultiplayerTypes.h>
#include <Multiplayer/NetworkEntityHandle.h>
#include <Multiplayer/NetworkEntity/NetworkEntityHandle.h>
#include <AzCore/Component/Entity.h>
#include <AzCore/EBus/Event.h>
#include <AzCore/Asset/AssetCommon.h>
@@ -138,4 +138,4 @@ namespace Multiplayer
};
}
#include <Multiplayer/NetworkEntityHandle.inl>
#include <Multiplayer/NetworkEntity/NetworkEntityHandle.inl>
@@ -28,8 +28,9 @@ namespace Multiplayer
{
public:
virtual ~IMultiplayerComponentInput() = default;
virtual NetComponentId GetComponentId() const = 0;
virtual NetComponentId GetNetComponentId() const = 0;
virtual bool Serialize(AzNetworking::ISerializer& serializer) = 0;
virtual IMultiplayerComponentInput& operator= (const IMultiplayerComponentInput&) { return *this; }
};
using MultiplayerComponentInputVector = AZStd::vector<AZStd::unique_ptr<IMultiplayerComponentInput>>;
@@ -12,9 +12,9 @@
#pragma once
#include <Multiplayer/IMultiplayerComponentInput.h>
#include <Multiplayer/INetworkTime.h>
#include <Multiplayer/NetworkEntityHandle.h>
#include <Multiplayer/NetworkEntity/NetworkEntityHandle.h>
#include <Multiplayer/NetworkInput/IMultiplayerComponentInput.h>
#include <Multiplayer/NetworkTime/INetworkTime.h>
#include <AzCore/RTTI/TypeSafeIntegral.h>
namespace Multiplayer
@@ -57,15 +57,15 @@ namespace Multiplayer
IMultiplayerComponentInput* FindComponentInput(NetComponentId componentId);
template <class InputType>
const InputType* FindInput() const
const InputType* FindComponentInput() const
{
return static_cast<const InputType*>(FindInput(InputType::s_Type));
return static_cast<const InputType*>(FindComponentInput(InputType::s_netComponentId));
}
template <typename InputType>
InputType* FindInput()
InputType* FindComponentInput()
{
return static_cast<InputType*>(FindInput(InputType::s_Type));
return static_cast<InputType*>(FindComponentInput(InputType::s_netComponentId));
}
private:
@@ -12,7 +12,7 @@
#pragma once
#include <Multiplayer/INetworkTime.h>
#include <Multiplayer/NetworkTime/INetworkTime.h>
#include <AzNetworking/Serialization/ISerializer.h>
#include <AzNetworking/ConnectionLayer/IConnection.h>
#include <AzNetworking/Utilities/NetworkCommon.h>
@@ -115,4 +115,4 @@ namespace AZ
AZ_TYPE_INFO_TEMPLATE(Multiplayer::RewindableObject, "{B2937B44-FEE1-4277-B1E0-863DE76D363F}", AZ_TYPE_INFO_TYPENAME, AZ_TYPE_INFO_AUTO);
}
#include <Multiplayer/RewindableObject.inl>
#include <Multiplayer/NetworkTime/RewindableObject.inl>
@@ -13,7 +13,7 @@
#pragma once
#include <Multiplayer/MultiplayerTypes.h>
#include <Multiplayer/NetworkEntityHandle.h>
#include <Multiplayer/NetworkEntity/NetworkEntityHandle.h>
#include <AzCore/std/containers/unordered_map.h>
namespace Multiplayer