Commit Graph

313 Commits (33cbc2db219cb77d088cb15c1774c86d9b1be9aa)

Author SHA1 Message Date
karlberg 8ef2bd7518 Turn off desync debug by default, as this explodes network input sizes 5 years ago
karlberg a69db3bf76 Converts physx console commands from cry console to az console, fixes some bugs in the multiplayer gem 5 years ago
AMZN-koppersr c0dade8883 Merge branch 'main' into SpawnablePriorityQueue 5 years ago
Gene Walters 1a01a876a2 Merge branch 'main' into Multiplayer_AutonomousPropertiesUpdate 5 years ago
Gene Walters fe913f310d
Merge pull request #904 from aws-lumberyard-dev/SPEC6989_MultiplayerHostPlayerShouldBeMarkedAutonomous
Host's Default Player NetBinding will be Autonomous on the Host
5 years ago
AMZN-puvvadar 61fde9cb7f
Merge pull request #1016 from aws-lumberyard-dev/mp_reflect_containers
Fixes for MP Gem container scripting and non-rewindable containers
5 years ago
puvvadar 17f85be9b5 Switch size check to empty 5 years ago
pereslav 090234f1f0 Merge branch 'main' into MultiplayerPipeline 5 years ago
pereslav 42b3e3817a SPEC-7012 Added rewind-aware scene query utilities. Added frame ID to SimulatedBody 5 years ago
Gene Walters 0f258954fb Fix for unit test. Checking that AssetManager is ready before spawning entities; MultiplayerSystemComponent will attempt to spawn a default player on init(), but during unit tests the AssetManager isn't stood up 5 years ago
karlberg e737307168 Merging latest origin/main 5 years ago
karlberg 802943bbb3 Bug fixes, naming changes to make variables more clear, and adds a cvar to adjust client window size 5 years ago
Gene Walters 98d9ee44fd Merge branch 'main' into SPEC6989_MultiplayerHostPlayerShouldBeMarkedAutonomous 5 years ago
puvvadar 4d2e453b73 Cleanup flow of logic in serialization 5 years ago
AMZN-koppersr d4ce2849c7 Post-merge fixup. 5 years ago
puvvadar 0c6af23652 Correct numeric cast 5 years ago
puvvadar 291e27a381 Correct numeric cast 5 years ago
puvvadar f007efbc36 Fix various container issues in jinja 5 years ago
Gene Walters c746b9939b Merge branch 'main' into SPEC6989_MultiplayerHostPlayerShouldBeMarkedAutonomous 5 years ago
puvvadar 528df7fad2 Merge branch 'main' into mp_serialize_vector 5 years ago
Gene Walters 7a16ef31f5 Merge branch 'SPEC6989_MultiplayerHostPlayerShouldBeMarkedAutonomous' into Multiplayer_AutonomousPropertiesUpdate 5 years ago
Gene Walters 09dd298a8d Merge branch 'main' into Multiplayer_AutonomousPropertiesUpdate 5 years ago
Gene Walters 05a0e063a2 Also making Auton->Auth Getters requiring controller 5 years ago
greerdv c0546c27f7 change default scale to 1 5 years ago
greerdv 4018bb587c update network code to use uniform scale on Transform 5 years ago
Gene Walters 0fc9697e49 Allow Autonomous->Auth properties. Remove the ability of accessing properties Getters from the Component when ReplicateTo is Autonomous; in this case users must be using the controller to Get 5 years ago
Gene Walters b5a0df00e1 Hosts which are not a dedicated server (meaning they also play the game) will spawn a default player for themselves 5 years ago
puvvadar d2797c0d15 Add RewindableArray and cleanup a bit more of vector 5 years ago
puvvadar e47fb1b7ea Fix outdated Rewindable vector jinja generation 5 years ago
puvvadar 6d9dd587ee Revert change to LocalPrediction xml 5 years ago
puvvadar 7129cad1ce Add RewindableFixedVector and update jinja components to use it 5 years ago
