Merge pull request #771 from aws-lumberyard-dev/MultiplayerComponents

Local prediction and network input bug fixes
This commit is contained in:
kberg-amzn
2021-05-15 16:44:41 -07:00
committed by GitHub
74 changed files with 426 additions and 341 deletions
@@ -22,7 +22,9 @@ namespace AzNetworking
AZ::HashValue32 HashSerializer::GetHash() const
{
// Just truncate the upper bits
return static_cast<AZ::HashValue32>(m_hash);
const AZ::HashValue32 lower = static_cast<AZ::HashValue32>(m_hash);
const AZ::HashValue32 upper = static_cast<AZ::HashValue32>(m_hash >> 32);
return lower ^ upper;
}
SerializerMode HashSerializer::GetSerializerMode() const
@@ -56,6 +56,6 @@ namespace AzNetworking
private:
AZ::HashValue64 m_hash;
AZ::HashValue64 m_hash = AZ::HashValue64{ 0 };
};
}
@@ -13,7 +13,7 @@
#pragma once
#include <Source/AutoGen/LocalPredictionPlayerInputComponent.AutoComponent.h>
#include <Multiplayer/NetBindComponent.h>
#include <Multiplayer/Components/NetBindComponent.h>
namespace Multiplayer
{
@@ -102,7 +102,8 @@ namespace Multiplayer
AZ::TimeMs m_lastInputReceivedTimeMs = AZ::TimeMs{ 0 };
AZ::TimeMs m_lastCorrectionSentTimeMs = AZ::TimeMs{ 0 };
ClientInputId m_clientInputId = ClientInputId{ 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;
@@ -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;
@@ -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
{
}
@@ -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
@@ -1,6 +1,6 @@
#include <AzCore/Component/Component.h>
#include <Multiplayer/MultiplayerComponentRegistry.h>
#include <Multiplayer/INetworkEntityManager.h>
#include <Multiplayer/Components/MultiplayerComponentRegistry.h>
#include <Multiplayer/NetworkEntity/INetworkEntityManager.h>
{% for Component in dataFiles %}
{% set ComponentDerived = Component.attrib['OverrideComponent']|booleanTrue %}
{% set ControllerDerived = Component.attrib['OverrideController']|booleanTrue %}
@@ -38,7 +38,11 @@ namespace {{ Namespace }}
componentData.m_componentName = AZ::Name("{{ Component.attrib['Name'] }}");
componentData.m_componentPropertyNameLookupFunction = {{ ComponentBaseName }}::GetNetworkPropertyName;
componentData.m_componentRpcNameLookupFunction = {{ ComponentBaseName }}::GetRpcName;
componentData.m_allocComponentInputFunction = {{ ComponentBaseName }}::AllocateComponentInput;
{{ ComponentBaseName }}::s_netComponentId = multiplayerComponentRegistry->RegisterMultiplayerComponent(componentData);
{% if NetworkInputCount > 0 %}
{{ ComponentName }}NetworkInput::s_netComponentId = {{ ComponentBaseName }}::s_netComponentId;
{% endif %}
stats.ReserveComponentStats({{ ComponentBaseName }}::s_netComponentId, static_cast<uint16_t>({{ NetworkPropertyCount }}), static_cast<uint16_t>({{ RpcCount }}));
}
{% endfor %}
@@ -207,11 +207,11 @@ namespace {{ Component.attrib['Namespace'] }}
public:
AZ_MULTIPLAYER_COMPONENT({{ Component.attrib['Namespace'] }}::{{ ComponentName }}, s_{{ LowerFirst(ComponentName) }}ConcreteUuid, {{ Component.attrib['Namespace'] }}::{{ ComponentNameBase }});
static void Reflect([[maybe_unused]] AZ::ReflectContext* context);
static void Reflect(AZ::ReflectContext* context);
void OnInit() override {}
void OnActivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating) override {}
void OnDeactivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating) override {}
void OnInit() override;
void OnActivate(Multiplayer::EntityIsMigrating entityIsMigrating) override;
void OnDeactivate(Multiplayer::EntityIsMigrating entityIsMigrating) override;
{{ DeclareRpcHandlers(Component, 'Authority', 'Client', true)|indent(8) }}
};
@@ -222,15 +222,15 @@ namespace {{ Component.attrib['Namespace'] }}
: public {{ ControllerNameBase }}
{
public:
{{ ControllerName }}({{ ComponentName }}& parent) : {{ ControllerNameBase }}(parent) {}
{{ ControllerName }}({{ ComponentName }}& parent);
void OnActivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating) override {}
void OnDeactivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating) override {}
void OnActivate(Multiplayer::EntityIsMigrating entityIsMigrating) override;
void OnDeactivate(Multiplayer::EntityIsMigrating entityIsMigrating) override;
{% if NetworkInputCount > 0 %}
//! Common input processing logic for the NetworkInput.
//! @param input input structure to process
//! @param deltaTime amount of time to integrate the provided inputs over
void ProcessInput([[maybe_unused]] Multiplayer::NetworkInput& input, [[maybe_unused]] float deltaTime) override {}
void ProcessInput(Multiplayer::NetworkInput& input, float deltaTime) override;
{%endif %}
{{ DeclareRpcHandlers(Component, 'Server', 'Authority', true)|indent(8) }}
{{ DeclareRpcHandlers(Component, 'Client', 'Authority', true)|indent(8) }}
@@ -239,10 +239,12 @@ namespace {{ Component.attrib['Namespace'] }}
};
{% endif %}
}
{% if ComponentDerived %}
/// Place in your .cpp
#include <{{ Component.attrib['OverrideInclude'] }}>
namespace {{ Component.attrib['Namespace'] }}
{
{% if ComponentDerived %}
void {{ ComponentName }}::{{ ComponentName }}::Reflect(AZ::ReflectContext* context)
{
AZ::SerializeContext* serializeContext = azrtti_cast<AZ::SerializeContext*>(context);
@@ -251,9 +253,43 @@ namespace {{ Component.attrib['Namespace'] }}
serializeContext->Class<{{ ComponentName }}, {{ ComponentNameBase }}>()
->Version(1);
}
{{ ComponentNameBase }}::Reflect(context);
}
}
void {{ ComponentName }}::OnInit()
{
}
void {{ ComponentName }}::OnActivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating)
{
}
void {{ ComponentName }}::OnDeactivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating)
{
}
{% endif %}
{% if ControllerDerived %}
{{ ControllerName }}::{{ ControllerName }}({{ ComponentName }}& parent)
: {{ ControllerNameBase }}(parent)
{
}
void {{ ControllerName }}::OnActivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating)
{
}
void {{ ControllerName }}::OnDeactivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating)
{
}
{% if NetworkInputCount > 0 %}
void {{ ControllerName }}::ProcessInput([[maybe_unused]] Multiplayer::NetworkInput& input, [[maybe_unused]] float deltaTime)
{
}
{% endif %}
{% endif %}
}
*/
{% else %}
// NOTE:
@@ -7,25 +7,25 @@
{% macro DeclareNetworkPropertyGetter(Property) %}
{% set PropertyName = UpperFirst(Property.attrib['Name']) %}
{% if Property.attrib['Container'] == 'Array' %}
{% if Property.attrib['GenerateEventBindings']|booleanTrue %}
void {{ PropertyName }}AddEvent(AZ::Event<int32_t, {{ Property.attrib['Type'] }}>::Handler& handler);
{% endif %}
const AZStd::array<{% if Property.attrib['IsRewindable']|booleanTrue %}Multiplayer::RewindableObject<{% endif %}{{ Property.attrib['Type'] }}{% if Property.attrib['IsRewindable']|booleanTrue %}, Multiplayer::k_RewindHistorySize>{% endif %}, {{ Property.attrib['Count'] }}> &Get{{ PropertyName }}Array() const;
const {{ Property.attrib['Type'] }} &Get{{ PropertyName }}(int32_t index) const;
{% elif Property.attrib['Container'] == 'Vector' %}
{% if Property.attrib['GenerateEventBindings']|booleanTrue %}
void {{ PropertyName }}AddEvent(AZ::Event<int32_t, {{ Property.attrib['Type'] }}>::Handler& handler);
void {{ PropertyName }}SizeChangedAddEvent(AZ::Event<uint32_t>::Handler& handler);
