Converted to use AZ::Events for hiearchy notifications. Added unittests.

Signed-off-by: AMZN-Olex <5432499+AMZN-Olex@users.noreply.github.com>
This commit is contained in:
AMZN-Olex
2021-09-14 11:50:51 -04:00
parent 088511577b
commit fcd5b3f184
9 changed files with 131 additions and 37 deletions
@@ -32,8 +32,6 @@
#include <AzFramework/Components/TransformComponent.h>
AZ_CVAR(bool, bg_debugHierarchyActivation, false, nullptr, AZ::ConsoleFunctorFlags::Null, "Helpful messages when debugging network hierarchy behavior");
namespace Multiplayer
{
EntityReplicator::EntityReplicator
@@ -441,22 +439,22 @@ namespace Multiplayer
const AZ::Entity* parentEntity = parentHandle.GetEntity();
if (parentEntity && parentEntity->GetState() == AZ::Entity::State::Active)
{
if (bg_debugHierarchyActivation)
{
AZLOG_DEBUG(
"Entity %s asking for activation - granted",
entity->GetName().c_str());
}
AZLOG
(
NET_HierarchyActivationInfo,
"Hierchical entity %s asking for activation - granted",
entity->GetName().c_str()
);
return true;
}
if (bg_debugHierarchyActivation)
{
AZLOG_DEBUG(
"Entity %s asking for activation - waiting on the parent %u",
entity->GetName().c_str(),
aznumeric_cast<uint32_t>(parentId));
}
AZLOG
(
NET_HierarchyActivationInfo,
"Hierchical entity %s asking for activation - waiting on the parent %u",
entity->GetName().c_str(),
aznumeric_cast<uint32_t>(parentId)
);
return false;
}
}