Changes to desync debug output to make it less stressful on bandwidth and the server, as well as some fixes to corrections on the local client
Signed-off-by: kberg-amzn <karlberg@amazon.com>
This commit is contained in:
@@ -23,9 +23,9 @@ namespace AzNetworking
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return m_string;
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}
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const StringifySerializer::StringMap& StringifySerializer::GetValueMap() const
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const StringifySerializer::ValueMap& StringifySerializer::GetValueMap() const
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{
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return m_map;
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return m_valueMap;
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}
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SerializerMode StringifySerializer::GetSerializerMode() const
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@@ -137,22 +137,22 @@ namespace AzNetworking
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template <typename T>
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bool StringifySerializer::ProcessData(const char* name, const T& value)
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{
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// Only add delimeters after we have processed at least one element
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const AZStd::string keyString = m_prefix + name;
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if (!m_string.empty())
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{
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// Only add delimeters after we have processed at least one element
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m_string += m_delimeter;
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}
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if (m_outputFieldNames)
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{
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m_string += m_prefix;
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m_string += name;
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m_string += m_separator;
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m_string += keyString;
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}
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AZ::CVarFixedString string = AZ::ConsoleTypeHelpers::ValueToString(value);
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m_string += string.c_str();
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m_map[m_prefix + name] = string.c_str();
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AZ::CVarFixedString valueString = AZ::ConsoleTypeHelpers::ValueToString(value);
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m_valueMap[keyString] = valueString.c_str();
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return true;
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}
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}
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@@ -20,17 +20,15 @@ namespace AzNetworking
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{
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public:
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using StringMap = AZStd::map<AZStd::string, AZStd::string>;
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using ValueMap = AZStd::map<AZStd::string, AZStd::string>;
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StringifySerializer(char delimeter = ' ', bool outputFieldNames = true, const AZStd::string& seperator = "=");
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// GetString
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// After serializing objects, get the serialized values as a single string
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//! After serializing objects, get the serialized values as a single string.
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const AZStd::string& GetString() const;
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// GetValueMap
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// After serializing objects, get the serialized values as key value pairs
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const StringMap& GetValueMap() const;
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//! After serializing objects, get the serialized values as a map of key/value pairs.
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const ValueMap& GetValueMap() const;
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// ISerializer interfaces
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SerializerMode GetSerializerMode() const override;
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@@ -67,7 +65,7 @@ namespace AzNetworking
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char m_delimeter;
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bool m_outputFieldNames = true;
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StringMap m_map;
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ValueMap m_valueMap;
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AZStd::string m_string;
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AZStd::string m_prefix;
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AZStd::string m_separator;
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@@ -79,7 +79,7 @@ ly_add_target(
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# The "Multiplayer" target is used by clients and servers, Debug is used only on clients.
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ly_create_alias(NAME Multiplayer.Clients NAMESPACE Gem TARGETS Gem::Multiplayer Gem::Multiplayer.Debug)
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ly_create_alias(NAME Multiplayer.Servers NAMESPACE Gem TARGETS Gem::Multiplayer)
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ly_create_alias(NAME Multiplayer.Servers NAMESPACE Gem TARGETS Gem::Multiplayer Gem::Multiplayer.Debug)
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if (PAL_TRAIT_BUILD_HOST_TOOLS)
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ly_add_target(
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+5
-8
@@ -10,6 +10,7 @@
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#include <Source/AutoGen/LocalPredictionPlayerInputComponent.AutoComponent.h>
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#include <Multiplayer/Components/NetBindComponent.h>
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#include <AzNetworking/Serialization/StringifySerializer.h>
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namespace Multiplayer
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{
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@@ -41,8 +42,7 @@ namespace Multiplayer
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(
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AzNetworking::IConnection* invokingConnection,
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const Multiplayer::NetworkInputArray& inputArray,
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const AZ::HashValue32& stateHash,
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const AzNetworking::PacketEncodingBuffer& clientState
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const AZ::HashValue32& stateHash
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) override;
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void HandleSendMigrateClientInput
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@@ -58,11 +58,6 @@ namespace Multiplayer
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const AzNetworking::PacketEncodingBuffer& correction
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) override;
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//! Return true if we're currently replaying inputs after a correction.
