Improved profile marker names
Signed-off-by: Olex Lozitskiy <5432499+AMZN-Olex@users.noreply.github.com>
This commit is contained in:
@@ -350,7 +350,7 @@ namespace Multiplayer
|
||||
|
||||
void MultiplayerSystemComponent::OnTick(float deltaTime, [[maybe_unused]] AZ::ScriptTimePoint time)
|
||||
{
|
||||
AZ_PROFILE_SCOPE(MULTIPLAYER, "MultiplayerTick");
|
||||
AZ_PROFILE_SCOPE(MULTIPLAYER, "MultiplayerSystemComponent: OnTick");
|
||||
|
||||
if (bg_multiplayerDebugDraw)
|
||||
{
|
||||
@@ -394,7 +394,7 @@ namespace Multiplayer
|
||||
|
||||
// Send out the game state update to all connections
|
||||
{
|
||||
AZ_PROFILE_SCOPE(MULTIPLAYER, "SendOutGameStateUpdateToAllConnections");
|
||||
AZ_PROFILE_SCOPE(MULTIPLAYER, "MultiplayerSystemComponent: OnTick - SendOutGameStateUpdate");
|
||||
|
||||
auto sendNetworkUpdates = [&stats](IConnection& connection)
|
||||
{
|
||||
@@ -441,7 +441,7 @@ namespace Multiplayer
|
||||
|
||||
if (!packet.GetCommandSet().empty())
|
||||
{
|
||||
AZ_PROFILE_SCOPE(MULTIPLAYER, "SendReliablePackets");
|
||||
AZ_PROFILE_SCOPE(MULTIPLAYER, "MultiplayerSystemComponent: OnTick - SendReliablePackets");
|
||||
m_networkInterface->GetConnectionSet().VisitConnections(visitor);
|
||||
}
|
||||
}
|
||||
@@ -1020,7 +1020,7 @@ namespace Multiplayer
|
||||
|
||||
void MultiplayerSystemComponent::TickVisibleNetworkEntities(float deltaTime, float serverRateSeconds)
|
||||
{
|
||||
AZ_PROFILE_SCOPE(MULTIPLAYER, "TickVisibleNetworkEntities");
|
||||
AZ_PROFILE_SCOPE(MULTIPLAYER, "MultiplayerSystemComponent: TickVisibleNetworkEntities");
|
||||
|
||||
m_tickFactor += deltaTime / serverRateSeconds;
|
||||
// Linear close to the origin, but asymptote at y = 1
|
||||
|
||||
+5
-5
@@ -81,7 +81,7 @@ namespace Multiplayer
|
||||
|
||||
void EntityReplicationManager::ActivatePendingEntities()
|
||||
{
|
||||
AZ_PROFILE_SCOPE(MULTIPLAYER, "ActivatePendingEntities");
|
||||
AZ_PROFILE_SCOPE(MULTIPLAYER, "EntityReplicationManager: ActivatePendingEntities");
|
||||
|
||||
AZStd::vector<NetEntityId> notReadyEntities;
|
||||
|
||||
@@ -132,7 +132,7 @@ namespace Multiplayer
|
||||
);
|
||||
|
||||
{
|
||||
AZ_PROFILE_SCOPE(MULTIPLAYER, "PrepareSerialization");
|
||||
AZ_PROFILE_SCOPE(MULTIPLAYER, "EntityReplicationManager: SendUpdates - PrepareSerialization");
|
||||
// Prep a replication record for send, at this point, everything needs to be sent
|
||||
for (EntityReplicator* replicator : toSendList)
|
||||
{
|
||||
@@ -141,7 +141,7 @@ namespace Multiplayer
|
||||
}
|
||||
|
||||
{
|
||||
AZ_PROFILE_SCOPE(MULTIPLAYER, "SendEntityUpdateMessages");
|
||||
AZ_PROFILE_SCOPE(MULTIPLAYER, "EntityReplicationManager: SendUpdates - SendEntityUpdateMessages");
|
||||
// While our to send list is not empty, build up another packet to send
|
||||
do
|
||||
{
|
||||
@@ -174,8 +174,8 @@ namespace Multiplayer
|
||||
{
|
||||
return EntityReplicatorList();
|
||||
}
|
||||
|
||||
AZ_PROFILE_SCOPE(MULTIPLAYER, "GenerateEntityUpdateList");
|
||||
|
||||
AZ_PROFILE_SCOPE(MULTIPLAYER, "EntityReplicationManager: GenerateEntityUpdateList");
|
||||
|
||||
// Generate a list of all our entities that need updates
|
||||
EntityReplicatorList toSendList;
|
||||
|
||||
@@ -205,13 +205,13 @@ namespace Multiplayer
|
||||
|
||||
void NetworkEntityManager::NotifyEntitiesDirtied()
|
||||
{
|
||||
AZ_PROFILE_SCOPE(MULTIPLAYER, "NotifyEntitiesDirtied");
|
||||
AZ_PROFILE_SCOPE(MULTIPLAYER, "NetworkEntityManager: NotifyEntitiesDirtied");
|
||||
m_onEntityMarkedDirty.Signal();
|
||||
}
|
||||
|
||||
void NetworkEntityManager::NotifyEntitiesChanged()
|
||||
{
|
||||
AZ_PROFILE_SCOPE(MULTIPLAYER, "NotifyEntitiesChanged");
|
||||
AZ_PROFILE_SCOPE(MULTIPLAYER, "NetworkEntityManager: NotifyEntitiesChanged");
|
||||
m_onEntityNotifyChanges.Signal();
|
||||
}
|
||||
|
||||
@@ -364,7 +364,7 @@ namespace Multiplayer
|
||||
m_networkEntityTracker.erase(entityId);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
INetworkEntityManager::EntityList NetworkEntityManager::CreateEntitiesImmediate(
|
||||
const AzFramework::Spawnable& spawnable, NetEntityRole netEntityRole, AutoActivate autoActivate)
|
||||
{
|
||||
@@ -461,12 +461,12 @@ namespace Multiplayer
|
||||
{
|
||||
return returnList;
|
||||
}
|
||||
|
||||
|
||||
auto spawnableAssetId = m_networkPrefabLibrary.GetAssetIdByName(prefabEntryId.m_prefabName);
|
||||
// Required for sync-instantiation. Todo: keep the reference in NetworkSpawnableLibrary
|
||||
auto netSpawnableAsset = AZ::Data::AssetManager::Instance().GetAsset<AzFramework::Spawnable>(spawnableAssetId, AZ::Data::AssetLoadBehavior::PreLoad);
|
||||
AZ::Data::AssetManager::Instance().BlockUntilLoadComplete(netSpawnableAsset);
|
||||
|
||||
|
||||
AzFramework::Spawnable* netSpawnable = netSpawnableAsset.GetAs<AzFramework::Spawnable>();
|
||||
if (!netSpawnable)
|
||||
{
|
||||
@@ -623,7 +623,7 @@ namespace Multiplayer
|
||||
NetworkHierarchyRootComponentController* hierarchyRootController = entityHandle.FindController<NetworkHierarchyRootComponentController>();
|
||||
NetworkHierarchyChildComponentController* hierarchyChildController = entityHandle.FindController<NetworkHierarchyChildComponentController>();
|
||||
|
||||
AZStd::vector<AZ::Entity*> hierarchicalEntities;
|
||||
AZStd::vector<AZ::Entity*> hierarchicalEntities;
|
||||
|
||||
// Get the entities in this hierarchy
|
||||
if (hierarchyRootController)
|
||||
|
||||
Reference in New Issue
Block a user