Gene Walters 12d0d9e7b7 The host will now have autonomy over the default player is has spawned for itself using the sv_defaultPlayerSpawnAsset cvar 5 years ago
puvvadar a7c41064a4 Update fixed_vector autogen to account for IsRewindable 5 years ago
Gene Walters d948bf0a77 Moved network context methods out of MultiplayerComponent into NetBindingComponent because FindComponent did not actually work with finding base classes. +1 for the ability to test! Allow scripting to detect if a networked entity is Authory, Server, Client, or Autonomous. 5 years ago
karlberg 3dd40171cd Merging latest origin 5 years ago
AMZN-puvvadar fd3927651b
Merge pull request #840 from aws-lumberyard-dev/mpgem_scripting_rpc
Add events for MP Gem RPCs plus BC reflection so ScriptCanvas can respond to them
5 years ago
Gene Walters d656afa1c3 Merge branch 'main' into SPEC6477_NetworkContextScriptCanvas 5 years ago
pereslav cb87b7cd1f Moved early return case in prefab processing 5 years ago
puvvadar d26d24d9bd Remove test RTTIs 5 years ago
puvvadar 7ecb00cca1 Cleanup jinja formatting and fix log spam 5 years ago
pereslav 43d98ac989 Fixed comment 5 years ago
pereslav 22e893ccbe Added support for nested prefabs in multiplayer pipeline 5 years ago
puvvadar 2452149e7d Add RPC Events plus reflection plus fix Ctrl+G retry 5 years ago
Gene Walters f61b9c4081 Removing spaces in behavior context method names. While whitespace works in Lua and ScriptCanvas, the Scripting team wants to keep the script API and code API consistent (ie: no spaces) 5 years ago
karlberg 6a643392f0 Merging latest main 5 years ago
karlberg 487e989e68 Several updates to complete rewind support and remove unneeded functionality 5 years ago
Gene Walters f7dfbd3955 Merge branch 'main' into SPEC6477_NetworkContextScriptCanvas 5 years ago
puvvadar e4808751f9 Merge branch 'main' into mpgem_scripting_rpc 5 years ago
AMZN-puvvadar 29b4ab6ff3
Merge pull request #522 from aws-lumberyard-dev/mp_editor_pipeline
Integrating network prefab processing with Multiplayer.Editor to enable server launch on Ctrl+G via an Editor specific network connection
5 years ago
puvvadar 350e5a0cd2 Update to const auto& 5 years ago
Gene Walters 0d207eab19 fixes minor auto-formatting issue 5 years ago
Gene Walters c4641f2594 ScriptCanvas can now check if an entity net-component is authority, autonomous, server, or client 5 years ago
puvvadar e2ade654fb Address misc feedback 5 years ago
puvvadar f087b3be89 AutoComponent jinja formatting 5 years ago
puvvadar e03645f816 Disable editorsv launch by default 5 years ago
puvvadar 19316e422b Check launch process exists before waiting for 15 seconds 5 years ago
pereslav f721aa511f Fixed entity IDs of the original & networked spawnables 5 years ago
pereslav 85374ea7fc Merged from main 5 years ago
puvvadar 920f85981d Add another missed header file 5 years ago
puvvadar cf4e04ba57 Cleanup a few more headers 5 years ago
puvvadar 93e267345f Address string/mem feedback plus some misc cleanup 5 years ago
puvvadar 0d9b55bff2 Move static buffer to member to prevent potential memory issues 5 years ago
pereslav 970c87b487 Refactored spawning network entities to use SpawnableEntityManager instead of duplicating the code in NetworkEntityManager 5 years ago
puvvadar 77da0ed042 Merge main to mpgem_scripting_rpc 5 years ago
puvvadar 83a56ce71c Cleanup typo 5 years ago
Gene Walters 1c1b34cf76
Merge pull request #775 from aws-lumberyard-dev/SPEC6779_VectorListNetworkProperties
Begin Cleaning Up Vector Network Properties

