Local prediction player controller is now functional
This commit is contained in:
+4
-3
@@ -12,14 +12,15 @@
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<Include File="Include/MultiplayerTypes.h"/>
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<Include File="Source/NetworkInput/NetworkInput.h"/>
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<Include File="Source/NetworkInput/NetworkInputArray.h"/>
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<Include File="Source/NetworkInput/NetworkInputHistory.h"/>
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<Include File="Source/NetworkInput/NetworkInputVector.h"/>
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<Include File="Source/NetworkInput/NetworkInputMigrationVector.h"/>
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<Include File="AzNetworking/DataStructures/ByteBuffer.h"/>
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<NetworkProperty Type="Multiplayer::ClientInputId" Name="LastInputId" Init="Multiplayer::ClientInputId{ 0 }" ReplicateFrom="Authority" ReplicateTo="Authority" IsRewindable="false" IsPredictable="false" IsPublic="false" Container="Object" ExposeToEditor="false" GenerateEventBindings="false" />
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<RemoteProcedure Name="SendClientInput" InvokeFrom="Autonomous" HandleOn="Authority" IsPublic="true" IsReliable="false" Description="Client to server move / input RPC">
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<Param Type="Multiplayer::NetworkInputVector" Name="inputArray" />
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<Param Type="Multiplayer::NetworkInputArray" Name="inputArray" />
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<Param Type="AZ::HashValue64" 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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@@ -30,6 +31,6 @@
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</RemoteProcedure>
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<RemoteProcedure Name="SendMigrateClientInput" InvokeFrom="Autonomous" HandleOn="Authority" IsPublic="true" IsReliable="false" Description="Client to server migrate move / input RPC">
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<Param Type="Multiplayer::MigrateNetworkInputVector" Name="inputArray" />
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<Param Type="Multiplayer::NetworkInputMigrationVector" Name="inputArray" />
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</RemoteProcedure>
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</Component>
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@@ -106,7 +106,7 @@ namespace Multiplayer
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void LocalPredictionPlayerInputComponentController::HandleSendClientInput
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(
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AzNetworking::IConnection* invokingConnection,
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const Multiplayer::NetworkInputVector& inputArray,
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const Multiplayer::NetworkInputArray& inputArray,
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const AZ::HashValue64& stateHash,
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[[maybe_unused]] const AzNetworking::PacketEncodingBuffer& clientState
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)
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@@ -133,7 +133,7 @@ namespace Multiplayer
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// Figure out which index from the input array we want
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// we start at the oldest input that has not been processed
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int32_t inputArrayIndex = -1;
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for (int32_t i = NetworkInputVector::MaxElements - 1; i >= 0; --i)
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for (int32_t i = NetworkInputArray::MaxElements - 1; i >= 0; --i)
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{
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// Find an input that is newer than the last one we processed
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if (m_lastInputReceived[i].GetClientInputId() > GetLastInputId())
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@@ -286,7 +286,7 @@ namespace Multiplayer
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void LocalPredictionPlayerInputComponentController::HandleSendMigrateClientInput
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(
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AzNetworking::IConnection* invokingConnection,
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const Multiplayer::MigrateNetworkInputVector& inputArray
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const Multiplayer::NetworkInputMigrationVector& inputArray
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)
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{
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if (!m_allowMigrateClientInput)
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@@ -308,7 +308,7 @@ namespace Multiplayer
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const float clientInputRateSec = static_cast<float>(static_cast<AZ::TimeMs>(cl_InputRateMs)) / 1000.0;
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// Copy array so we can modify input ids
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MigrateNetworkInputVector inputArrayCopy = inputArray;
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NetworkInputMigrationVector inputArrayCopy = inputArray;
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for (uint32_t i = 0; i < inputArrayCopy.GetSize(); ++i)
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{
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@@ -447,7 +447,7 @@ namespace Multiplayer
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void LocalPredictionPlayerInputComponentController::OnMigrateEnd()
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{
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MigrateNetworkInputVector inputArray;
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NetworkInputMigrationVector inputArray;
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// Roll up all inputs that the new server doesn't have and send them now
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for (AZStd::size_t i = 0; i < m_inputHistory.Size(); ++i)
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@@ -499,7 +499,7 @@ namespace Multiplayer
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m_moveAccumulator -= inputRate;
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++m_clientInputId;