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//! If this value returns true, effects, audio, and other cosmetic triggers should be suppressed
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//! @return true if we're within correction scope and replaying inputs
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bool IsReplayingInput() const;
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//! Return true if we're currently migrating from one host to another.
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//! @return boolean true if we're currently migrating from one host to another
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bool IsMigrating() const;
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@@ -79,6 +74,9 @@ namespace Multiplayer
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void UpdateAutonomous(AZ::TimeMs deltaTimeMs);
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void UpdateBankedTime(AZ::TimeMs deltaTimeMs);
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using StateHistoryItem = AZStd::unique_ptr<AzNetworking::StringifySerializer>;
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AZStd::map<ClientInputId, StateHistoryItem> m_predictiveStateHistory;
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// Implicitly sorted player input history, back() is the input that corresponds to the latest client input Id
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NetworkInputHistory m_inputHistory;
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@@ -104,7 +102,6 @@ namespace Multiplayer
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ClientInputId m_lastMigratedInputId = ClientInputId{ 0 }; // Used to resend inputs that were queued during a migration event
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HostFrameId m_serverMigrateFrameId = InvalidHostFrameId;
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bool m_replayingInput = false; // True if we're replaying inputs under a correction event (use this to suppress effects or audio)
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bool m_allowMigrateClientInput = false; // True if this component was migrated, we will allow the client to send us migrated inputs (one time only)
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};
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}
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@@ -87,9 +87,19 @@ namespace Multiplayer
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AzNetworking::ConnectionId GetOwningConnectionId() const;
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void SetAllowAutonomy(bool value);
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MultiplayerComponentInputVector AllocateComponentInputs();
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//! Return true if we're currently processing inputs.
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//! @return true if we're within ProcessInput scope and writing to predictive state
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bool IsProcessingInput() const;
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//! Return true if we're currently replaying inputs after a correction.
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//! If this value returns true, effects, audio, and other cosmetic triggers should be suppressed
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//! @return true if we're within correction scope and replaying inputs
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bool IsReprocessingInput() const;
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void CreateInput(NetworkInput& networkInput, float deltaTime);
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void ProcessInput(NetworkInput& networkInput, float deltaTime);
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void ReprocessInput(NetworkInput& networkInput, float deltaTime);
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bool HandleRpcMessage(AzNetworking::IConnection* invokingConnection, NetEntityRole remoteRole, NetworkEntityRpcMessage& message);
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bool HandlePropertyChangeMessage(AzNetworking::ISerializer& serializer, bool notifyChanges = true);
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@@ -177,10 +187,11 @@ namespace Multiplayer
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AzNetworking::ConnectionId m_owningConnectionId = AzNetworking::InvalidConnectionId;
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bool m_isProcessingInput = false;
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bool m_isMigrationDataValid = false;
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bool m_needsToBeStopped = false;
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bool m_allowAutonomy = false; // Set to true for the hosts controlled entity
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bool m_isProcessingInput = false; // Set to true when we are processing input
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bool m_isReprocessingInput = false; // Set to true when we are reprocessing input (during a correction)
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bool m_isMigrationDataValid = false;
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bool m_needsToBeStopped = false;
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bool m_allowAutonomy = false; // Set to true for the hosts controlled entity
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friend class NetworkEntityManager;
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friend class EntityReplicationManager;
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@@ -54,6 +54,11 @@ namespace Multiplayer
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//! @return the HostFrameId taking into account the provided rewinding connectionId
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virtual HostFrameId GetHostFrameIdForRewindingConnection(AzNetworking::ConnectionId rewindConnectionId) const = 0;
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//! Forcibly sets the current network time to the provided frameId and game time in milliseconds.