{% endif %}
{% elif Property.attrib['Container'] == 'Vector' %}
const AZStd::fixed_vector<{{ Property.attrib['Type'] }}, {{ Property.attrib['Count'] }}> &Get{{ PropertyName }}Vector() const;
const {{ Property.attrib['Type'] }} &Get{{ PropertyName }}(int32_t index) const;
const {{ Property.attrib['Type'] }} &{{ PropertyName }}GetBack() const;
uint32_t {{ PropertyName }}GetSize() const;
{% if Property.attrib['GenerateEventBindings']|booleanTrue %}
void {{ PropertyName }}AddEvent(AZ::Event<int32_t, {{ Property.attrib['Type'] }}>::Handler& handler);
void {{ PropertyName }}SizeChangedAddEvent(AZ::Event<uint32_t>::Handler& handler);
{% endif %}
{% else %}
const {{ Property.attrib['Type'] }}& Get{{ PropertyName }}() const;
{% if Property.attrib['GenerateEventBindings']|booleanTrue %}
void {{ PropertyName }}AddEvent(AZ::Event<{{ Property.attrib['Type'] }}>::Handler& handler);
{% endif %}
const {{ Property.attrib['Type'] }}& Get{{ PropertyName }}() const;
{% endif %}
{% endmacro %}
{#
@@ -221,14 +221,14 @@ AZStd::fixed_vector<{{ Property.attrib['Type'] }}, {{ Property.attrib['Count'] }
#include <AzCore/EBus/Event.h>
#include <AzCore/EBus/ScheduledEvent.h>
#include <AzNetworking/DataStructures/FixedSizeBitsetView.h>
#include <Multiplayer/IMultiplayerComponentInput.h>
#include <Multiplayer/NetworkEntityHandle.h>
#include <Multiplayer/MultiplayerComponent.h>
#include <Multiplayer/MultiplayerController.h>
#include <Multiplayer/NetworkInput.h>
#include <Multiplayer/ReplicationRecord.h>
#include <Multiplayer/RewindableObject.h>
#include <Multiplayer/MultiplayerTypes.h>
#include <Multiplayer/Components/MultiplayerComponent.h>
#include <Multiplayer/Components/MultiplayerController.h>
#include <Multiplayer/NetworkEntity/NetworkEntityHandle.h>
#include <Multiplayer/NetworkEntity/EntityReplication/ReplicationRecord.h>
#include <Multiplayer/NetworkInput/IMultiplayerComponentInput.h>
#include <Multiplayer/NetworkInput/NetworkInput.h>
#include <Multiplayer/NetworkTime/RewindableObject.h>
{% call(Include) AutoComponentMacros.ParseIncludes(Component) %}
#include <{{ Include.attrib['File'] }}>
{% endcall %}
@@ -323,17 +323,20 @@ namespace {{ Component.attrib['Namespace'] }}
};
{% if NetworkInputCount > 0 %}
class NetworkInput
class {{ ComponentName }}NetworkInput
: public Multiplayer::IMultiplayerComponentInput
{
public:
Multiplayer::NetComponentId GetComponentId() const override;
INetworkInput& operator=(const INetworkInput& rhs) override;
bool Serialize(AzNetworking::ISerializer& serializer);
Multiplayer::NetComponentId GetNetComponentId() const override;
bool Serialize(AzNetworking::ISerializer& serializer) override;
Multiplayer::IMultiplayerComponentInput& operator =(const Multiplayer::IMultiplayerComponentInput& rhs) override;
{% call(Input) AutoComponentMacros.ParseNetworkInputs(Component) %}
{{ Input.attrib['Type'] }} m_{{ LowerFirst(Input.attrib['Name']) }} = {{ Input.attrib['Type'] }}({{ Input.attrib['Init'] }});
{% endcall %}
static Multiplayer::NetComponentId s_netComponentId;
friend void RegisterMultiplayerComponents();
};
{% endif %}
@@ -416,6 +419,8 @@ namespace {{ Component.attrib['Namespace'] }}
static void GetDependentServices(AZ::ComponentDescriptor::DependencyArrayType& dependent);
static void GetIncompatibleServices(AZ::ComponentDescriptor::DependencyArrayType& incompatible);
static AZStd::unique_ptr<Multiplayer::IMultiplayerComponentInput> AllocateComponentInput();
{{ ComponentBaseName }}() = default;
~{{ ComponentBaseName }}() override = default;
@@ -429,12 +434,14 @@ namespace {{ Component.attrib['Namespace'] }}
{% endif %}
{{ DeclareNetworkPropertyGetters(Component, 'Authority', 'Server', false)|indent(8) -}}
{{ DeclareNetworkPropertyGetters(Component, 'Authority', 'Autonomous', false)|indent(8) -}}
{{ DeclareNetworkPropertyGetters(Component, 'Authority', 'Client', false)|indent(8) }}
{{ DeclareArchetypePropertyGetters(Component)|indent(8) -}}
{{ DeclareRpcInvocations(Component, 'Server', 'Authority', false)|indent(8) }}
//! MultiplayerComponent interface
//! @{
void SetOwningConnectionId(AzNetworking::ConnectionId connectionId) override;
Multiplayer::NetComponentId GetNetComponentId() const override;
bool HandleRpcMessage(AzNetworking::IConnection* invokingConnection, Multiplayer::NetEntityRole remoteRole, Multiplayer::NetworkEntityRpcMessage& rpcMessage) override;
bool SerializeStateDeltaMessage(Multiplayer::ReplicationRecord& replicationRecord, AzNetworking::ISerializer& serializer) override;
@@ -515,7 +522,7 @@ namespace {{ Component.attrib['Namespace'] }}
//! Archetype Properties
{{ DeclareArchetypePropertyVars(Component)|indent(8) }}
{% call(Type, Name) AutoComponentMacros.ParseComponentServiceTypeAndName(Component) %}
{{ Type }}* {{ Name }} = nullptr;
{{ Type }}* {{ Name }} = nullptr;
{% endcall %}
static Multiplayer::NetComponentId s_netComponentId;
@@ -476,7 +476,7 @@ bool {{ ClassName }}::Serialize{{ AutoComponentMacros.GetNetPropertiesSetName(Re
{%- if networkPropertyCount.update({'value': networkPropertyCount.value + 1}) %}{% endif -%}
{% endcall %}
{% if networkPropertyCount.value > 0 %}
MultiplayerStats& stats = GetMultiplayer()->GetStats();
Multiplayer::MultiplayerStats& stats = Multiplayer::GetMultiplayer()->GetStats();
// We modify the record if we are writing an update so that we don't notify for a change that really didn't change the value (just a duplicated send from the server)
[[maybe_unused]] bool modifyRecord = serializer.GetSerializerMode() == AzNetworking::SerializerMode::WriteToObject;
{% call(Property) AutoComponentMacros.ParseNetworkProperties(Component, ReplicateFrom, ReplicateTo) %}
@@ -492,9 +492,9 @@ bool {{ ClassName }}::Serialize{{ AutoComponentMacros.GetNetPropertiesSetName(Re
if (deltaRecord.AnySet())
{
{% if Property.attrib['Container'] == 'Vector' %}
NovaNet::SerializableFixedSizeVectorDeltaStruct<{{ Property.attrib['Type'] }}, {{ Property.attrib['Count'] }}> deltaStruct(m_{{ LowerFirst(Property.attrib['Name']) }}, deltaRecord);
Multiplayer::SerializableFixedSizeVectorDeltaStruct<{{ Property.attrib['Type'] }}, {{ Property.attrib['Count'] }}> deltaStruct(m_{{ LowerFirst(Property.attrib['Name']) }}, deltaRecord);
{% else %}
NovaNet::SerializableFixedSizeArrayDeltaStruct<{% if Property.attrib['IsRewindable']|booleanTrue %}Multiplayer::RewindableObject<{% endif %}{{ Property.attrib['Type'] }}{% if Property.attrib['IsRewindable']|booleanTrue %}, Multiplayer::RewindHistorySize>{% endif %}, {{ Property.attrib['Count'] }}> deltaStruct(m_{{ Property.attrib['Name'] }}, deltaRecord);
Multiplayer::SerializableFixedSizeArrayDeltaStruct<{% if Property.attrib['IsRewindable']|booleanTrue %}Multiplayer::RewindableObject<{% endif %}{{ Property.attrib['Type'] }}{% if Property.attrib['IsRewindable']|booleanTrue %}, Multiplayer::RewindHistorySize>{% endif %}, {{ Property.attrib['Count'] }}> deltaStruct(m_{{ Property.attrib['Name'] }}, deltaRecord);
{% endif %}
serializer.Serialize(deltaStruct, "{{ UpperFirst(Property.attrib['Name']) }}");
}
@@ -509,7 +509,7 @@ bool {{ ClassName }}::Serialize{{ AutoComponentMacros.GetNetPropertiesSetName(Re
m_{{ LowerFirst(Property.attrib['Name']) }},
"{{ Property.attrib['Name'] }}",
GetNetComponentId(),
