Merge branch 'stabilization/2106' into mbalfour/gitflow_210622
# Conflicts: # Code/Framework/AzQtComponents/AzQtComponents/Components/Style.cpp # Code/Framework/AzToolsFramework/AzToolsFramework/Viewport/ViewportMessages.h # Gems/AWSCore/Code/Source/Editor/UI/AWSCoreEditorMenu.cpp
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@@ -63,10 +63,10 @@ namespace Multiplayer
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//! @}
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NetEntityId GetNetEntityId() const;
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bool IsAuthority() const;
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bool IsAutonomous() const;
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bool IsServer() const;
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bool IsClient() const;
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bool IsNetEntityRoleAuthority() const;
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bool IsNetEntityRoleAutonomous() const;
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bool IsNetEntityRoleServer() const;
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bool IsNetEntityRoleClient() const;
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ConstNetworkEntityHandle GetEntityHandle() const;
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NetworkEntityHandle GetEntityHandle();
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void MarkDirty();
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@@ -64,10 +64,23 @@ namespace Multiplayer
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//! @}
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NetEntityRole GetNetEntityRole() const;
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bool IsAuthority() const;
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bool IsAutonomous() const;
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bool IsServer() const;
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bool IsClient() const;
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//! IsNetEntityRoleAuthority
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//! @return true if this network entity is an authoritative proxy on a server (full authority); otherwise false.
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bool IsNetEntityRoleAuthority() const;
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//! IsNetEntityRoleAutonomous
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//! @return true if this network entity is an autonomous proxy on a client (can execute local prediction) or if this network entity is an authoritative proxy on a server but has autonomous privileges (ie: a host who is also a player); otherwise false.
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bool IsNetEntityRoleAutonomous() const;
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//! IsNetEntityRoleServer
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//! @return true if this network entity is a simulated proxy on a server (ie: a different server may have authority for this entity, but the entity has been replicated on this server; otherwise false.
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bool IsNetEntityRoleServer() const;
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//! IsNetEntityRoleClient
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//! @return true if this network entity is a simulated proxy on a client; otherwise false.
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bool IsNetEntityRoleClient() const;
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bool HasController() const;
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NetEntityId GetNetEntityId() const;
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const PrefabEntityId& GetPrefabEntityId() const;
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@@ -30,13 +30,13 @@ namespace Multiplayer
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//! Collection of types of Multiplayer Connections
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enum class MultiplayerAgentType
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{
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Uninitialized, ///< Agent is uninitialized.
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Client, ///< A Client connected to either a server or host.
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ClientServer, ///< A Client that also hosts and is the authority of the session
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DedicatedServer ///< A Dedicated Server which does not locally host any clients
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Uninitialized, //!< Agent is uninitialized.
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Client, //!< A Client connected to either a server or host.
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ClientServer, //!< A Client that also hosts and is the authority of the session
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DedicatedServer //!< A Dedicated Server which does not locally host any clients
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};
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//! Payload detailing aspects of a Connection other services may be interested in
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//! @brief Payload detailing aspects of a Connection other services may be interested in
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struct MultiplayerAgentDatum
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{
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bool m_isInvited;
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@@ -50,7 +50,22 @@ namespace Multiplayer
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using SessionInitEvent = AZ::Event<AzNetworking::INetworkInterface*>;
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using SessionShutdownEvent = AZ::Event<AzNetworking::INetworkInterface*>;
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//! IMultiplayer provides insight into the Multiplayer session and its Agents
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//! @class IMultiplayer
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//! @brief IMultiplayer provides insight into the Multiplayer session and its Agents
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//!
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//! IMultiplayer is an AZ::Interface<T> that provides applications access to
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//! multiplayer session information and events. IMultiplayer is implemented on the
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//! MultiplayerSystemComponent and is used to define and access information about
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//! the type of session and the role held by the current agent. An Agent is defined
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//! here as an actor in a session. Types of Agents included by default are a Client,
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//! a Client Server and a Dedicated Server.
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//!
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//! IMultiplayer also provides events to allow developers to receive and respond to
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//! notifications relating to the session. These include Session Init and Shutdown
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//! and on acquisition of a new connection. These events are only fired on Client
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//! Server or Dedicated Server. These events are useful for services that talk to
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//! matchmaking services that may run in an entirely different layer which may need
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//! insight to the gameplay session.
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class IMultiplayer
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{
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public:
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@@ -16,7 +16,11 @@
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namespace Multiplayer
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{
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//! IMultiplayer provides insight into the Multiplayer session and its Agents
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//! @class IMultiplayerTools
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//! @brief IMultiplayerTools provides interfacing between the Editor and Multiplayer Gem.
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//!
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//! IMultiplayerTools is an AZ::Interface<T> that provides information about
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//! O3DE Editor and Tools integrations with the Multiplayer Gem.
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class IMultiplayerTools
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{
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public:
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@@ -27,8 +31,8 @@ namespace Multiplayer
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virtual ~IMultiplayerTools() = default;
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//! Returns if network prefab processing has created currently active or pending spawnables
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//! @return If network prefab processing has created currently active or pending spawnables
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//! @brief Whether or not network prefab processing has created active or pending spawnable prefabs.
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//! @return `true` if network prefab processing has created currently active or pending spawnables.
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virtual bool DidProcessNetworkPrefabs() = 0;
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private:
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