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//! @param frameId the new HostFrameId to use
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//! @param timeMs the new HostTimeMs to use
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virtual void ForceSetTime(HostFrameId frameId, AZ::TimeMs timeMs) = 0;
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//! Alters the current HostFrameId and binds that alteration to the provided ConnectionId.
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//! @param frameId the new HostFrameId to use
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//! @param timeMs the new HostTimeMs to use
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@@ -72,7 +72,7 @@ namespace Multiplayer
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const HostFrameId frameTime = GetCurrentTimeForProperty();
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if (frameTime < m_headTime)
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{
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AZ_Assert(false, "Trying to mutate a rewindable in the past");
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AZ_Assert(false, "Trying to mutate a rewindable value in the past");
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}
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else if (m_headTime < frameTime)
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{
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-1
@@ -22,7 +22,6 @@
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<RemoteProcedure Name="SendClientInput" InvokeFrom="Autonomous" HandleOn="Authority" IsPublic="true" IsReliable="false" GenerateEventBindings="false" Description="Client to server move / input RPC">
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<Param Type="Multiplayer::NetworkInputArray" Name="inputArray" />
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<Param Type="AZ::HashValue32" Name="stateHash" />
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<Param Type="AzNetworking::PacketEncodingBuffer" Name="clientState" Description="This is for debugging desyncs only; release games should not populate this parameter" />
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</RemoteProcedure>
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<RemoteProcedure Name="SendClientInputCorrection" InvokeFrom="Authority" HandleOn="Autonomous" IsPublic="true" IsReliable="false" GenerateEventBindings="false" Description="Autonomous proxy correction RPC">
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@@ -21,9 +21,11 @@ namespace Multiplayer
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AZ_CVAR(AZ::TimeMs, cl_MaxRewindHistoryMs, AZ::TimeMs{ 2000 }, nullptr, AZ::ConsoleFunctorFlags::Null, "Maximum number of milliseconds to keep for server correction rewind and replay");
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#ifndef AZ_RELEASE_BUILD
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AZ_CVAR(float, cl_DebugHackTimeMultiplier, 1.0f, nullptr, AZ::ConsoleFunctorFlags::Null, "Scalar value used to simulate clock hacking cheats for validating bank time system and anticheat");
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AZ_CVAR(bool, cl_EnableDesyncDebugging, false, nullptr, AZ::ConsoleFunctorFlags::Null, "If enabled, debug logs will contain verbose information on detected state desyncs");
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AZ_CVAR(bool, cl_EnableDesyncDebugging, true, nullptr, AZ::ConsoleFunctorFlags::Null, "If enabled, debug logs will contain verbose information on detected state desyncs");
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AZ_CVAR(uint32_t, cl_PredictiveStateHistorySize, 120, nullptr, AZ::ConsoleFunctorFlags::Null, "Controls how many inputs of predictive state should be retained for debugging desyncs");
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#endif
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AZ_CVAR(bool, sv_ForceCorrections, false, nullptr, AZ::ConsoleFunctorFlags::Null, "If enabled, the server will force a correction for every input received for debugging");
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AZ_CVAR(bool, sv_EnableCorrections, true, nullptr, AZ::ConsoleFunctorFlags::Null, "Enables server corrections on autonomous proxy desyncs");
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AZ_CVAR(double, sv_MaxBankTimeWindowSec, 0.2, nullptr, AZ::ConsoleFunctorFlags::Null, "Maximum bank time we allow before we start rejecting autonomous proxy move inputs due to anticheat kicking in");
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AZ_CVAR(double, sv_BankTimeDecay, 0.025, nullptr, AZ::ConsoleFunctorFlags::Null, "Amount to decay bank time by, in case of more permanent shifts in client latency");
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@@ -45,6 +47,40 @@ namespace Multiplayer
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return serializer.GetString();
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}
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void PrintCorrectionDifferences(const AzNetworking::StringifySerializer& client, const AzNetworking::StringifySerializer& server)
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{
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const auto& clientMap = client.GetValueMap();
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const auto& serverMap = server.GetValueMap();
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AzNetworking::StringifySerializer::ValueMap differences = clientMap;
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for (auto iter = server.GetValueMap().begin(); iter != server.GetValueMap().end(); ++iter)
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{
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auto serverValueIter = clientMap.find(iter->first);
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if (iter->second == differences[iter->first])
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{
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differences.erase(iter->first);
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}
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}
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if (differences.empty())
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{
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AZLOG_ERROR("The hash mismatched, but no differences were found.")