static_cast<PropertyIndex>({{ UpperFirst(Component.attrib['Name']) }}Internal::NetworkProperties::{{ UpperFirst(Property.attrib['Name']) }}),
static_cast<Multiplayer::PropertyIndex>({{ UpperFirst(Component.attrib['Name']) }}Internal::NetworkProperties::{{ UpperFirst(Property.attrib['Name']) }}),
stats
);
{% endif %}
@@ -958,8 +958,8 @@ m_{{ LowerFirst(Property.attrib['Name']) }} = m_{{ LowerFirst(Property.attrib['N
#include <AzCore/Serialization/EditContext.h>
#include <AzCore/RTTI/BehaviorContext.h>
#include <AzCore/Component/Entity.h>
#include <Multiplayer/NetBindComponent.h>
#include <Multiplayer/NetworkEntityRpcMessage.h>
#include <Multiplayer/Components/NetBindComponent.h>
#include <Multiplayer/NetworkEntity/NetworkEntityRpcMessage.h>
{% if ComponentDerived or ControllerDerived %}
#include <{{ Component.attrib['OverrideInclude'] }}>
{% endif %}
@@ -972,6 +972,9 @@ m_{{ LowerFirst(Property.attrib['Name']) }} = m_{{ LowerFirst(Property.attrib['N
namespace {{ Component.attrib['Namespace'] }}
{
Multiplayer::NetComponentId {{ UpperFirst(ComponentBaseName) }}::s_netComponentId = Multiplayer::InvalidNetComponentId;
{% if NetworkInputCount > 0 %}
Multiplayer::NetComponentId {{ ComponentName }}NetworkInput::s_netComponentId = Multiplayer::InvalidNetComponentId;
{% endif %}
namespace {{ UpperFirst(Component.attrib['Name']) }}Internal
{
@@ -1107,6 +1110,28 @@ namespace {{ Component.attrib['Namespace'] }}
{{ GenerateModelReplicationRecordPredictableBits(Component, ClassType, 'Autonomous', 'Authority')|indent(8) }}
}
{% if NetworkInputCount > 0 %}
Multiplayer::NetComponentId {{ ComponentName }}NetworkInput::GetNetComponentId() const
{
return {{ ComponentName }}NetworkInput::s_netComponentId;
}
bool {{ ComponentName }}NetworkInput::Serialize(AzNetworking::ISerializer& serializer)
{
{% call(Input) AutoComponentMacros.ParseNetworkInputs(Component) %}
serializer.Serialize(m_{{ LowerFirst(Input.attrib['Name']) }}, "{{ UpperFirst(Input.attrib['Name']) }}");
{% endcall %}
return serializer.IsValid();
}
Multiplayer::IMultiplayerComponentInput& {{ ComponentName }}NetworkInput::operator =([[maybe_unused]] const Multiplayer::IMultiplayerComponentInput& rhs)
{
AZ_Assert(s_netComponentId == rhs.GetNetComponentId(), "AttachNetSystemComponent was not called on the owning NetworkInput");
*this = *static_cast<const {{ ComponentName }}NetworkInput*>(&rhs);
return *this;
}
{% endif %}
{{ ControllerBaseName }}::{{ ControllerBaseName }}({{ ComponentName }}& parent)
: MultiplayerController(parent)
{
@@ -1163,10 +1188,10 @@ namespace {{ Component.attrib['Namespace'] }}
{{ DefineRpcInvocations(Component, ControllerBaseName, 'Authority', 'Client', true)|indent(4) }}
{% for Service in Component.iter('ComponentRelation') %}
{% if (Service.attrib['HasController']|booleanTrue) and (Service.attrib['Constraint'] != 'Incompatible') %}
{{ Service.attrib['Name'] }}Controller* {{ ControllerBaseName }}::Get{{ Service.attrib['Name'] }}Controller()
{{ Service.attrib['Namespace'] }}::{{ Service.attrib['Name'] }}Controller* {{ ControllerBaseName }}::Get{{ Service.attrib['Name'] }}Controller()
{
MultiplayerComponent* controllerComponent = GetParent().Get{{ Service.attrib['Name'] }}();
return static_cast<{{ Service.attrib['Name'] }}Controller*>(controllerComponent->GetController());
Multiplayer::MultiplayerComponent* controllerComponent = GetParent().Get{{ Service.attrib['Name'] }}();
return static_cast<{{ Service.attrib['Namespace'] }}::{{ Service.attrib['Name'] }}Controller*>(controllerComponent->GetController());
}
{% endif %}
@@ -1241,7 +1266,7 @@ namespace {{ Component.attrib['Namespace'] }}
void {{ ComponentBaseName }}::{{ ComponentBaseName }}::GetProvidedServices(AZ::ComponentDescriptor::DependencyArrayType& provided)
{
provided.push_back(AZ_CRC_CE("{{ ComponentName }}Service"));
provided.push_back(AZ_CRC_CE("{{ ComponentName }}"));
}
void {{ ComponentBaseName }}::{{ ComponentBaseName }}::GetRequiredServices(AZ::ComponentDescriptor::DependencyArrayType& required)
@@ -1261,12 +1286,21 @@ namespace {{ Component.attrib['Namespace'] }}
void {{ ComponentBaseName }}::{{ ComponentBaseName }}::GetIncompatibleServices(AZ::ComponentDescriptor::DependencyArrayType& incompatible)
{
incompatible.push_back(AZ_CRC_CE("{{ ComponentName }}Service"));
incompatible.push_back(AZ_CRC_CE("{{ ComponentName }}"));
{% call(ComponentService) ParseComponentServiceNames(Component, ClassType, 'Incompatible') %}
incompatible.push_back(AZ_CRC_CE("{{ ComponentService }}"));
{% endcall %}
}
AZStd::unique_ptr<Multiplayer::IMultiplayerComponentInput> {{ ComponentBaseName }}::AllocateComponentInput()
{
{% if NetworkInputCount > 0 %}
return AZStd::make_unique<{{ ComponentName }}NetworkInput>();
{% else %}
return nullptr;
{% endif %}
}
void {{ ComponentBaseName }}::Init()
{
if (m_netBindComponent == nullptr)
@@ -1328,6 +1362,15 @@ namespace {{ Component.attrib['Namespace'] }}
{{ DefineRpcInvocations(Component, ComponentBaseName, 'Server', 'Authority', false)|indent(4) -}}
{{ DefineRpcInvocations(Component, ComponentBaseName, 'Server', 'Authority', true)|indent(4) }}
void {{ ComponentBaseName }}::SetOwningConnectionId([[maybe_unused]] AzNetworking::ConnectionId connectionId)
{
{% for Property in Component.iter('NetworkProperty') %}
{% if Property.attrib['IsRewindable']|booleanTrue %}
m_{{ LowerFirst(Property.attrib['Name']) }}.SetOwningConnectionId(connectionId);
{% endif %}
{% endfor %}
}
Multiplayer::NetComponentId {{ ComponentBaseName }}::GetNetComponentId() const
{
return s_netComponentId;
@@ -1485,6 +1528,7 @@ namespace {{ Component.attrib['Namespace'] }}
}
{% endif %}
{% endfor %}
const char* {{ ComponentBaseName }}::GetNetworkPropertyName([[maybe_unused]] Multiplayer::PropertyIndex propertyIndex)
{
{% if NetworkPropertyCount > 0 %}
@@ -1514,6 +1558,5 @@ namespace {{ Component.attrib['Namespace'] }}
{% endif %}
return "Unknown Rpc";
}
{% endfor %}
}
{% endfor %}
@@ -5,13 +5,13 @@
Namespace="Multiplayer"
OverrideComponent="true"
OverrideController="true"
OverrideInclude="Source/Components/LocalPredictionPlayerInputComponent.h"
OverrideInclude="Multiplayer/Components/LocalPredictionPlayerInputComponent.h"
xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
<ComponentRelation Constraint="Weak" HasController="true" Name="NetworkTransformComponent" Namespace="Multiplayer" Include="Source/Components/NetworkTransformComponent.h" />
<ComponentRelation Constraint="Weak" HasController="true" Name="NetworkTransformComponent" Namespace="Multiplayer" Include="Multiplayer/Components/NetworkTransformComponent.h" />
<Include File="Multiplayer/MultiplayerTypes.h"/>
<Include File="Multiplayer/NetworkInput.h"/>
<Include File="Multiplayer/NetworkInput/NetworkInput.h"/>
<Include File="Source/NetworkInput/NetworkInputArray.h"/>
<Include File="Source/NetworkInput/NetworkInputHistory.h"/>
<Include File="Source/NetworkInput/NetworkInputMigrationVector.h"/>
@@ -3,9 +3,9 @@
<PacketGroup Name="MultiplayerPackets" PacketStart="CorePackets::PacketType::MAX">
<Include File="AzNetworking/AutoGen/CorePackets.AutoPackets.h" />
<Include File="Multiplayer/MultiplayerTypes.h" />
<Include File="Multiplayer/INetworkTime.h" />
<Include File="Multiplayer/NetworkEntityRpcMessage.h" />
