Added MULTIPLAYER budget. Added profiler markers, visible in PIX.

development
Olex Lozitskiy 4 years ago committed by GitHub
commit fdb9c053ce
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GPG Key ID: 4AEE18F83AFDEB23

@ -39,6 +39,9 @@
#include <AzNetworking/Framework/INetworking.h>
#include <cmath>
#include <AzCore/Debug/Profiler.h>
AZ_DEFINE_BUDGET(MULTIPLAYER);
namespace AZ::ConsoleTypeHelpers
{
@ -353,6 +356,8 @@ namespace Multiplayer
void MultiplayerSystemComponent::OnTick(float deltaTime, [[maybe_unused]] AZ::ScriptTimePoint time)
{
AZ_PROFILE_SCOPE(MULTIPLAYER, "MultiplayerSystemComponent: OnTick");
if (bg_multiplayerDebugDraw)
{
m_networkEntityManager.DebugDraw();
@ -394,7 +399,9 @@ namespace Multiplayer
stats.m_clientConnectionCount = 0;
// Send out the game state update to all connections
{
{
AZ_PROFILE_SCOPE(MULTIPLAYER, "MultiplayerSystemComponent: OnTick - SendOutGameStateUpdate");
auto sendNetworkUpdates = [&stats](IConnection& connection)
{
if (connection.GetUserData() != nullptr)
@ -440,6 +447,7 @@ namespace Multiplayer
if (!packet.GetCommandSet().empty())
{
AZ_PROFILE_SCOPE(MULTIPLAYER, "MultiplayerSystemComponent: OnTick - SendReliablePackets");
m_networkInterface->GetConnectionSet().VisitConnections(visitor);
}
}
@ -1018,6 +1026,8 @@ namespace Multiplayer
void MultiplayerSystemComponent::TickVisibleNetworkEntities(float deltaTime, float serverRateSeconds)
{
AZ_PROFILE_SCOPE(MULTIPLAYER, "MultiplayerSystemComponent: TickVisibleNetworkEntities");
m_tickFactor += deltaTime / serverRateSeconds;
// Linear close to the origin, but asymptote at y = 1
m_renderBlendFactor = AZStd::clamp(1.0f - (std::pow(cl_renderTickBlendBase, m_tickFactor)), 0.0f, m_tickFactor);

@ -26,8 +26,11 @@
#include <AzCore/Component/ComponentApplicationBus.h>
#include <AzCore/Console/IConsole.h>
#include <AzCore/Console/ILogger.h>
#include <AzCore/Debug/Profiler.h>
#include <AzCore/Math/Transform.h>
AZ_DECLARE_BUDGET(MULTIPLAYER);
namespace Multiplayer
{
// Current max size for a UdpPacketHeader is 11 bytes
@ -78,6 +81,8 @@ namespace Multiplayer
void EntityReplicationManager::ActivatePendingEntities()
{
AZ_PROFILE_SCOPE(MULTIPLAYER, "EntityReplicationManager: ActivatePendingEntities");
AZStd::vector<NetEntityId> notReadyEntities;
const AZ::TimeMs endTimeMs = AZ::GetElapsedTimeMs() + m_entityActivationTimeSliceMs;
@ -126,17 +131,23 @@ namespace Multiplayer
GetRemoteHostId().GetString().c_str()
);
// Prep a replication record for send, at this point, everything needs to be sent
for (EntityReplicator* replicator : toSendList)
{
replicator->GetPropertyPublisher()->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)
{
replicator->GetPropertyPublisher()->PrepareSerialization();
}
}
// While our to send list is not empty, build up another packet to send
do
{
SendEntityUpdateMessages(toSendList);
} while (!toSendList.empty());
AZ_PROFILE_SCOPE(MULTIPLAYER, "EntityReplicationManager: SendUpdates - SendEntityUpdateMessages");
// While our to send list is not empty, build up another packet to send
do
{
SendEntityUpdateMessages(toSendList);
} while (!toSendList.empty());
}
}
SendEntityRpcs(m_deferredRpcMessagesReliable, true);
@ -164,6 +175,8 @@ namespace Multiplayer
return EntityReplicatorList();
}
AZ_PROFILE_SCOPE(MULTIPLAYER, "EntityReplicationManager: GenerateEntityUpdateList");
// Generate a list of all our entities that need updates
EntityReplicatorList toSendList;

@ -25,6 +25,8 @@
#include <Multiplayer/Components/NetworkHierarchyRootComponent.h>
#include <Pipeline/NetworkSpawnableHolderComponent.h>
AZ_DECLARE_BUDGET(MULTIPLAYER);
namespace Multiplayer
{
AZ_CVAR(bool, net_DebugCheckNetworkEntityManager, false, nullptr, AZ::ConsoleFunctorFlags::Null, "Enables extra debug checks inside the NetworkEntityManager");
@ -203,11 +205,13 @@ namespace Multiplayer
void NetworkEntityManager::NotifyEntitiesDirtied()
{
AZ_PROFILE_SCOPE(MULTIPLAYER, "NetworkEntityManager: NotifyEntitiesDirtied");
m_onEntityMarkedDirty.Signal();
}
void NetworkEntityManager::NotifyEntitiesChanged()
{
AZ_PROFILE_SCOPE(MULTIPLAYER, "NetworkEntityManager: NotifyEntitiesChanged");
m_onEntityNotifyChanges.Signal();
}
@ -360,7 +364,7 @@ namespace Multiplayer
m_networkEntityTracker.erase(entityId);
}
}
INetworkEntityManager::EntityList NetworkEntityManager::CreateEntitiesImmediate(
const AzFramework::Spawnable& spawnable, NetEntityRole netEntityRole, AutoActivate autoActivate)
{
@ -457,12 +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)
{
@ -619,7 +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)

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