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}
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for (auto iter = differences.begin(); iter != differences.end(); ++iter)
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{
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auto clientValueIter = clientMap.find(iter->first);
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auto serverValueIter = serverMap.find(iter->first);
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if (clientValueIter == clientMap.end() || serverValueIter == serverMap.end())
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{
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AZLOG_ERROR(" %s (Not found in server and/or client value map!)", iter->first.c_str());
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continue;
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}
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AZLOG_ERROR(" %s Server=%s Client=%s", iter->first.c_str(), serverValueIter->second.c_str(), clientValueIter->second.c_str());
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}
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}
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void LocalPredictionPlayerInputComponent::LocalPredictionPlayerInputComponent::Reflect(AZ::ReflectContext* context)
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{
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AZ::SerializeContext* serializeContext = azrtti_cast<AZ::SerializeContext*>(context);
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@@ -106,8 +142,7 @@ namespace Multiplayer
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(
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AzNetworking::IConnection* invokingConnection,
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const Multiplayer::NetworkInputArray& inputArray,
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const AZ::HashValue32& stateHash,
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[[maybe_unused]] const AzNetworking::PacketEncodingBuffer& clientState
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const AZ::HashValue32& stateHash
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)
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{
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if (invokingConnection == nullptr)
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@@ -176,7 +211,7 @@ namespace Multiplayer
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}
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}
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if (sv_EnableCorrections && (currentTimeMs - m_lastCorrectionSentTimeMs > sv_MinCorrectionTimeMs))
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if (sv_ForceCorrections || (sv_EnableCorrections && (currentTimeMs - m_lastCorrectionSentTimeMs > sv_MinCorrectionTimeMs)))
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{
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m_lastCorrectionSentTimeMs = currentTimeMs;
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@@ -210,69 +245,6 @@ namespace Multiplayer
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// Send correction
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SendClientInputCorrection(GetLastInputId(), correction);
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#ifndef AZ_RELEASE_BUILD
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AZStd::string clientStateString;
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AZStd::string serverStateString;
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if (cl_EnableDesyncDebugging)
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{
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// In debug, show which states caused the correction
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// Write in client state
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AzNetworking::NetworkOutputSerializer clientStateSerializer(clientState.GetBuffer(), clientState.GetSize());
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GetNetBindComponent()->SerializeEntityCorrection(clientStateSerializer);
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// Read out state values
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AzNetworking::StringifySerializer clientValues;
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GetNetBindComponent()->SerializeEntityCorrection(clientValues);
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// Restore server state
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AzNetworking::NetworkOutputSerializer serverStateSerializer(correction.GetBuffer(), correction.GetSize());
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GetNetBindComponent()->SerializeEntityCorrection(serverStateSerializer);