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NetworkInputVector inputArray(GetEntityHandle());
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NetworkInputArray inputArray(GetEntityHandle());
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NetworkInput& input = inputArray[0];
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input.SetClientInputId(m_clientInputId);
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@@ -544,7 +544,7 @@ namespace Multiplayer
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// Form the rest of the input array using the n most recent elements in the history buffer
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// NOTE: inputArray[0] has already been initialized hence start at i = 1
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for (uint32_t i = 1; i < NetworkInputVector::MaxElements; ++i)
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for (uint32_t i = 1; i < NetworkInputArray::MaxElements; ++i)
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{
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if (i < inputHistorySize)
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{
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@@ -44,7 +44,7 @@ namespace Multiplayer
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void HandleSendClientInput
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(
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AzNetworking::IConnection* invokingConnection,
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const Multiplayer::NetworkInputVector& inputArray,
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const Multiplayer::NetworkInputArray& inputArray,
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const AZ::HashValue64& stateHash,
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const AzNetworking::PacketEncodingBuffer& clientState
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) override;
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@@ -52,7 +52,7 @@ namespace Multiplayer
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void HandleSendMigrateClientInput
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(
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AzNetworking::IConnection* invokingConnection,
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const Multiplayer::MigrateNetworkInputVector& inputArray
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const Multiplayer::NetworkInputMigrationVector& inputArray
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) override;
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void HandleSendClientInputCorrection
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@@ -87,7 +87,7 @@ namespace Multiplayer
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NetworkInputHistory m_inputHistory;
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// Anti-cheat accumulator for clients who purposely mess with their clock rate
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NetworkInputVector m_lastInputReceived;
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NetworkInputArray m_lastInputReceived;
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AZ::ScheduledEvent m_autonomousUpdateEvent; // Drives autonomous input collection
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AZ::ScheduledEvent m_updateBankedTimeEvent; // Drives authority bank time updates
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@@ -126,7 +126,7 @@ namespace Multiplayer
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ReplicationRecord m_currentRecord = NetEntityRole::InvalidRole;
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ReplicationRecord m_totalRecord = NetEntityRole::InvalidRole;
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ReplicationRecord m_predictableRecord = NetEntityRole::InvalidRole;
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ReplicationRecord m_predictableRecord = NetEntityRole::Autonomous;
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ReplicationRecord m_localNotificationRecord = NetEntityRole::InvalidRole;
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PrefabEntityId m_prefabEntityId;
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AZStd::unordered_map<NetComponentId, MultiplayerComponent*> m_multiplayerComponentMap;
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@@ -235,7 +235,7 @@ namespace Multiplayer
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if (m_displayMultiplayerStats)
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{
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if (ImGui::Begin("Multiplayer Stats", &m_displayMultiplayerStats, ImGuiWindowFlags_HorizontalScrollbar))
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if (ImGui::Begin("Multiplayer Stats", &m_displayMultiplayerStats, ImGuiWindowFlags_None))
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{
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IMultiplayer* multiplayer = AZ::Interface<IMultiplayer>::Get();
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const Multiplayer::MultiplayerStats& stats = multiplayer->GetStats();
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@@ -254,7 +254,7 @@ namespace Multiplayer
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if (ImGui::BeginTable("", 5, flags))
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{
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// The first column will use the default _WidthStretch when ScrollX is Off and _WidthFixed when ScrollX is On
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ImGui::TableSetupColumn("Name", ImGuiTableColumnFlags_NoHide, TEXT_BASE_WIDTH * 36.0f);
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ImGui::TableSetupColumn("Name", ImGuiTableColumnFlags_WidthStretch);
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ImGui::TableSetupColumn("Total Calls", ImGuiTableColumnFlags_WidthFixed, TEXT_BASE_WIDTH * 12.0f);
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ImGui::TableSetupColumn("Total Bytes", ImGuiTableColumnFlags_WidthFixed, TEXT_BASE_WIDTH * 12.0f);
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ImGui::TableSetupColumn("Calls/Sec", ImGuiTableColumnFlags_WidthFixed, TEXT_BASE_WIDTH * 12.0f);
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@@ -29,8 +29,8 @@ namespace Multiplayer
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public:
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//! Intentionally restrict instancing of these objects to associated containers classes only
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//! This is a mechanism used to restrict calling autonomous client predicted setter functions to the ProcessInput call chain only
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friend class NetworkInputVector;
