Local prediction player controller is now functional
This commit is contained in:
@@ -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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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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+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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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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{
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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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NetworkInputVector();
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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;
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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::fixed_vector<Wrapper, MaxElements> m_inputs;
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ClientInputId m_previousInputId;
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};
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//! @class MigrateNetworkInputVector
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//! @class NetworkInputMigrationVector
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//! @brief A variable sized array of input commands, used specifically when migrate a clients inputs.
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class MigrateNetworkInputVector final
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class NetworkInputMigrationVector final
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{
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public:
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static constexpr uint32_t MaxElements = 90; // Never try to migrate a list larger than this amount, bumped up to handle DTLS connection time
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MigrateNetworkInputVector();
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MigrateNetworkInputVector(const ConstNetworkEntityHandle& entityHandle);
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virtual ~MigrateNetworkInputVector() = default;
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NetworkInputMigrationVector();
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NetworkInputMigrationVector(const ConstNetworkEntityHandle& entityHandle);
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virtual ~NetworkInputMigrationVector() = default;
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uint32_t GetSize() const;
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NetworkInput& operator[](uint32_t index);
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