<Include File="Multiplayer/NetworkEntityUpdateMessage.h" />
<Include File="Multiplayer/NetworkTime/INetworkTime.h" />
<Include File="Multiplayer/NetworkEntity/NetworkEntityRpcMessage.h" />
<Include File="Multiplayer/NetworkEntity/NetworkEntityUpdateMessage.h" />
<Packet Name="Connect" Desc="Client connection packet, on success the server will reply with an Accept">
<Member Type="uint16_t" Name="networkProtocolVersion" Init="0" />
@@ -5,7 +5,7 @@
Namespace="Multiplayer"
OverrideComponent="true"
OverrideController="true"
OverrideInclude="Source/Components/NetworkTransformComponent.h"
OverrideInclude="Multiplayer/Components/NetworkTransformComponent.h"
xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
<ComponentRelation Constraint="Weak" HasController="false" Name="TransformComponent" Namespace="AzFramework" Include="AzFramework/Components/TransformComponent.h" />
@@ -10,7 +10,7 @@
*
*/
#include <Source/Components/LocalPredictionPlayerInputComponent.h>
#include <Multiplayer/Components/LocalPredictionPlayerInputComponent.h>
#include <AzCore/Serialization/SerializeContext.h>
#include <AzCore/Serialization/EditContext.h>
#include <AzNetworking/Serialization/HashSerializer.h>
@@ -81,12 +81,7 @@ namespace Multiplayer
, m_migrateStartHandler([this](ClientInputId migratedInputId) { OnMigrateStart(migratedInputId); })
, m_migrateEndHandler([this]() { OnMigrateEnd(); })
{
if (GetNetEntityRole() == NetEntityRole::Autonomous)
{
m_autonomousUpdateEvent.Enqueue(AZ::TimeMs{ 1 }, true);
parent.GetNetBindComponent()->AddEntityMigrationStartEventHandler(m_migrateStartHandler);
parent.GetNetBindComponent()->AddEntityMigrationEndEventHandler(m_migrateEndHandler);
}
;
}
void LocalPredictionPlayerInputComponentController::OnActivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating)
@@ -96,6 +91,13 @@ namespace Multiplayer
m_allowMigrateClientInput = true;
m_serverMigrateFrameId = GetNetworkTime()->GetHostFrameId();
}
if (IsAutonomous())
{
m_autonomousUpdateEvent.Enqueue(AZ::TimeMs{ 1 }, true);
GetParent().GetNetBindComponent()->AddEntityMigrationStartEventHandler(m_migrateStartHandler);
GetParent().GetNetBindComponent()->AddEntityMigrationEndEventHandler(m_migrateEndHandler);
}
}
void LocalPredictionPlayerInputComponentController::OnDeactivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating)
@@ -111,73 +113,57 @@ namespace Multiplayer
[[maybe_unused]] const AzNetworking::PacketEncodingBuffer& clientState
)
{
// After receiving the first input from the client, start the update event to check for slow hacking
if (!m_updateBankedTimeEvent.IsScheduled())
{
m_updateBankedTimeEvent.Enqueue(sv_InputUpdateTimeMs, true);
}
if (invokingConnection == nullptr)
{
// Discard any input messages that were locally dispatched or sent by disconnected clients
return;
}
const ClientInputId clientInputId = inputArray[0].GetClientInputId();
if (clientInputId <= m_lastClientInputId)
{
AZLOG(NET_Prediction, "Discarding old or out of order move input (current: %u, received %u)",
aznumeric_cast<uint32_t>(m_lastClientInputId), aznumeric_cast<uint32_t>(clientInputId));
return;
}
// After receiving the first input from the client, start the update event to check for slow hacking
if (!m_updateBankedTimeEvent.IsScheduled())
{
m_updateBankedTimeEvent.Enqueue(sv_InputUpdateTimeMs, true);
}
const AZ::TimeMs currentTimeMs = AZ::GetElapsedTimeMs();
const double clientInputRateSec = static_cast<double>(static_cast<AZ::TimeMs>(cl_InputRateMs)) / 1000.0;
m_lastInputReceivedTimeMs = currentTimeMs;
// Keep track of last inputs received, also allows us to update frame ids
m_lastInputReceived = inputArray;
// Figure out which index from the input array we want
// we start at the oldest input that has not been processed
int32_t inputArrayIndex = -1;
for (int32_t i = NetworkInputArray::MaxElements - 1; i >= 0; --i)
{
// Find an input that is newer than the last one we processed
if (m_lastInputReceived[i].GetClientInputId() > GetLastInputId())
{
inputArrayIndex = i;
break;
}
}
if (inputArrayIndex < 0)
{
AZLOG
(
NET_Prediction,
"Discarding old or out of order move input (current: %u, received %u)",
aznumeric_cast<uint32_t>(GetLastInputId()),
aznumeric_cast<uint32_t>(m_lastInputReceived[0].GetClientInputId())
);
return;
}
bool lostInput = false;
if (GetLastInputId() < inputArray.GetPreviousInputId())
{
// last move id processed is older than the previous input id, we missed some input packets
lostInput = true;
}
SetLastInputId(m_lastInputReceived[0].GetClientInputId()); // Set this variable in case of migration
while (inputArrayIndex >= 0)
while (m_lastClientInputId < clientInputId)
{
NetworkInput& input = m_lastInputReceived[inputArrayIndex];
++m_lastClientInputId;
// Figure out which index from the input array we want
// If we have skipped an id, check if it was sent to us in the array. If we have lost too many, just use the oldest one in the array
const uint32_t deltaFrameId = aznumeric_cast<uint32_t>(clientInputId - m_lastClientInputId); // always >= 0 because of while loop check
const uint32_t inputArrayIdx = AZStd::min(deltaFrameId, NetworkInputArray::MaxElements - 1);
const bool lostInput = deltaFrameId >= NetworkInputArray::MaxElements; // For logging only
NetworkInput &input = m_lastInputReceived[inputArrayIdx];
input.SetClientInputId(m_lastClientInputId);
// Anticheat, if we're receiving too many inputs, and fall outside our variable latency input window
// Discard move input events, client may be speed hacking
if (m_clientBankedTime < sv_MaxBankTimeWindowSec)
{
m_clientBankedTime = AZStd::min(m_clientBankedTime + clientInputRateSec, (double)sv_MaxBankTimeWindowSec); // clamp to boundary
{
ScopedAlterTime scopedTime(input.GetHostFrameId(), input.GetHostTimeMs(), invokingConnection->GetConnectionId());
GetNetBindComponent()->ProcessInput(input, static_cast<float>(clientInputRateSec));
}
if (lostInput)
{
AZLOG(NET_Prediction, "InputLost InputId=%u", aznumeric_cast<uint32_t>(input.GetClientInputId()));
@@ -191,7 +177,6 @@ namespace Multiplayer
{
AZLOG(NET_Prediction, "Dropped InputId=%u", aznumeric_cast<uint32_t>(input.GetClientInputId()));
}
--inputArrayIndex;
}
if (sv_EnableCorrections && (currentTimeMs - m_lastCorrectionSentTimeMs > sv_MinCorrectionTimeMs))
@@ -203,6 +188,14 @@ namespace Multiplayer
const AZ::HashValue32 localAuthorityHash = hashSerializer.GetHash();
AZLOG
(
NET_Prediction,
"Hash values for ProcessInput: client=%u, server=%u",
aznumeric_cast<uint32_t>(stateHash),
aznumeric_cast<uint32_t>(localAuthorityHash)
);
if (stateHash != localAuthorityHash)
{
// Produce correction for client
@@ -540,21 +533,15 @@ namespace Multiplayer
m_inputHistory.PopFront();
}
const size_t inputHistorySize = m_inputHistory.Size();
const int64_t inputHistorySize = aznumeric_cast<int64_t>(m_inputHistory.Size());
// Form the rest of the input array using the n most recent elements in the history buffer
// NOTE: inputArray[0] has already been initialized hence start at i = 1
for (uint32_t i = 1; i < NetworkInputArray::MaxElements; ++i)
for (int64_t i = 1; i < aznumeric_cast<int64_t>(NetworkInputArray::MaxElements); ++i)
{
if (i < inputHistorySize)
{
inputArray[i] = m_inputHistory[inputHistorySize - 1 - i];
}
else // History is too small?