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// Read out state values
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AzNetworking::StringifySerializer serverValues;
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GetNetBindComponent()->SerializeEntityCorrection(serverValues);
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AZStd::map<AZStd::string, AZStd::pair<AZStd::string, AZStd::string>> mapComparison;
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// put the server value in the first part of the pair
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for (const auto& pair : serverValues.GetValueMap())
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{
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mapComparison[pair.first].first = pair.second;
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}
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// put the client value in the second part of the pair
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for (const auto& pair : clientValues.GetValueMap())
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{
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mapComparison[pair.first].second = pair.second;
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}
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bool firstIt = true;
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for (const auto& mapPair : mapComparison)
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{
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if (mapPair.second.first != mapPair.second.second)
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{
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if (!firstIt)
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{
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clientStateString += ",";
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serverStateString += ",";
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}
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firstIt = false;
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AZStd::string clientValue = mapPair.second.second.empty() ? "<no value>" : mapPair.second.second;
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AZStd::string serverValue = mapPair.second.first.empty() ? "<no value>" : mapPair.second.first;
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clientStateString += mapPair.first + "=" + clientValue;
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serverStateString += mapPair.first + "=" + serverValue;
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}
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}
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}
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else
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{
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clientStateString = "available in debug only";
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serverStateString = "available in debug only";
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}
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AZLOG_ERROR("** Autonomous proxy desync detected! ** clientState=[%s], serverState=[%s]", clientStateString.c_str(), serverStateString.c_str());
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#endif
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}
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}
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}
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@@ -331,7 +303,7 @@ namespace Multiplayer
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void LocalPredictionPlayerInputComponentController::HandleSendClientInputCorrection
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(
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AzNetworking::IConnection* invokingConnection,
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[[maybe_unused]] AzNetworking::IConnection* invokingConnection,
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const Multiplayer::ClientInputId& inputId,
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const AzNetworking::PacketEncodingBuffer& correction
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)
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@@ -356,6 +328,25 @@ namespace Multiplayer
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GetNetBindComponent()->SerializeEntityCorrection(serializer);
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m_correctionEvent.Signal();
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#ifndef AZ_RELEASE_BUILD
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if (cl_EnableDesyncDebugging)