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friend class MigrateNetworkInputVector;
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friend class NetworkInputArray;
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friend class NetworkInputMigrationVector;
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friend class NetworkInputHistory;
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friend class NetworkInputChild;
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+8
-71
@@ -10,21 +10,21 @@
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*
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*/
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#include <Source/NetworkInput/NetworkInputVector.h>
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#include <Source/NetworkInput/NetworkInputArray.h>
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#include <Include/INetworkEntityManager.h>
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#include <AzNetworking/Serialization/ISerializer.h>
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#include <AzNetworking/Serialization/DeltaSerializer.h>
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namespace Multiplayer
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{
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NetworkInputVector::NetworkInputVector()
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NetworkInputArray::NetworkInputArray()
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: m_owner()
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, m_inputs()
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{
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;
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}
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NetworkInputVector::NetworkInputVector(const ConstNetworkEntityHandle& entityHandle)
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NetworkInputArray::NetworkInputArray(const ConstNetworkEntityHandle& entityHandle)
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: m_owner(entityHandle)
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, m_inputs()
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{
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@@ -38,27 +38,27 @@ namespace Multiplayer
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}
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}
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NetworkInput& NetworkInputVector::operator[](uint32_t index)
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NetworkInput& NetworkInputArray::operator[](uint32_t index)
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{
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return m_inputs[index].m_networkInput;
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}
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const NetworkInput& NetworkInputVector::operator[](uint32_t index) const
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const NetworkInput& NetworkInputArray::operator[](uint32_t index) const
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{
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return m_inputs[index].m_networkInput;
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}
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void NetworkInputVector::SetPreviousInputId(ClientInputId previousInputId)
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void NetworkInputArray::SetPreviousInputId(ClientInputId previousInputId)
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{
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m_previousInputId = previousInputId;
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}
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ClientInputId NetworkInputVector::GetPreviousInputId() const
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ClientInputId NetworkInputArray::GetPreviousInputId() const
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{
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return m_previousInputId;
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}
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bool NetworkInputVector::Serialize(AzNetworking::ISerializer& serializer)
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bool NetworkInputArray::Serialize(AzNetworking::ISerializer& serializer)
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{
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// Always serialize the full first element
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if (!m_inputs[0].m_networkInput.Serialize(serializer))
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@@ -105,67 +105,4 @@ namespace Multiplayer
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serializer.Serialize(m_previousInputId, "PreviousInputId");
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return true;
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}
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MigrateNetworkInputVector::MigrateNetworkInputVector()
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: m_owner()
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{
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;
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}
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MigrateNetworkInputVector::MigrateNetworkInputVector(const ConstNetworkEntityHandle& entityHandle)
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: m_owner(entityHandle)
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{
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;
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}
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uint32_t MigrateNetworkInputVector::GetSize() const
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{
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return aznumeric_cast<uint32_t>(m_inputs.size());
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}
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NetworkInput& MigrateNetworkInputVector::operator[](uint32_t index)
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{
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return m_inputs[index].m_networkInput;
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}
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const NetworkInput& MigrateNetworkInputVector::operator[](uint32_t index) const
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{
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return m_inputs[index].m_networkInput;
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}
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bool MigrateNetworkInputVector::PushBack(const NetworkInput& networkInput)
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{