{
// Plug in the most recent input
inputArray[i] = input;
}
// Clamp to oldest element if history is too small
const int64_t historyIndex = AZStd::max<int64_t>(inputHistorySize - 1 - i, 0);
inputArray[i] = m_inputHistory[historyIndex];
}
// Send the input to server (only when we are not migrating)
@@ -10,8 +10,8 @@
*
*/
#include <Multiplayer/MultiplayerComponent.h>
#include <Multiplayer/NetBindComponent.h>
#include <Multiplayer/Components/MultiplayerComponent.h>
#include <Multiplayer/Components/NetBindComponent.h>
#include <AzCore/Serialization/SerializeContext.h>
namespace Multiplayer
@@ -46,9 +46,24 @@ namespace Multiplayer
return m_netBindComponent ? m_netBindComponent->GetNetEntityId() : InvalidNetEntityId;
}
NetEntityRole MultiplayerComponent::GetNetEntityRole() const
bool MultiplayerComponent::IsAuthority() const
{
return m_netBindComponent ? m_netBindComponent->GetNetEntityRole() : NetEntityRole::InvalidRole;
return m_netBindComponent ? m_netBindComponent->IsAuthority() : false;
}
bool MultiplayerComponent::IsAutonomous() const
{
return m_netBindComponent ? m_netBindComponent->IsAutonomous() : false;
}
bool MultiplayerComponent::IsServer() const
{
return m_netBindComponent ? m_netBindComponent->IsServer() : false;
}
bool MultiplayerComponent::IsClient() const
{
return m_netBindComponent ? m_netBindComponent->IsClient() : false;
}
ConstNetworkEntityHandle MultiplayerComponent::GetEntityHandle() const
@@ -10,7 +10,7 @@
*
*/
#include <Multiplayer/MultiplayerComponentRegistry.h>
#include <Multiplayer/Components/MultiplayerComponentRegistry.h>
namespace Multiplayer
{
@@ -21,6 +21,12 @@ namespace Multiplayer
return netComponentId;
}
AZStd::unique_ptr<IMultiplayerComponentInput> MultiplayerComponentRegistry::AllocateComponentInput(NetComponentId netComponentId)
{
const ComponentData& componentData = GetMultiplayerComponentData(netComponentId);
return AZStd::move(componentData.m_allocComponentInputFunction());
}
const char* MultiplayerComponentRegistry::GetComponentGemName(NetComponentId netComponentId) const
{
const ComponentData& componentData = GetMultiplayerComponentData(netComponentId);
@@ -10,9 +10,9 @@
*
*/
#include <Multiplayer/MultiplayerController.h>
#include <Multiplayer/MultiplayerComponent.h>
#include <Multiplayer/NetBindComponent.h>
#include <Multiplayer/Components/MultiplayerController.h>
#include <Multiplayer/Components/MultiplayerComponent.h>
#include <Multiplayer/Components/NetBindComponent.h>
namespace Multiplayer
{
@@ -27,9 +27,14 @@ namespace Multiplayer
return m_owner.GetNetEntityId();
}
NetEntityRole MultiplayerController::GetNetEntityRole() const
bool MultiplayerController::IsAuthority() const
{
return GetNetBindComponent()->GetNetEntityRole();
return GetNetBindComponent() ? GetNetBindComponent()->IsAuthority() : false;
}
bool MultiplayerController::IsAutonomous() const
{
return GetNetBindComponent() ? GetNetBindComponent()->IsAutonomous() : false;
}
AZ::Entity* MultiplayerController::GetEntity() const
@@ -10,13 +10,13 @@
*
*/
#include <Multiplayer/NetBindComponent.h>
#include <Multiplayer/NetworkEntityRpcMessage.h>
#include <Multiplayer/NetworkEntityUpdateMessage.h>
#include <Multiplayer/NetworkInput.h>
#include <Multiplayer/INetworkEntityManager.h>
#include <Multiplayer/MultiplayerComponent.h>
#include <Multiplayer/MultiplayerController.h>
#include <Multiplayer/Components/NetBindComponent.h>
#include <Multiplayer/Components/MultiplayerComponent.h>
#include <Multiplayer/Components/MultiplayerController.h>
#include <Multiplayer/NetworkEntity/INetworkEntityManager.h>
#include <Multiplayer/NetworkEntity/NetworkEntityRpcMessage.h>
#include <Multiplayer/NetworkEntity/NetworkEntityUpdateMessage.h>
#include <Multiplayer/NetworkInput/NetworkInput.h>
#include <AzCore/Console/IConsole.h>
#include <AzCore/Console/ILogger.h>
#include <AzCore/Interface/Interface.h>
@@ -110,6 +110,22 @@ namespace Multiplayer
return (m_netEntityRole == NetEntityRole::Authority);
}
bool NetBindComponent::IsAutonomous() const
{
return (m_netEntityRole == NetEntityRole::Autonomous)
|| (m_netEntityRole == NetEntityRole::Authority) && m_allowAutonomy;
}
bool NetBindComponent::IsServer() const
{
return (m_netEntityRole == NetEntityRole::Server);
}
bool NetBindComponent::IsClient() const
{
return (m_netEntityRole == NetEntityRole::Client);
}
bool NetBindComponent::HasController() const
{
return (m_netEntityRole == NetEntityRole::Authority)
@@ -136,14 +152,29 @@ namespace Multiplayer
return m_netEntityHandle;
}
void NetBindComponent::SetOwningConnectionId(AzNetworking::ConnectionId connectionId)
{
for (MultiplayerComponent* multiplayerComponent : m_multiplayerInputComponentVector)
{
multiplayerComponent->SetOwningConnectionId(connectionId);
}
}
void NetBindComponent::SetAllowAutonomy(bool value)
{
// This flag allows a player host to autonomously control their player entity, even though the entity is in an authority role
m_allowAutonomy = value;
}
MultiplayerComponentInputVector NetBindComponent::AllocateComponentInputs()
{
MultiplayerComponentInputVector componentInputs;
const size_t multiplayerComponentSize = m_multiplayerInputComponentVector.size();
for (size_t i = 0; i < multiplayerComponentSize; ++i)
{
// TODO: ComponentInput factory, needs multiplayer component architecture and autogen
AZStd::unique_ptr<IMultiplayerComponentInput> componentInput = nullptr; // ComponentInputFactory(multiplayerComponent->GetComponentId());
const NetComponentId netComponentId = m_multiplayerInputComponentVector[i]->GetNetComponentId();
AZStd::unique_ptr<IMultiplayerComponentInput> componentInput = AZStd::move(GetMultiplayerComponentRegistry()->AllocateComponentInput(netComponentId));
if (componentInput != nullptr)
{
componentInputs.emplace_back(AZStd::move(componentInput));
@@ -10,7 +10,7 @@
*
*/
#include <Source/Components/NetworkTransformComponent.h>
#include <Multiplayer/Components/NetworkTransformComponent.h>
#include <AzCore/Serialization/SerializeContext.h>
#include <AzCore/Serialization/EditContext.h>
#include <AzCore/EBus/IEventScheduler.h>
@@ -96,7 +96,7 @@ namespace Multiplayer
void NetworkTransformComponentController::OnTransformChangedEvent(const AZ::Transform& worldTm)
{
if (GetNetEntityRole() == NetEntityRole::Authority)
if (IsAuthority())
{
SetRotation(worldTm.GetRotation());
SetTranslation(worldTm.GetTranslation());
@@ -12,7 +12,7 @@
#pragma once
#include <Multiplayer/IConnectionData.h>
#include <Multiplayer/ConnectionData/IConnectionData.h>
#include <Source/NetworkEntity/EntityReplication/EntityReplicationManager.h>
namespace Multiplayer
@@ -12,7 +12,7 @@
#pragma once
#include <Multiplayer/IConnectionData.h>
#include <Multiplayer/ConnectionData/IConnectionData.h>
#include <Source/NetworkEntity/EntityReplication/EntityReplicationManager.h>
namespace Multiplayer
@@ -138,7 +138,7 @@ namespace Multiplayer
void DrawComponentDetails(const MultiplayerStats& stats, NetComponentId netComponentId)
{
IMultiplayer* multiplayer = AZ::Interface<IMultiplayer>::Get();
MultiplayerComponentRegistry* componentRegistry = GetMultiplayerComponentRegistry();
{
const MultiplayerStats::Metric metric = stats.CalculateComponentPropertyUpdateSentMetrics(netComponentId);
float callsPerSecond = 0.0f;
@@ -150,7 +150,7 @@ namespace Multiplayer
for (AZStd::size_t index = 0; index < componentStats.m_propertyUpdatesSent.size(); ++index)
{
const PropertyIndex propertyIndex = aznumeric_cast<PropertyIndex>(index);
const char* propertyName = multiplayer->GetComponentPropertyName(netComponentId, propertyIndex);
const char* propertyName = componentRegistry->GetComponentPropertyName(netComponentId, propertyIndex);
const MultiplayerStats::Metric& subMetric = componentStats.m_propertyUpdatesSent[index];
callsPerSecond = 0.0f;
bytesPerSecond = 0.0f;
@@ -172,7 +172,7 @@ namespace Multiplayer