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{
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AZLOG_INFO("** Autonomous Desync - Corrected clientInputId=%d ", aznumeric_cast<int32_t>(inputId));
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auto iter = m_predictiveStateHistory.find(inputId);
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if (iter != m_predictiveStateHistory.end())
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{
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// Read out state values
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AzNetworking::StringifySerializer serverValues;
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GetNetBindComponent()->SerializeEntityCorrection(serverValues);
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PrintCorrectionDifferences(*iter->second, serverValues);
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}
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else
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{
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AZLOG_INFO("Received correction that is too old to diff, increase cl_PredictiveStateHistorySize");
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}
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}
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#endif
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AZLOG
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(
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NET_Prediction,
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@@ -370,29 +361,13 @@ namespace Multiplayer
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// If this correction is for a move outside our input history window, just start replaying from the oldest move we have available
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const uint32_t startReplayIndex = (inputHistorySize > historicalDelta) ? (inputHistorySize - historicalDelta) : 0;
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// Flag that we are replaying inputs
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struct ScopedReplayingInput
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{
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ScopedReplayingInput(LocalPredictionPlayerInputComponentController* instance)
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: m_instance(instance)
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{
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m_instance->m_replayingInput = true;
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}
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~ScopedReplayingInput()
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{
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m_instance->m_replayingInput = false;
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}
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LocalPredictionPlayerInputComponentController* m_instance;
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};
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ScopedReplayingInput markReplayingInput(this);
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const float clientInputRateSec = static_cast<float>(static_cast<AZ::TimeMs>(cl_InputRateMs)) / 1000.0;
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for (uint32_t replayIndex = startReplayIndex; replayIndex < inputHistorySize; ++replayIndex)
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{
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// Reprocess the input for this frame
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NetworkInput& input = m_inputHistory[replayIndex];
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ScopedAlterTime scopedTime(input.GetHostFrameId(), input.GetHostTimeMs(), invokingConnection->GetConnectionId());
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GetNetBindComponent()->ProcessInput(input, clientInputRateSec);
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GetNetBindComponent()->ReprocessInput(input, clientInputRateSec);
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AZLOG
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(
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@@ -405,11 +380,6 @@ namespace Multiplayer
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}
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}
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bool LocalPredictionPlayerInputComponentController::IsReplayingInput() const
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{
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return m_replayingInput;
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}
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bool LocalPredictionPlayerInputComponentController::IsMigrating() const