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if (m_inputs.size() < m_inputs.capacity())
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{
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m_inputs.push_back(networkInput);
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return true;
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}
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return false;
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}
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bool MigrateNetworkInputVector::Serialize(AzNetworking::ISerializer& serializer)
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{
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NetEntityId ownerId = m_owner.GetNetEntityId();
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serializer.Serialize(ownerId, "OwnerId");
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uint32_t inputCount = aznumeric_cast<uint32_t>(m_inputs.size());
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serializer.Serialize(inputCount, "InputCount");
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if (serializer.GetSerializerMode() == AzNetworking::SerializerMode::WriteToObject)
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{
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// make sure all the possible NetworkInputs get attached prior to serialization, this double sends the size, but this message is only sent on server migration
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m_inputs.resize(inputCount);
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m_owner = GetNetworkEntityManager()->GetEntity(ownerId);
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NetBindComponent* netBindComponent = m_owner.GetNetBindComponent();
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if (netBindComponent)
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{
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for (uint32_t i = 0; i < m_inputs.size(); ++i)
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{
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m_inputs[i].m_networkInput.AttachNetBindComponent(netBindComponent);
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}
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}
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}
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return serializer.Serialize(m_inputs, "Inputs");
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}
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}
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@@ -0,0 +1,54 @@
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/*
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* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
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* its licensors.
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*
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* For complete copyright and license terms please see the LICENSE at the root of this
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* distribution (the "License"). All use of this software is governed by the License,
|
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* or, if provided, by the license below or the license accompanying this file. Do not
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* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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*
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*/
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#pragma once
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#include <Source/NetworkInput/NetworkInput.h>
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#include <Include/NetworkEntityHandle.h>
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#include <AzCore/std/containers/array.h>
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#include <AzCore/std/containers/fixed_vector.h>
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namespace Multiplayer
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{
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//! @class NetworkInputArray
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//! @brief An array of network inputs. Used to mitigate loss of input packets on the server. Compresses subsequent elements.
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class NetworkInputArray final
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{
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public:
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static constexpr uint32_t MaxElements = 8; // Never try to replicate a list larger than this amount
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NetworkInputArray();
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NetworkInputArray(const ConstNetworkEntityHandle& entityHandle);
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~NetworkInputArray() = default;
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NetworkInput& operator[](uint32_t index);
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const NetworkInput& operator[](uint32_t index) const;
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void SetPreviousInputId(ClientInputId previousInputId);
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ClientInputId GetPreviousInputId() const;
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bool Serialize(AzNetworking::ISerializer& serializer);
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private:
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struct Wrapper // Strictly a workaround to deal with the private constructor of NetworkInput
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{
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Wrapper() : m_networkInput() {}
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Wrapper(const NetworkInput& networkInput) : m_networkInput(networkInput) {}
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NetworkInput m_networkInput;
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};
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ConstNetworkEntityHandle m_owner;
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AZStd::array<Wrapper, MaxElements> m_inputs;
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ClientInputId m_previousInputId;
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};
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}
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@@ -0,0 +1,80 @@
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/*
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* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
|
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* its licensors.