for (AZStd::size_t index = 0; index < componentStats.m_propertyUpdatesRecv.size(); ++index)
{
const PropertyIndex propertyIndex = aznumeric_cast<PropertyIndex>(index);
const char* propertyName = multiplayer->GetComponentPropertyName(netComponentId, propertyIndex);
const char* propertyName = componentRegistry->GetComponentPropertyName(netComponentId, propertyIndex);
const MultiplayerStats::Metric& subMetric = componentStats.m_propertyUpdatesRecv[index];
callsPerSecond = 0.0f;
bytesPerSecond = 0.0f;
@@ -194,7 +194,7 @@ namespace Multiplayer
for (AZStd::size_t index = 0; index < componentStats.m_rpcsSent.size(); ++index)
{
const RpcIndex rpcIndex = aznumeric_cast<RpcIndex>(index);
const char* rpcName = multiplayer->GetComponentRpcName(netComponentId, rpcIndex);
const char* rpcName = componentRegistry->GetComponentRpcName(netComponentId, rpcIndex);
const MultiplayerStats::Metric& subMetric = componentStats.m_rpcsSent[index];
callsPerSecond = 0.0f;
bytesPerSecond = 0.0f;
@@ -216,7 +216,7 @@ namespace Multiplayer
for (AZStd::size_t index = 0; index < componentStats.m_rpcsRecv.size(); ++index)
{
const RpcIndex rpcIndex = aznumeric_cast<RpcIndex>(index);
const char* rpcName = multiplayer->GetComponentRpcName(netComponentId, rpcIndex);
const char* rpcName = componentRegistry->GetComponentRpcName(netComponentId, rpcIndex);
const MultiplayerStats::Metric& subMetric = componentStats.m_rpcsRecv[index];
callsPerSecond = 0.0f;
bytesPerSecond = 0.0f;
@@ -238,6 +238,7 @@ namespace Multiplayer
if (ImGui::Begin("Multiplayer Stats", &m_displayMultiplayerStats, ImGuiWindowFlags_None))
{
IMultiplayer* multiplayer = AZ::Interface<IMultiplayer>::Get();
MultiplayerComponentRegistry* componentRegistry = GetMultiplayerComponentRegistry();
const Multiplayer::MultiplayerStats& stats = multiplayer->GetStats();
ImGui::Text("Multiplayer operating in %s mode", GetEnumString(multiplayer->GetAgentType()));
ImGui::Text("Total networked entities: %llu", aznumeric_cast<AZ::u64>(stats.m_entityCount));
@@ -267,8 +268,8 @@ namespace Multiplayer
{
const NetComponentId netComponentId = aznumeric_cast<NetComponentId>(index);
using StringLabel = AZStd::fixed_string<128>;
const StringLabel gemName = multiplayer->GetComponentGemName(netComponentId);
const StringLabel componentName = multiplayer->GetComponentName(netComponentId);
const StringLabel gemName = componentRegistry->GetComponentGemName(netComponentId);
const StringLabel componentName = componentRegistry->GetComponentName(netComponentId);
const StringLabel label = gemName + "::" + componentName;
if (DrawComponentRow(label.c_str(), stats, netComponentId))
{
@@ -12,7 +12,7 @@
#pragma once
#include <Multiplayer/IEntityDomain.h>
#include <Multiplayer/EntityDomains/IEntityDomain.h>
namespace Multiplayer
{
@@ -16,7 +16,7 @@
#include <Source/AutoGen/AutoComponentTypes.h>
#include <Source/Pipeline/NetBindMarkerComponent.h>
#include <Source/Pipeline/NetworkSpawnableHolderComponent.h>
#include <Multiplayer/NetBindComponent.h>
#include <Multiplayer/Components/NetBindComponent.h>
#include <AzNetworking/Framework/NetworkingSystemComponent.h>
namespace Multiplayer
@@ -17,7 +17,7 @@
#include <Source/ReplicationWindows/NullReplicationWindow.h>
#include <Source/ReplicationWindows/ServerToClientReplicationWindow.h>
#include <Source/EntityDomains/FullOwnershipEntityDomain.h>
#include <Multiplayer/MultiplayerComponent.h>
#include <Multiplayer/Components/MultiplayerComponent.h>
#include <AzNetworking/Framework/INetworking.h>
#include <AzCore/Serialization/SerializeContext.h>
#include <AzCore/Interface/Interface.h>
@@ -473,6 +473,7 @@ namespace Multiplayer
if (entityList.size() > 0)
{
controlledEntity = entityList[0];
controlledEntity.GetNetBindComponent()->SetOwningConnectionId(connection->GetConnectionId());
}
if (connection->GetUserData() == nullptr) // Only add user data if the connect event handler has not already done so
@@ -601,26 +602,6 @@ namespace Multiplayer
return &m_networkEntityManager;
}
const char* MultiplayerSystemComponent::GetComponentGemName(NetComponentId netComponentId) const
{
return GetMultiplayerComponentRegistry()->GetComponentGemName(netComponentId);
}
const char* MultiplayerSystemComponent::GetComponentName(NetComponentId netComponentId) const
{
return GetMultiplayerComponentRegistry()->GetComponentName(netComponentId);
}
const char* MultiplayerSystemComponent::GetComponentPropertyName(NetComponentId netComponentId, PropertyIndex propertyIndex) const
{
return GetMultiplayerComponentRegistry()->GetComponentPropertyName(netComponentId, propertyIndex);
}
const char* MultiplayerSystemComponent::GetComponentRpcName(NetComponentId netComponentId, RpcIndex rpcIndex) const
{
return GetMultiplayerComponentRegistry()->GetComponentRpcName(netComponentId, rpcIndex);
}
void MultiplayerSystemComponent::DumpStats([[maybe_unused]] const AZ::ConsoleCommandContainer& arguments)
{
const MultiplayerStats& stats = GetStats();
@@ -94,10 +94,6 @@ namespace Multiplayer
AZ::TimeMs GetCurrentHostTimeMs() const override;
INetworkTime* GetNetworkTime() override;
INetworkEntityManager* GetNetworkEntityManager() override;
const char* GetComponentGemName(NetComponentId netComponentId) const override;
const char* GetComponentName(NetComponentId netComponentId) const override;
const char* GetComponentPropertyName(NetComponentId netComponentId, PropertyIndex propertyIndex) const override;
const char* GetComponentRpcName(NetComponentId netComponentId, RpcIndex rpcIndex) const override;
//! @}
//! Console commands.
@@ -15,13 +15,13 @@
#include <Source/NetworkEntity/EntityReplication/PropertyPublisher.h>
#include <Source/NetworkEntity/EntityReplication/PropertySubscriber.h>
#include <Source/AutoGen/Multiplayer.AutoPackets.h>
#include <Multiplayer/NetworkEntityUpdateMessage.h>
#include <Multiplayer/NetworkEntityRpcMessage.h>
#include <Multiplayer/NetBindComponent.h>
#include <Multiplayer/IEntityDomain.h>
#include <Multiplayer/IMultiplayer.h>
#include <Multiplayer/INetworkEntityManager.h>
#include <Multiplayer/IReplicationWindow.h>
#include <Multiplayer/Components/NetBindComponent.h>
#include <Multiplayer/EntityDomains/IEntityDomain.h>
#include <Multiplayer/NetworkEntity/INetworkEntityManager.h>
#include <Multiplayer/NetworkEntity/NetworkEntityUpdateMessage.h>
#include <Multiplayer/NetworkEntity/NetworkEntityRpcMessage.h>
#include <Multiplayer/ReplicationWindows/IReplicationWindow.h>
#include <AzNetworking/ConnectionLayer/IConnection.h>
#include <AzNetworking/ConnectionLayer/IConnectionListener.h>
#include <AzNetworking/PacketLayer/IPacketHeader.h>
@@ -828,12 +828,11 @@ namespace Multiplayer
{
if (entityReplicator == nullptr)
{
IMultiplayer* multiplayer = GetMultiplayer();
AZLOG_INFO
(
"EntityReplicationManager: Dropping remote RPC message for component %s of rpc index %s, entityId %u has already been deleted",
multiplayer->GetComponentName(message.GetComponentId()),
multiplayer->GetComponentRpcName(message.GetComponentId(), message.GetRpcIndex()),
GetMultiplayerComponentRegistry()->GetComponentName(message.GetComponentId()),
GetMultiplayerComponentRegistry()->GetComponentRpcName(message.GetComponentId(), message.GetRpcIndex()),
message.GetEntityId()
);
return false;
@@ -13,11 +13,11 @@
#pragma once
#include <Source/NetworkEntity/EntityReplication/EntityReplicator.h>
#include <Multiplayer/NetBindComponent.h>
#include <Multiplayer/INetworkEntityManager.h>
#include <Multiplayer/IReplicationWindow.h>
#include <Multiplayer/IEntityDomain.h>
#include <Multiplayer/NetworkEntityHandle.h>
#include <Multiplayer/Components/NetBindComponent.h>
#include <Multiplayer/EntityDomains/IEntityDomain.h>
#include <Multiplayer/NetworkEntity/INetworkEntityManager.h>
#include <Multiplayer/NetworkEntity/NetworkEntityHandle.h>