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{
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return m_lastMigratedInputId != ClientInputId{ 0 };
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@@ -519,17 +489,6 @@ namespace Multiplayer
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AzNetworking::HashSerializer hashSerializer;
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GetNetBindComponent()->SerializeEntityCorrection(hashSerializer);
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||||
// In debug, send the entire client output state to the server to make it easier to debug desync issues
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AzNetworking::PacketEncodingBuffer processInputResult;
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#ifndef AZ_RELEASE_BUILD
|
||||
if (cl_EnableDesyncDebugging)
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||||
{
|
||||
AzNetworking::NetworkInputSerializer processInputResultSerializer(processInputResult.GetBuffer(), processInputResult.GetCapacity());
|
||||
GetNetBindComponent()->SerializeEntityCorrection(processInputResultSerializer);
|
||||
processInputResult.Resize(processInputResultSerializer.GetSize());
|
||||
}
|
||||
#endif
|
||||
|
||||
// Save this input and discard move history outside our client rewind window
|
||||
m_inputHistory.PushBack(input);
|
||||
while (m_inputHistory.Size() > maxClientInputs)
|
||||
@@ -548,10 +507,23 @@ namespace Multiplayer
|
||||
inputArray[i] = m_inputHistory[historyIndex];
|
||||
}
|
||||
|
||||
#ifndef AZ_RELEASE_BUILD
|
||||
if (cl_EnableDesyncDebugging)
|
||||
{
|
||||
StateHistoryItem inputHistory = AZStd::make_unique<AzNetworking::StringifySerializer>();
|
||||
while (m_predictiveStateHistory.size() > cl_PredictiveStateHistorySize)
|
||||
{
|
||||
m_predictiveStateHistory.erase(m_predictiveStateHistory.begin());
|
||||
}
|
||||
GetNetBindComponent()->SerializeEntityCorrection(*inputHistory);
|
||||
m_predictiveStateHistory.emplace(m_clientInputId, AZStd::move(inputHistory));
|
||||
}
|
||||
#endif
|
||||
|
||||
// Send the input to server (only when we are not migrating)
|
||||
if (!IsMigrating())
|
||||
{
|
||||
SendClientInput(inputArray, hashSerializer.GetHash(), processInputResult);
|
||||
SendClientInput(inputArray, hashSerializer.GetHash());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -267,6 +267,11 @@ namespace Multiplayer
|
||||
return m_isProcessingInput;
|
||||
}
|
||||
|
||||
bool NetBindComponent::IsReprocessingInput() const
|
||||
{
|
||||
return m_isReprocessingInput;
|
||||
}
|
||||
|
||||
void NetBindComponent::CreateInput(NetworkInput& networkInput, float deltaTime)
|
||||
{
|
||||
// Only autonomous or authority runs this logic
|
||||
@@ -279,12 +284,21 @@ namespace Multiplayer
|
||||
|
||||
void NetBindComponent::ProcessInput(NetworkInput& networkInput, float deltaTime)
|
||||
{
|
||||
m_isProcessingInput = true;
|
||||
// Only autonomous and authority runs this logic
|
||||
AZ_Assert((NetworkRoleHasController(m_netEntityRole)), "Incorrect network role for input processing");
|
||||
for (MultiplayerComponent* multiplayerComponent : m_multiplayerInputComponentVector)
|
||||
{
|
||||
multiplayerComponent->GetController()->ProcessInput(networkInput, deltaTime);
|
||||
}
|
||||
m_isProcessingInput = false;
|
||||
}
|
||||
|
||||
void NetBindComponent::ReprocessInput(NetworkInput& networkInput, float deltaTime)
|
||||
{
|
||||
m_isReprocessingInput = true;
|
||||
ProcessInput(networkInput, deltaTime);
|
||||
m_isReprocessingInput = false;
|
||||
}
|
||||
|
||||
bool NetBindComponent::HandleRpcMessage(AzNetworking::IConnection* invokingConnection, NetEntityRole remoteRole, NetworkEntityRpcMessage& message)
|
||||
@@ -649,6 +663,7 @@ namespace Multiplayer
|
||||
MultiplayerComponent* multiplayerComponent = azrtti_cast<MultiplayerComponent*>(component);
|
||||
if (multiplayerComponent != nullptr)
|
||||
{
|
||||
multiplayerComponent->SetOwningConnectionId(m_owningConnectionId);
|
||||
m_multiplayerInputComponentVector.push_back(multiplayerComponent);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -554,7 +554,7 @@ namespace Multiplayer
|
||||
m_tickFactor = 0.0f;
|
||||
m_lastReplicatedHostTimeMs = packet.GetHostTimeMs();
|
||||
m_lastReplicatedHostFrameId = packet.GetHostFrameId();
|
||||
m_networkTime.AlterTime(m_lastReplicatedHostFrameId, m_lastReplicatedHostTimeMs, AzNetworking::InvalidConnectionId);
|
||||
m_networkTime.ForceSetTime(m_lastReplicatedHostFrameId, m_lastReplicatedHostTimeMs);
|
||||
}
|
||||
|
||||
for (AZStd::size_t i = 0; i < packet.GetEntityMessages().size(); ++i)
|
||||
@@ -856,7 +856,7 @@ namespace Multiplayer
|
||||
{
|
||||
m_tickFactor += deltaTime / serverRateSeconds;
|
||||
// Linear close to the origin, but asymptote at y = 1