Work in progress: Cleaning up jinja fixed_vector method calls, still more work to do to replace NovaNet SerializableFixedSizeArray(Vector)DeltaStruct.
Updating AutoComponent BehaviorContext to properly Get/Set elements of vector/array network properties.
Commented out some vector/array jinja code in order to allow for compilation (see @todo)
5 years ago
puvvadar f94d0c99e7 Cleanup connection order slightly 5 years ago
Gene Walters f043d9350a Updating AutoComponent jinja so that BehaviorContext can correctly Get/Set vector/array properties. Also commenting out some vector/array network property code that needs fixing in order to avoid compiler errors for now 5 years ago
puvvadar df68ab6c56 Update headers in editor auto packets 5 years ago
puvvadar cb55eaf853 Merge main to mp_editor_pipeline 5 years ago
Gene Walters 2ce7ca5436 Cleaning up jinja fixed_vector method calls, still more work to do to replace NovaNet SerializableFixedSizeArray(Vector)DeltaStruct 5 years ago
karlberg e0ea9e6224 Removing debug code 5 years ago
karlberg 80bf6d54bc Merge remote-tracking branch 'origin' into MultiplayerComponents 5 years ago
karlberg c6ea0c0a46 Various local prediction and input processing related fixes 5 years ago
puvvadar 0e53c77516 Fix some include paths 5 years ago
puvvadar fb51829360 Resolve MP Gem Ctrl+G changes with main 5 years ago
puvvadar 1915b97c16 Cleanup server launch, misc. MP consts, and register Editor Spawnable assets server side 5 years ago
karlberg bb3142278e Fixes an example comment error in multiplayer component jinjas 5 years ago
karlberg 5acdc40595 Many fixes for external gem multiplayer components and component network inputs, fixes an uninitialized variable resulting in continual desyncs, restructures our public includes to match the directory structure of source, allows autogen artefacts to be included by external gems, allowing for external multiplayer components to interact with multiplayer gem components with no extra code 5 years ago
Gene Walters 46024f293d Merge branch 'main' into SPEC6476_ReflectNetworkProperties 5 years ago
Gene Walters 7cd4bbee15 Jinja fix white space a bit, still dont fully understand this, but it looks a little better 5 years ago
puvvadar 74ea093f71 More comment cleanup 5 years ago
puvvadar 467caa6175 Some whitespace and comment cleanup 5 years ago
pereslav a852da93a3 Merge branch 'main' into MultiplayerPipeline 5 years ago
puvvadar 8a39f9f1b4 Streamline MP Ctrl+G logic via MultiplayerEditorConnection 5 years ago
Gene Walters a34a240cf6 MultiplierTypes serialized so they are available in the ScriptCanvas variable window 5 years ago
karlberg cb8016bde5 Fix for validator failing on empty files 5 years ago
Gene Walters 77899c5d96 Updated network property behavior context category so they are grouped nicer in the Script Canvas palette 5 years ago
karlberg 601dd30452 Various build and test fixes 5 years ago
karlberg eea0660d21 A couple more fixes 5 years ago
karlberg e772265871 Build fixes for gem reorganization 5 years ago
karlberg 254ad165c1 A bunch of work to get external multiplayer components to actually work 5 years ago
Gene Walters 9a4884ff0b Exposing Multiplayer integral types (just wrapped ints) to bevahior context so that Network Properties using these type can be Get/Set from Script Canvas 5 years ago
karlberg 293e0057f4 Actually invoke the override OnConnect handler 5 years ago
karlberg d0b006c209 Some cleanup to better support backward reconciliation as well as dynamic player spawning on connect 5 years ago
Gene Walters 0867764e5b Updating Autocomponent behavior context property methods to give warnings if a Get/Set fails and how users might go about fixing the issue 5 years ago
Gene Walters b9a0bf52ab Merge branch 'main' into SPEC6476_ReflectNetworkProperties 5 years ago
Gene Walters 3ebf23211f Update Mutliplayer Autocomponent to add Get/Set behavior context methods for any Network Properties with GenerateEventBindings=true. Known issues: not tested with container types, some jinja whitespace 5 years ago
puvvadar ed7cee8844 Merge main to mpgem_scripting_rpc 5 years ago
puvvadar b21553f64d Merge branch 'main' into mp_editor_pipeline 5 years ago
pereslav 92ef82f933 Added handling parented net entities 5 years ago
karlberg 80f6dcd258 Build fixes for android 5 years ago
karlberg e8917e0f06 Fix for format string type mismatch 5 years ago
karlberg 05a39a4412 Fix several build failures 5 years ago
karlberg b2b632aede Bug fixes for stats and for sending rpc and property updates from the client 5 years ago
karlberg 4b1fe9b10b Fix a comment and minor optimization to the server to client replication window 5 years ago
karlberg e7f0bc9ee2 Local prediction player controller is now functional 5 years ago
puvvadar 108f4dfdd6 Merge branch 'main' into mp_editor_pipeline 5 years ago
puvvadar aa51233536 Add Asset serialization for Ctrl+G and related net interfaces 5 years ago
karlberg 751d13dd7b Merge remote-tracking branch 'origin' into MultiplayerComponents 5 years ago
karlberg a1fe8fe419 Ported the local prediction player controller component 5 years ago
pereslav f4bd72880e Fixed tabs 5 years ago
pereslav 30625cf5d3 merge from main 5 years ago
pereslav e414cc151d SPEC-6590 Implemented network entities instantiation by network spawnable asset ID 5 years ago
karlberg d0a561fa01 merging latest origin 5 years ago
karlberg 822368ef01 Changes to get visibility system working again in-game 5 years ago
puvvadar 2f4120cdfb Update Ctrl+G logic to account for prefab processing status and timing 5 years ago
puvvadar 8fc0b84d99 Merge branch 'main' into mpgem_editor 5 years ago
pereslav 85e46a5f10 Merge branch 'main' into MultiplayerPipeline 5 years ago
pereslav 7e633d907e Enabled NetworkPrefabProcessor for Ctrl+G 5 years ago
lumberyard-employee-dm 3dec5d3b71
LYN-2537 engine assets (#254)
* LYN-2537 Moved the Engine and Editor folder to be within the EngineAssets folder