#include <Multiplayer/ReplicationWindows/IReplicationWindow.h>
#include <AzNetworking/DataStructures/TimeoutQueue.h>
#include <AzNetworking/PacketLayer/IPacketHeader.h>
#include <AzCore/std/containers/map.h>
@@ -16,11 +16,11 @@
#include <Source/NetworkEntity/EntityReplication/PropertySubscriber.h>
#include <Source/NetworkEntity/NetworkEntityAuthorityTracker.h>
#include <Source/NetworkEntity/NetworkEntityTracker.h>
#include <Source/Components/NetworkTransformComponent.h>
#include <Source/AutoGen/Multiplayer.AutoPackets.h>
#include <Multiplayer/IMultiplayer.h>
#include <Multiplayer/NetworkEntityRpcMessage.h>
#include <Multiplayer/NetBindComponent.h>
#include <Multiplayer/Components/NetBindComponent.h>
#include <Multiplayer/Components/NetworkTransformComponent.h>
#include <Multiplayer/NetworkEntity/NetworkEntityRpcMessage.h>
#include <AzNetworking/PacketLayer/IPacket.h>
#include <AzNetworking/Serialization/ISerializer.h>
@@ -18,8 +18,8 @@
#include <AzCore/Component/EntityBus.h>
#include <AzCore/std/smart_ptr/unique_ptr.h>
#include <AzCore/std/containers/ring_buffer.h>
#include <Multiplayer/NetBindComponent.h>
#include <Multiplayer/NetworkEntityUpdateMessage.h>
#include <Multiplayer/Components/NetBindComponent.h>
#include <Multiplayer/NetworkEntity/NetworkEntityUpdateMessage.h>
namespace AzNetworking
{
@@ -12,7 +12,7 @@
#pragma once
#include <Multiplayer/NetBindComponent.h>
#include <Multiplayer/Components/NetBindComponent.h>
#include <AzCore/std/containers/ring_buffer.h>
namespace AzNetworking
@@ -12,7 +12,7 @@
#include <Source/NetworkEntity/EntityReplication/PropertySubscriber.h>
#include <Source/NetworkEntity/EntityReplication/EntityReplicationManager.h>
#include <Multiplayer/NetBindComponent.h>
#include <Multiplayer/Components/NetBindComponent.h>
namespace Multiplayer
{
@@ -10,7 +10,7 @@
*
*/
#include <Multiplayer/ReplicationRecord.h>
#include <Multiplayer/NetworkEntity/EntityReplication/ReplicationRecord.h>
namespace Multiplayer
{
@@ -11,8 +11,8 @@
*/
#include <Source/NetworkEntity/NetworkEntityAuthorityTracker.h>
#include <Multiplayer/NetBindComponent.h>
#include <Multiplayer/INetworkEntityManager.h>
#include <Multiplayer/Components/NetBindComponent.h>
#include <Multiplayer/NetworkEntity/INetworkEntityManager.h>
#include <AzCore/Console/IConsole.h>
#include <AzCore/Console/ILogger.h>
#include <AzNetworking/Utilities/NetworkCommon.h>
@@ -10,10 +10,10 @@
*
*/
#include <Multiplayer/NetworkEntityHandle.h>
#include <Multiplayer/MultiplayerController.h>
#include <Multiplayer/MultiplayerComponent.h>
#include <Multiplayer/NetBindComponent.h>
#include <Multiplayer/NetworkEntity/NetworkEntityHandle.h>
#include <Multiplayer/Components/MultiplayerController.h>
#include <Multiplayer/Components/MultiplayerComponent.h>
#include <Multiplayer/Components/NetBindComponent.h>
#include <Source/NetworkEntity/NetworkEntityTracker.h>
#include <AzCore/Console/IConsole.h>
#include <AzCore/Console/ILogger.h>
@@ -22,7 +22,7 @@
#include <AzFramework/Entity/GameEntityContextBus.h>
#include <AzFramework/Spawnable/SpawnableEntitiesInterface.h>
#include <Multiplayer/IMultiplayer.h>
#include <Multiplayer/NetBindComponent.h>
#include <Multiplayer/Components/NetBindComponent.h>
#include <Pipeline/NetworkSpawnableHolderComponent.h>
namespace Multiplayer
@@ -18,10 +18,10 @@
#include <Source/NetworkEntity/NetworkEntityAuthorityTracker.h>
#include <Source/NetworkEntity/NetworkEntityTracker.h>
#include <Source/NetworkEntity/NetworkSpawnableLibrary.h>
#include <Multiplayer/IEntityDomain.h>
#include <Multiplayer/INetworkEntityManager.h>
#include <Multiplayer/MultiplayerComponentRegistry.h>
#include <Multiplayer/NetworkEntityRpcMessage.h>
#include <Multiplayer/Components/MultiplayerComponentRegistry.h>
#include <Multiplayer/EntityDomains/IEntityDomain.h>
#include <Multiplayer/NetworkEntity/INetworkEntityManager.h>
#include <Multiplayer/NetworkEntity/NetworkEntityRpcMessage.h>
namespace Multiplayer
{
@@ -10,7 +10,7 @@
*
*/
#include <Multiplayer/NetworkEntityRpcMessage.h>
#include <Multiplayer/NetworkEntity/NetworkEntityRpcMessage.h>
#include <AzNetworking/Serialization/NetworkInputSerializer.h>
#include <AzNetworking/Serialization/NetworkOutputSerializer.h>
#include <AzCore/Console/ILogger.h>
@@ -11,7 +11,7 @@
*/
#include <Source/NetworkEntity/NetworkEntityTracker.h>
#include <Multiplayer/NetworkEntityHandle.h>
#include <Multiplayer/NetworkEntity/NetworkEntityHandle.h>
#include <AzCore/Console/IConsole.h>
#include <AzCore/Console/ILogger.h>
@@ -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>
#include <AzCore/Component/Entity.h>
@@ -10,7 +10,7 @@
*
*/
#include <Multiplayer/NetworkEntityUpdateMessage.h>
#include <Multiplayer/NetworkEntity/NetworkEntityUpdateMessage.h>
#include <AzNetworking/Serialization/NetworkInputSerializer.h>
#include <AzNetworking/Serialization/NetworkOutputSerializer.h>
#include <AzCore/Console/ILogger.h>
@@ -10,8 +10,10 @@
*
*/
#include <Multiplayer/NetworkInput.h>
#include <Multiplayer/NetBindComponent.h>
#include <Multiplayer/NetworkInput/NetworkInput.h>
#include <Multiplayer/Components/MultiplayerComponentRegistry.h>
#include <Multiplayer/Components/NetBindComponent.h>
#include <Multiplayer/IMultiplayer.h>
#include <AzCore/Console/IConsole.h>
#include <AzCore/Console/ILogger.h>
@@ -111,13 +113,12 @@ namespace Multiplayer
// This happens when deserializing a non-delta'd input command
// However in the delta serializer case, we use the previous input as our initial value
// which will have the NetworkInputs setup and therefore won't write out the componentId
NetComponentId componentId = m_componentInputs[i] ? m_componentInputs[i]->GetComponentId() : InvalidNetComponentId;
NetComponentId componentId = m_componentInputs[i] ? m_componentInputs[i]->GetNetComponentId() : InvalidNetComponentId;
serializer.Serialize(componentId, "ComponentType");
// Create a new input if we don't have one or the types do not match
if ((m_componentInputs[i] == nullptr) || (componentId != m_componentInputs[i]->GetComponentId()))
if ((m_componentInputs[i] == nullptr) || (componentId != m_componentInputs[i]->GetNetComponentId()))
{
// TODO: ComponentInput factory, needs multiplayer component architecture and autogen
m_componentInputs[i] = nullptr; // ComponentInputFactory(componentId);
m_componentInputs[i] = AZStd::move(GetMultiplayerComponentRegistry()->AllocateComponentInput(componentId));
}
if (!m_componentInputs[i])
{
@@ -135,7 +136,7 @@ namespace Multiplayer
// We assume that the order of the network inputs is fixed between the server and client
for (auto& componentInput : m_componentInputs)
{
NetComponentId componentId = componentInput->GetComponentId();
NetComponentId componentId = componentInput->GetNetComponentId();
serializer.Serialize(componentId, "ComponentId");
serializer.Serialize(*componentInput, "ComponentInput");
}
@@ -148,7 +149,7 @@ namespace Multiplayer
// linear search since we expect to have very few components
for (auto& componentInput : m_componentInputs)
{
if (componentInput->GetComponentId() == componentId)
if (componentInput->GetNetComponentId() == componentId)
{
return componentInput.get();
}
@@ -165,16 +166,17 @@ namespace Multiplayer
void NetworkInput::CopyInternal(const NetworkInput& rhs)
{
m_inputId = rhs.m_inputId;
m_hostFrameId = rhs.m_hostFrameId;
m_hostTimeMs = rhs.m_hostTimeMs;
m_componentInputs.resize(rhs.m_componentInputs.size());
for (int32_t i = 0; i < rhs.m_componentInputs.size(); ++i)
{
if (m_componentInputs[i] == nullptr || m_componentInputs[i]->GetComponentId() != rhs.m_componentInputs[i]->GetComponentId())
const NetComponentId rhsComponentId = rhs.m_componentInputs[i]->GetNetComponentId();
if (m_componentInputs[i] == nullptr || m_componentInputs[i]->GetNetComponentId() != rhsComponentId)
{
// TODO: ComponentInput factory, needs multiplayer component architecture and autogen
