Fixes and cleanup for recent correction changes
Signed-off-by: kberg-amzn <karlberg@amazon.com>
This commit is contained in:
@@ -32,21 +32,6 @@ namespace Multiplayer
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AZ_CVAR(AZ::TimeMs, sv_MinCorrectionTimeMs, AZ::TimeMs{ 100 }, nullptr, AZ::ConsoleFunctorFlags::Null, "Minimum time to wait between sending out corrections in order to avoid flooding corrections on high-latency connections");
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AZ_CVAR(AZ::TimeMs, sv_InputUpdateTimeMs, AZ::TimeMs{ 5 }, nullptr, AZ::ConsoleFunctorFlags::Null, "Minimum time between component updates");
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// Debug helper functions
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AZStd::string GetInputString(NetworkInput& input)
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{
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AzNetworking::StringifySerializer serializer(',', false);
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input.Serialize(serializer);
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return serializer.GetString();
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}
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AZStd::string GetCorrectionDataString(NetBindComponent* netBindComponent)
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{
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AzNetworking::StringifySerializer serializer(',', false);
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netBindComponent->SerializeEntityCorrection(serializer);
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return serializer.GetString();
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}
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void PrintCorrectionDifferences(const AzNetworking::StringifySerializer& client, const AzNetworking::StringifySerializer& server)
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{
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const auto& clientMap = client.GetValueMap();
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@@ -289,14 +274,7 @@ namespace Multiplayer
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ScopedAlterTime scopedTime(input.GetHostFrameId(), input.GetHostTimeMs(), input.GetHostBlendFactor(), invokingConnection->GetConnectionId());
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GetNetBindComponent()->ProcessInput(input, clientInputRateSec);
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AZLOG
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(
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NET_Prediction,
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"Migrated InputId=%d - i=[%s] o=[%s]",
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aznumeric_cast<int32_t>(input.GetClientInputId()),
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GetInputString(input).c_str(),
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GetCorrectionDataString(GetNetBindComponent()).c_str()
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);
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AZLOG(NET_Prediction, "Migrated InputId=%d", aznumeric_cast<int32_t>(input.GetClientInputId()));
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// Don't bother checking for corrections here, the next regular input will trigger any corrections if necessary
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// Also don't bother with any cheat detection here, because the input array is limited in size and at most and can only be sent once
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@@ -329,7 +307,7 @@ namespace Multiplayer
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// Apply the correction
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AzNetworking::TrackChangedSerializer<AzNetworking::NetworkOutputSerializer> serializer(correction.GetBuffer(), correction.GetSize());
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GetNetBindComponent()->SerializeEntityCorrection(serializer);
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m_correctionEvent.Signal();
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GetNetBindComponent()->NotifyCorrection();
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#ifndef AZ_RELEASE_BUILD
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if (cl_EnableDesyncDebugging)
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@@ -350,14 +328,6 @@ namespace Multiplayer
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}
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#endif
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AZLOG
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(
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NET_Prediction,
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"Corrected InputId=%d - o=[%s]",
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aznumeric_cast<int32_t>(m_lastCorrectionInputId),
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GetCorrectionDataString(GetNetBindComponent()).c_str()
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);
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const uint32_t inputHistorySize = m_inputHistory.Size();
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const uint32_t historicalDelta = aznumeric_cast<uint32_t>(m_clientInputId - inputId); // Do not replay the move we just corrected, that was already processed by the server
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@@ -372,14 +342,7 @@ namespace Multiplayer
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ScopedAlterTime scopedTime(input.GetHostFrameId(), input.GetHostTimeMs(), input.GetHostBlendFactor(), invokingConnection->GetConnectionId());
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GetNetBindComponent()->ReprocessInput(input, clientInputRateSec);
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AZLOG
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(
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NET_Prediction,
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"Replayed InputId=%d - i=[%s] o=[%s]",
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aznumeric_cast<int32_t>(input.GetClientInputId()),
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GetInputString(input).c_str(),
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GetCorrectionDataString(GetNetBindComponent()).c_str()
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);
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AZLOG(NET_Prediction, "Replayed InputId=%d", aznumeric_cast<int32_t>(input.GetClientInputId()));
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}
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}
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@@ -402,11 +365,6 @@ namespace Multiplayer
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return (input.GetHostFrameId() == InvalidHostFrameId) ? m_serverMigrateFrameId : input.GetHostFrameId();
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}
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void LocalPredictionPlayerInputComponentController::CorrectionEventAddHandle(CorrectionEvent::Handler& handler)
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{
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handler.Connect(m_correctionEvent);
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}
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void LocalPredictionPlayerInputComponentController::OnMigrateStart(ClientInputId migratedInputId)
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{
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m_lastMigratedInputId = migratedInputId;
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@@ -480,14 +438,7 @@ namespace Multiplayer
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// Process the input for this frame
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GetNetBindComponent()->ProcessInput(input, inputRate);
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AZLOG
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(
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NET_Prediction,
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"Processed InutId=%d - i=[%s] o=[%s]",
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aznumeric_cast<int32_t>(m_clientInputId),
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GetInputString(input).c_str(),
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GetCorrectionDataString(GetNetBindComponent()).c_str()
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);
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AZLOG(NET_Prediction, "Processed InputId=%d", aznumeric_cast<int32_t>(m_clientInputId));
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// Generate a hash based on the current client predicted states
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AzNetworking::HashSerializer hashSerializer;
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@@ -553,14 +504,7 @@ namespace Multiplayer
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GetNetBindComponent()->ProcessInput(input, inputRate);
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}
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AZLOG
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(
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NET_Prediction,
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"Forced InputId=%d - i=[%s] o=[%s]",
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aznumeric_cast<int32_t>(input.GetClientInputId()),
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GetInputString(input).c_str(),
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GetCorrectionDataString(GetNetBindComponent()).c_str()
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);
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AZLOG(NET_Prediction, "Forced InputId=%d", aznumeric_cast<int32_t>(input.GetClientInputId()));
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}
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// Decay our bank time window, in case the remote endpoint has suffered a more persistent shift in latency, this should cause the client to eventually recover
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