|
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*
|
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* For complete copyright and license terms please see the LICENSE at the root of this
|
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* distribution (the "License"). All use of this software is governed by the License,
|
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* or, if provided, by the license below or the license accompanying this file. Do not
|
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* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
|
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
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*
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*/
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#include <Source/NetworkInput/NetworkInputMigrationVector.h>
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#include <Include/INetworkEntityManager.h>
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#include <AzNetworking/Serialization/ISerializer.h>
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namespace Multiplayer
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{
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NetworkInputMigrationVector::NetworkInputMigrationVector()
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: m_owner()
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{
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;
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}
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NetworkInputMigrationVector::NetworkInputMigrationVector(const ConstNetworkEntityHandle& entityHandle)
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: m_owner(entityHandle)
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{
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;
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}
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uint32_t NetworkInputMigrationVector::GetSize() const
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{
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return aznumeric_cast<uint32_t>(m_inputs.size());
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}
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NetworkInput& NetworkInputMigrationVector::operator[](uint32_t index)
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{
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return m_inputs[index].m_networkInput;
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}
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const NetworkInput& NetworkInputMigrationVector::operator[](uint32_t index) const
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{
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return m_inputs[index].m_networkInput;
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}
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bool NetworkInputMigrationVector::PushBack(const NetworkInput& networkInput)
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{
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if (m_inputs.size() < m_inputs.capacity())
|
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{
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m_inputs.push_back(networkInput);
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return true;
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}
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return false;
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}
|
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bool NetworkInputMigrationVector::Serialize(AzNetworking::ISerializer& serializer)
|
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{
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NetEntityId ownerId = m_owner.GetNetEntityId();
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serializer.Serialize(ownerId, "OwnerId");
|
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|
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uint32_t inputCount = aznumeric_cast<uint32_t>(m_inputs.size());
|
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serializer.Serialize(inputCount, "InputCount");
|
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|
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if (serializer.GetSerializerMode() == AzNetworking::SerializerMode::WriteToObject)
|
||||
{
|
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// make sure all the possible NetworkInputs get attached prior to serialization, this double sends the size, but this message is only sent on server migration
|
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m_inputs.resize(inputCount);
|
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m_owner = GetNetworkEntityManager()->GetEntity(ownerId);
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NetBindComponent* netBindComponent = m_owner.GetNetBindComponent();
|
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if (netBindComponent)
|
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{
|
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for (uint32_t i = 0; i < m_inputs.size(); ++i)
|
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{
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m_inputs[i].m_networkInput.AttachNetBindComponent(netBindComponent);
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}
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}
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}
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return serializer.Serialize(m_inputs, "Inputs");
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}
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}
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+6
-38
@@ -14,53 +14,21 @@
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#include <Source/NetworkInput/NetworkInput.h>
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#include <Include/NetworkEntityHandle.h>
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#include <AzCore/std/containers/array.h>
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#include <AzCore/std/containers/fixed_vector.h>
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|
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namespace Multiplayer
|
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{
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//! @class NetworkInputVector
|
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//! @brief An array of network inputs. Used to mitigate loss of input packets on the server. Compresses subsequent elements.
|
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class NetworkInputVector final
|
||||
{
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public:
|
||||
static constexpr uint32_t MaxElements = 8; // Never try to replicate a list larger than this amount
|
||||
|
||||
NetworkInputVector();
|
||||
NetworkInputVector(const ConstNetworkEntityHandle& entityHandle);
|
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~NetworkInputVector() = default;
|
||||
|
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NetworkInput& operator[](uint32_t index);
|
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const NetworkInput& operator[](uint32_t index) const;
|
||||
|
||||
void SetPreviousInputId(ClientInputId previousInputId);
|
||||
ClientInputId GetPreviousInputId() const;
|
||||
|
||||
bool Serialize(AzNetworking::ISerializer& serializer);
|
||||
|
||||
private:
|
||||
|
||||
struct Wrapper // Strictly a workaround to deal with the private constructor of NetworkInput
|
||||
{
|
||||
Wrapper() : m_networkInput() {}
|
||||
Wrapper(const NetworkInput& networkInput) : m_networkInput(networkInput) {}
|
||||
NetworkInput m_networkInput;
|
||||
};
|
||||
|
||||
ConstNetworkEntityHandle m_owner;
|
||||
AZStd::fixed_vector<Wrapper, MaxElements> m_inputs;
|
||||
ClientInputId m_previousInputId;
|
||||
};
|
||||
|
||||
//! @class MigrateNetworkInputVector
|
||||
//! @class NetworkInputMigrationVector
|
||||
//! @brief A variable sized array of input commands, used specifically when migrate a clients inputs.