* Fixed Documentation in bootstrap.cfg to correct the path to the user project specific registry file

* Adding a newline to the output of AssetCatalog 'Registering asset..., but type is not set' message

* Updating the AssetProcessorPlatformConfig.setreg Scan Folder to detect
the @ENGINEROOT@/EngineAssets/Engine path for engine runtime assets and
@ENGINEROOT@/EngineAssets/Editor path for engine tool assets

* Updating references to Icons and other assets to account for moving the
Engine and Editor folder under a single EngineAssets folder

* Moving the Engine Settings Registry folder from Engine/Registry -> Registry

* Removed the LY_PROJECT_CMAKE_PATH define as it is not portable to other locations. It is hard coded to the project location that was used for the CMake configuration. Furthermore it paths with backslashes within it are treated as escape characters and not a path separator

* Updated the LyTestTools asset_processor.py script to copy the exclude.filetag from the EngineAssets/Engine directory now

* Fixed Atom Shader Preprocessing when running using an External Project

* Updated the TSGenerateAction.cpp to fix the build error with using a renamed variable

* Updated the Install_Common.cmake ly_setup_others function to install the
EngineAssets directory and the each of the Gem's Assets directory while
maintaining the relative directory structure to the Engine Root
Also updated the install step to install the Registry folder at the
engine root

* Fixed the copying of the Registry folder to be in the install root, instead of under a second 'Registry' folder

* Moving the AssetProcessorPlatformConfig.setreg file over to the Registry folder

* Updated the LyTestTools and C++ code to point that the new location of
the AssetProcessorPlatformConfig.setreg file inside of the Registry
folder

* Renamed Test AssetProcessor*Config.ini files to have the .setreg extension

* Converted the AssetProcessor test setreg files from ini format to json
format using the SerializeContextTools convert-ini command

* Updated the AssetProcessor CMakeLists.txt to copy over the test setreg files to the build folder

* Updated the assetprocessor test file list to point at the renamed AsssetProcessor*Config setreg filenames

* Removed the Output Prefix code from the AssetProcessor. The complexity that it brought to the AP code is not needed, as users can replicate the behavior by just moving there assets underneath a another folder, underneath the scan folder

* Adding back support to read the AssetProcessorPlatformConfig.setreg file from the asset root. This is only needed for C++ UnitTests as they run in an environment where the accessing the Engine Settings Registry is not available

* Updating the Install_common.cmake logic to copy any "Assets" folder to
the install layout.
The Script has also been updated to copy over the "Assets" folder in the
Engine Root to the install layout instead of an "EngineAssets" folder

* Updating References to EngineAssets source asset folder in code to be the Assets source folder

* Moved the Engine Source Asset folder of 'EngineAssets' to a new folder name of 'Assets'. This is inline with the naming scheme we use for Gem asset folders

* Adding the EngineFinder.cmake to the AutomatedTesting project to allow it to work in a project centric manner

* Updating the LyTestTools copy_assets_to_project function to be able to copy assets with folders to the temporary project root
Fixed an issue in LyTestTools where the temporary log directory could have shutil.rmtree being called twice on it leading to an exception which fails an automated test