|
||||
const float renderBlendFactor = AZStd::clamp(1.0f - (std::pow(cl_renderTickBlendBase, m_tickFactor)), 0.0f, 1.0f);
|
||||
const float renderBlendFactor = AZStd::clamp(1.0f - (std::pow(cl_renderTickBlendBase, m_tickFactor)), 0.0f, m_tickFactor);
|
||||
AZLOG
|
||||
(
|
||||
NET_Blending,
|
||||
|
||||
+11
-3
@@ -524,6 +524,7 @@ namespace Multiplayer
|
||||
|
||||
bool EntityReplicationManager::HandlePropertyChangeMessage
|
||||
(
|
||||
AzNetworking::IConnection* invokingConnection,
|
||||
EntityReplicator* entityReplicator,
|
||||
AzNetworking::PacketId packetId,
|
||||
NetEntityId netEntityId,
|
||||
@@ -558,6 +559,12 @@ namespace Multiplayer
|
||||
NetBindComponent* netBindComponent = replicatorEntity.GetNetBindComponent();
|
||||
AZ_Assert(netBindComponent != nullptr, "No NetBindComponent");
|
||||
|
||||
if (createEntity)
|
||||
{
|
||||
// Always set our invoking connectionId for any newly created entities, since this connection now 'owns' them from a rewind perspective
|
||||
netBindComponent->SetOwningConnectionId(invokingConnection->GetConnectionId());
|
||||
}
|
||||
|
||||
const bool changeNetworkRole = (netBindComponent->GetNetEntityRole() != localNetworkRole);
|
||||
if (changeNetworkRole)
|
||||
{
|
||||
@@ -744,7 +751,7 @@ namespace Multiplayer
|
||||
|
||||
bool EntityReplicationManager::HandleEntityUpdateMessage
|
||||
(
|
||||
[[maybe_unused]] AzNetworking::IConnection* invokingConnection,
|
||||
AzNetworking::IConnection* invokingConnection,
|
||||
const AzNetworking::IPacketHeader& packetHeader,
|
||||
const NetworkEntityUpdateMessage& updateMessage
|
||||
)
|
||||
@@ -794,7 +801,7 @@ namespace Multiplayer
|
||||
}
|
||||
|
||||
// This may implicitly create a replicator for us
|
||||
bool handled = HandlePropertyChangeMessage(entityReplicator, packetHeader.GetPacketId(), updateMessage.GetEntityId(), updateMessage.GetNetworkRole(), outputSerializer, prefabEntityId);
|
||||
bool handled = HandlePropertyChangeMessage(invokingConnection, entityReplicator, packetHeader.GetPacketId(), updateMessage.GetEntityId(), updateMessage.GetNetworkRole(), outputSerializer, prefabEntityId);
|
||||
AZ_Assert(handled, "Failed to handle NetworkEntityUpdateMessage message");
|
||||
|
||||
return handled;
|
||||
@@ -1121,7 +1128,7 @@ namespace Multiplayer
|
||||
}
|
||||
}
|
||||
|
||||
bool EntityReplicationManager::HandleEntityMigration([[maybe_unused]] AzNetworking::IConnection* invokingConnection, EntityMigrationMessage& message)
|
||||
bool EntityReplicationManager::HandleEntityMigration(AzNetworking::IConnection* invokingConnection, EntityMigrationMessage& message)
|
||||
{
|
||||
EntityReplicator* replicator = GetEntityReplicator(message.m_entityId);
|
||||
{
|
||||
@@ -1130,6 +1137,7 @@ namespace Multiplayer
|
||||
AzNetworking::TrackChangedSerializer<AzNetworking::NetworkOutputSerializer> outputSerializer(message.m_propertyUpdateData.GetBuffer(), message.m_propertyUpdateData.GetSize());
|
||||
if (!HandlePropertyChangeMessage
|
||||
(
|
||||
invokingConnection,
|
||||
replicator,
|
||||
AzNetworking::InvalidPacketId,
|
||||
message.m_entityId,
|
||||
|
||||
+1
@@ -136,6 +136,7 @@ namespace Multiplayer
|
||||
|
||||
bool HandlePropertyChangeMessage
|
||||
(
|
||||
AzNetworking::IConnection* invokingConnection,
|
||||
EntityReplicator* entityReplicator,
|
||||
AzNetworking::PacketId packetId,
|
||||
NetEntityId netEntityId,
|
||||
|
||||
@@ -65,6 +65,15 @@ namespace Multiplayer
|
||||
return (IsTimeRewound() && (rewindConnectionId == m_rewindingConnectionId)) ? m_unalteredFrameId : m_hostFrameId;
|
||||
}
|
||||
|
||||
void NetworkTime::ForceSetTime(HostFrameId frameId, AZ::TimeMs timeMs)
|
||||
{
|
||||
AZ_Assert(!IsTimeRewound(), "Forcibly setting network time is unsupported under a rewound time scope");
|
||||
m_unalteredFrameId = frameId;
|
||||
m_hostFrameId = frameId;
|
||||
m_hostTimeMs = timeMs;
|
||||
m_rewindingConnectionId = AzNetworking::InvalidConnectionId;
|
||||
}
|
||||
|
||||
void NetworkTime::AlterTime(HostFrameId frameId, AZ::TimeMs timeMs, AzNetworking::ConnectionId rewindConnectionId)
|
||||
{
|
||||
m_hostFrameId = frameId;
|
||||
|
||||
@@ -32,6 +32,7 @@ namespace Multiplayer
|
||||
AZ::TimeMs GetHostTimeMs() const override;
|
||||
AzNetworking::ConnectionId GetRewindingConnectionId() const override;
|
||||
HostFrameId GetHostFrameIdForRewindingConnection(AzNetworking::ConnectionId rewindConnectionId) const override;
|
||||
void ForceSetTime(HostFrameId frameId, AZ::TimeMs timeMs) override;
|
||||
void AlterTime(HostFrameId frameId, AZ::TimeMs timeMs, AzNetworking::ConnectionId rewindConnectionId) override;
|
||||
void SyncEntitiesToRewindState(const AZ::Aabb& rewindVolume) override;
|
||||
void ClearRewoundEntities() override;
|
||||
|
||||
Reference in New Issue
Block a user