|
||||
class MigrateNetworkInputVector final
|
||||
class NetworkInputMigrationVector final
|
||||
{
|
||||
public:
|
||||
static constexpr uint32_t MaxElements = 90; // Never try to migrate a list larger than this amount, bumped up to handle DTLS connection time
|
||||
|
||||
MigrateNetworkInputVector();
|
||||
MigrateNetworkInputVector(const ConstNetworkEntityHandle& entityHandle);
|
||||
virtual ~MigrateNetworkInputVector() = default;
|
||||
NetworkInputMigrationVector();
|
||||
NetworkInputMigrationVector(const ConstNetworkEntityHandle& entityHandle);
|
||||
virtual ~NetworkInputMigrationVector() = default;
|
||||
|
||||
uint32_t GetSize() const;
|
||||
NetworkInput& operator[](uint32_t index);
|
||||
@@ -157,14 +157,15 @@ namespace Multiplayer
|
||||
//}
|
||||
|
||||
// We want to find the closest extent to the player and prioritize using that distance
|
||||
const AZ::Vector3 supportNormal = controlledEntityPosition - visEntry->m_boundingVolume.GetCenter();
|
||||
const AZ::Vector3 closestPosition = visEntry->m_boundingVolume.GetSupport(supportNormal);
|
||||
const float gatherDistanceSquared = controlledEntityPosition.GetDistanceSq(closestPosition);
|
||||
const float priority = (gatherDistanceSquared > 0.0f) ? 1.0f / gatherDistanceSquared : 0.0f;
|
||||
AZ::Entity* entity = static_cast<AZ::Entity*>(visEntry->m_userData);
|
||||
NetBindComponent* entryNetBindComponent = entity->template FindComponent<NetBindComponent>();
|
||||
if (entryNetBindComponent != nullptr)
|
||||
{
|
||||
const AZ::Vector3 supportNormal = controlledEntityPosition - visEntry->m_boundingVolume.GetCenter();
|
||||
const AZ::Vector3 closestPosition = visEntry->m_boundingVolume.GetSupport(supportNormal);
|
||||
const float gatherDistanceSquared = controlledEntityPosition.GetDistanceSq(closestPosition);
|
||||
const float priority = (gatherDistanceSquared > 0.0f) ? 1.0f / gatherDistanceSquared : 0.0f;
|
||||
|
||||
NetworkEntityHandle entityHandle(entryNetBindComponent, networkEntityTracker);
|
||||
AddEntityToReplicationSet(entityHandle, priority, gatherDistanceSquared);
|
||||
}
|
||||
|
||||
@@ -81,12 +81,14 @@ set(FILES
|
||||
Source/NetworkEntity/NetworkEntityUpdateMessage.h
|
||||
Source/NetworkInput/NetworkInput.cpp
|
||||
Source/NetworkInput/NetworkInput.h
|
||||
Source/NetworkInput/NetworkInputArray.cpp
|
||||
Source/NetworkInput/NetworkInputArray.h
|
||||
Source/NetworkInput/NetworkInputChild.cpp
|
||||
Source/NetworkInput/NetworkInputChild.h
|
||||
Source/NetworkInput/NetworkInputHistory.cpp
|
||||
Source/NetworkInput/NetworkInputHistory.h
|
||||
Source/NetworkInput/NetworkInputVector.cpp
|
||||
Source/NetworkInput/NetworkInputVector.h
|
||||
Source/NetworkInput/NetworkInputMigrationVector.cpp
|
||||
Source/NetworkInput/NetworkInputMigrationVector.h
|
||||
Source/NetworkTime/NetworkTime.cpp
|
||||
Source/NetworkTime/NetworkTime.h
|
||||
Source/NetworkTime/RewindableObject.h
|
||||
|
||||
Reference in New Issue
Block a user