Updated the asset_procesor_gui_tests_2 AddScanFolder test to not use the
output prefix, but instead place the source asset root into a
subdirectory

* Correct the AssetProcessorPlatformConfig Scan Folders for the EngineAssets directory to point at the Assets directory

* Updated the asset procesor batch dependency test scan folder to point at the 'Assets' folder instead of 'EngineAssets'
5 years ago
puvvadar 0dfd635b27 Merge branch 'main' into mpgem_editor 5 years ago
puvvadar 5689b08a23 Merge branch 'main' into mpgem_scripting_rpc 5 years ago
puvvadar 12d5288e32 Add codegen for BehaviorContext binding of RPC Send functions 5 years ago
puvvadar bd435e2abb Build MP Editor RequiredSystem Components off standard version 5 years ago
karlberg 6bb51bd9e4 Merging latest origin 5 years ago
karlberg a73d25dfe6 One more broken component causing atom tests to crash + some extra PR feedback 5 years ago
karlberg 2fc710d73b Addressing PR feedback 5 years ago
karlberg 138b10c902 Unity build fixes 5 years ago
karlberg 51e8b21a0e Clang compile fix 5 years ago
karlberg b6a710a7fa Fixing more merge issues 5 years ago
karlberg 8cb1edb7d7 Updates ImGui to release version 1.82, builds out some better initial multiplayer metrics 5 years ago
pereslav e3b016deba PR feedback addressing 5 years ago
puvvadar 925928bb20 Add MultiplayerEditorGem to clean up logic plus misc. cleanup 5 years ago
pereslav 008c653524 Added ReadyForEntityUpdates message allowing the server to send entity updates 5 years ago
karlberg 590785e4ad Stats are up, but require a ton of presentation polish to be more useful 5 years ago
puvvadar 8d84737743 Disable Ctrl+G server launch by default 5 years ago
puvvadar 0ddf6cd6d2 Merge main to mpgem_editor 5 years ago
karlberg 9b78646397 Missed these changes 5 years ago
karlberg c8bc5b7463 Initial work on multiple gem multiplayer components 5 years ago
pereslav c920e98da7 Added optional activation of selective entities spawning 5 years ago
karlberg f26d7f9301 First crack at the multiplayer component registry to allow multiplayer components to live in any gem 5 years ago
pereslav 374f690b5d tabs/whitespace fixes 5 years ago
karlberg 7adbdb2889 Fix some include paths after rename/refactor 5 years ago
karlberg 55304c8b9c Renamed Multiplayer.Imgui to Multiplayer.Debug 5 years ago
karlberg a2094e7308 Removing debug pragma 5 years ago
pereslav 2b6b4f5d17 Removed OnEntityAdded/OnEntityRemoved from NetworkEntityManager 5 years ago
puvvadar 0a1f0f5698 Merge branch 'main' into mpgem_editor 5 years ago
karlberg 4e75a099b8 Initial Imgui debug display for stats, some hookup between entity replication and the spawnable code to make testing possible 5 years ago
karlberg 0ce18593d2 Merging latest main 5 years ago
pereslav 4962218d29 Refactored root spawnable instantiation, added selective instantiation of root spawnable entities 5 years ago
puvvadar 2309c06709 Fix merge error in MP Gem Module 5 years ago
pereslav a5fdbddeda Merged MultiplayerPipeline from CodeCommit 5 years ago
karlberg 45faa26ffd Some initial updates for eventual support of locally predicted input processing 5 years ago
karlberg 88120999f9 Merge remote-tracking branch 'origin' into MultiplayerComponents 5 years ago
puvvadar d1a65c8dc4 Merge main to Multiplayer Editor branch 5 years ago
puvvadar fa781fabc5 Add MultiplayerGem Editor components for Ctrl+G support 5 years ago
karlberg ca3df5d6c8 Various bug fixes to get entity replication working 5 years ago
alexpete 8469c9ca0a Integrating github/staging through commit 5f214be 5 years ago
alexpete 1044dc3da1 Integrating github/staging through commit ab87ed9 5 years ago
alexpete c2cbd430fe Integrating up through commit 90f050496 5 years ago
alexpete 75dc720198 Integrating latest 47acbe8 5 years ago
alexpete a10351f38d Initial commit 5 years ago