m_componentInputs[i] = nullptr; // ComponentInputFactory(rhs.m_componentInputs[i]->GetComponentId());
m_componentInputs[i] = AZStd::move(GetMultiplayerComponentRegistry()->AllocateComponentInput(rhsComponentId));
}
*m_componentInputs[i] = *rhs.m_componentInputs[i];
*(m_componentInputs[i]) = *(rhs.m_componentInputs[i]);
}
m_wasAttached = rhs.m_wasAttached;
}
@@ -11,7 +11,7 @@
*/
#include <Source/NetworkInput/NetworkInputArray.h>
#include <Multiplayer/INetworkEntityManager.h>
#include <Multiplayer/NetworkEntity/INetworkEntityManager.h>
#include <AzNetworking/Serialization/ISerializer.h>
#include <AzNetworking/Serialization/DeltaSerializer.h>
@@ -48,16 +48,6 @@ namespace Multiplayer
return m_inputs[index].m_networkInput;
}
void NetworkInputArray::SetPreviousInputId(ClientInputId previousInputId)
{
m_previousInputId = previousInputId;
}
ClientInputId NetworkInputArray::GetPreviousInputId() const
{
return m_previousInputId;
}
bool NetworkInputArray::Serialize(AzNetworking::ISerializer& serializer)
{
// Always serialize the full first element
@@ -102,7 +92,6 @@ namespace Multiplayer
}
}
}
serializer.Serialize(m_previousInputId, "PreviousInputId");
return true;
}
}
@@ -12,8 +12,8 @@
#pragma once
#include <Multiplayer/NetworkInput.h>
#include <Multiplayer/NetworkEntityHandle.h>
#include <Multiplayer/NetworkInput/NetworkInput.h>
#include <Multiplayer/NetworkEntity/NetworkEntityHandle.h>
#include <AzCore/std/containers/array.h>
#include <AzCore/std/containers/fixed_vector.h>
@@ -33,9 +33,6 @@ namespace Multiplayer
NetworkInput& operator[](uint32_t index);
const NetworkInput& operator[](uint32_t index) const;
void SetPreviousInputId(ClientInputId previousInputId);
ClientInputId GetPreviousInputId() const;
bool Serialize(AzNetworking::ISerializer& serializer);
private:
@@ -49,6 +46,5 @@ namespace Multiplayer
ConstNetworkEntityHandle m_owner;
AZStd::array<Wrapper, MaxElements> m_inputs;
ClientInputId m_previousInputId;
};
}
@@ -12,7 +12,7 @@
#pragma once
#include <Multiplayer/NetworkInput.h>
#include <Multiplayer/NetworkInput/NetworkInput.h>
namespace Multiplayer
{
@@ -12,7 +12,7 @@
#pragma once
#include <Multiplayer/NetworkInput.h>
#include <Multiplayer/NetworkInput/NetworkInput.h>
#include <AzCore/std/containers/deque.h>
namespace Multiplayer
@@ -12,8 +12,8 @@
#pragma once
#include <Multiplayer/NetworkInput.h>
#include <Multiplayer/NetworkEntityHandle.h>
#include <Multiplayer/NetworkInput/NetworkInput.h>
#include <Multiplayer/NetworkEntity/NetworkEntityHandle.h>
#include <AzCore/std/containers/array.h>
#include <AzCore/std/containers/fixed_vector.h>
@@ -11,8 +11,8 @@
*/
#include <Source/NetworkTime/NetworkTime.h>
#include <Multiplayer/NetBindComponent.h>
#include <Multiplayer/IMultiplayer.h>
#include <Multiplayer/Components/NetBindComponent.h>
#include <AzFramework/Visibility/IVisibilitySystem.h>
namespace Multiplayer
@@ -12,7 +12,7 @@
#pragma once
#include <Multiplayer/INetworkTime.h>
#include <Multiplayer/NetworkTime/INetworkTime.h>
#include <AzCore/Component/Component.h>
#include <AzCore/Console/IConsole.h>
@@ -18,7 +18,7 @@
#include <AzToolsFramework/Prefab/Instance/Instance.h>
#include <AzToolsFramework/Prefab/PrefabDomUtils.h>
#include <Prefab/Spawnable/SpawnableUtils.h>
#include <Multiplayer/NetBindComponent.h>
#include <Multiplayer/Components/NetBindComponent.h>
#include <Source/Pipeline/NetBindMarkerComponent.h>
#include <Source/Pipeline/NetworkSpawnableHolderComponent.h>
@@ -12,7 +12,7 @@
#pragma once
#include <Multiplayer/IReplicationWindow.h>
#include <Multiplayer/ReplicationWindows/IReplicationWindow.h>
namespace Multiplayer
{
@@ -11,7 +11,7 @@
*/
#include <Source/ReplicationWindows/ServerToClientReplicationWindow.h>
#include <Multiplayer/NetBindComponent.h>
#include <Multiplayer/Components/NetBindComponent.h>
#include <AzFramework/Visibility/IVisibilitySystem.h>
#include <AzCore/Component/TransformBus.h>
#include <AzCore/Console/ILogger.h>
@@ -13,8 +13,8 @@
#pragma once
#include <Multiplayer/IMultiplayer.h>
#include <Multiplayer/IReplicationWindow.h>
#include <Multiplayer/NetworkEntityHandle.h>
#include <Multiplayer/NetworkEntity/NetworkEntityHandle.h>
#include <Multiplayer/ReplicationWindows/IReplicationWindow.h>
#include <AzNetworking/ConnectionLayer/IConnection.h>
#include <AzCore/Component/EntityBus.h>
#include <AzCore/EBus/ScheduledEvent.h>
@@ -10,8 +10,8 @@
*
*/
#include <Multiplayer/RewindableObject.h>
#include <Multiplayer/IMultiplayer.h>
#include <Multiplayer/NetworkTime/RewindableObject.h>
#include <Source/NetworkTime/NetworkTime.h>
#include <AzCore/Console/LoggerSystemComponent.h>
#include <AzCore/Time/TimeSystemComponent.h>
+21 -22
View File
@@ -10,33 +10,34 @@
#
set(FILES
Include/Multiplayer/IConnectionData.h
Include/Multiplayer/IEntityDomain.h
Include/Multiplayer/IMultiplayer.h
Include/Multiplayer/IMultiplayerComponentInput.h
Include/Multiplayer/INetworkEntityManager.h
Include/Multiplayer/INetworkPlayerSpawner.h
Include/Multiplayer/INetworkTime.h
Include/Multiplayer/IReplicationWindow.h
Include/Multiplayer/MultiplayerComponent.h
Include/Multiplayer/MultiplayerController.h
Include/Multiplayer/MultiplayerComponentRegistry.h
Include/Multiplayer/MultiplayerStats.cpp
Include/Multiplayer/MultiplayerStats.h
Include/Multiplayer/MultiplayerTypes.h
Include/Multiplayer/NetBindComponent.h
Include/Multiplayer/NetworkEntityRpcMessage.h
Include/Multiplayer/NetworkEntityUpdateMessage.h
Include/Multiplayer/NetworkEntityHandle.h
Include/Multiplayer/NetworkEntityHandle.inl
Include/Multiplayer/NetworkInput.h
Include/Multiplayer/ReplicationRecord.h
Include/Multiplayer/RewindableObject.h
Include/Multiplayer/RewindableObject.inl
Include/Multiplayer/Components/LocalPredictionPlayerInputComponent.h
Include/Multiplayer/Components/MultiplayerComponent.h
Include/Multiplayer/Components/MultiplayerController.h
Include/Multiplayer/Components/MultiplayerComponentRegistry.h
Include/Multiplayer/Components/NetBindComponent.h
Include/Multiplayer/Components/NetworkTransformComponent.h
Include/Multiplayer/ConnectionData/IConnectionData.h
Include/Multiplayer/EntityDomains/IEntityDomain.h
Include/Multiplayer/NetworkEntity/INetworkEntityManager.h
Include/Multiplayer/NetworkEntity/NetworkEntityRpcMessage.h
Include/Multiplayer/NetworkEntity/NetworkEntityUpdateMessage.h
Include/Multiplayer/NetworkEntity/NetworkEntityHandle.h
Include/Multiplayer/NetworkEntity/NetworkEntityHandle.inl
Include/Multiplayer/NetworkEntity/EntityReplication/ReplicationRecord.h
Include/Multiplayer/NetworkInput/IMultiplayerComponentInput.h
Include/Multiplayer/NetworkInput/NetworkInput.h
Include/Multiplayer/NetworkTime/INetworkTime.h
Include/Multiplayer/NetworkTime/RewindableObject.h
Include/Multiplayer/NetworkTime/RewindableObject.inl
Include/Multiplayer/ReplicationWindows/IReplicationWindow.h
Source/Multiplayer_precompiled.cpp
Source/Multiplayer_precompiled.h
Source/MultiplayerSystemComponent.cpp
Source/MultiplayerSystemComponent.h
Source/MultiplayerStats.cpp
Source/AutoGen/AutoComponent_Header.jinja
Source/AutoGen/AutoComponent_Source.jinja
Source/AutoGen/AutoComponent_Common.jinja
@@ -46,13 +47,11 @@ set(FILES
Source/AutoGen/Multiplayer.AutoPackets.xml
Source/AutoGen/NetworkTransformComponent.AutoComponent.xml
Source/Components/LocalPredictionPlayerInputComponent.cpp
Source/Components/LocalPredictionPlayerInputComponent.h
Source/Components/MultiplayerComponent.cpp
Source/Components/MultiplayerController.cpp
Source/Components/MultiplayerComponentRegistry.cpp
Source/Components/NetBindComponent.cpp
Source/Components/NetworkTransformComponent.cpp
Source/Components/NetworkTransformComponent.h
Source/ConnectionData/ClientToServerConnectionData.cpp
Source/ConnectionData/ClientToServerConnectionData.h
Source/ConnectionData/ClientToServerConnectionData.inl