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o3de/Gems/Multiplayer/Code/Source/Components/LocalPredictionPlayerInputC...

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4.9 KiB
C++

/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
#pragma once
#include <Source/AutoGen/LocalPredictionPlayerInputComponent.AutoComponent.h>
#include <Source/Components/NetBindComponent.h>
namespace Multiplayer
{
using CorrectionEvent = AZ::Event<>;
class LocalPredictionPlayerInputComponent
: public LocalPredictionPlayerInputComponentBase
{
public:
AZ_MULTIPLAYER_COMPONENT(Multiplayer::LocalPredictionPlayerInputComponent, s_localPredictionPlayerInputComponentConcreteUuid, Multiplayer::LocalPredictionPlayerInputComponentBase);
static void Reflect([[maybe_unused]] AZ::ReflectContext* context);
void OnInit() override;
void OnActivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating) override;
void OnDeactivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating) override;
};
class LocalPredictionPlayerInputComponentController
: public LocalPredictionPlayerInputComponentControllerBase
{
public:
LocalPredictionPlayerInputComponentController(LocalPredictionPlayerInputComponent& parent);
void OnActivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating) override;
void OnDeactivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating) override;
void HandleSendClientInput
(
AzNetworking::IConnection* invokingConnection,
const Multiplayer::NetworkInputArray& inputArray,
const AZ::HashValue32& stateHash,
const AzNetworking::PacketEncodingBuffer& clientState
) override;
void HandleSendMigrateClientInput
(
AzNetworking::IConnection* invokingConnection,
const Multiplayer::NetworkInputMigrationVector& inputArray
) override;
void HandleSendClientInputCorrection
(
AzNetworking::IConnection* invokingConnection,
const Multiplayer::ClientInputId& inputId,
const AzNetworking::PacketEncodingBuffer& correction
) override;
//! Return true if we're currently replaying inputs after a correction.
//! If this value returns true, effects, audio, and other cosmetic triggers should be suppressed
//! @return true if we're within correction scope and replaying inputs
bool IsReplayingInput() const;
//! Return true if we're currently migrating from one host to another.
//! @return boolean true if we're currently migrating from one host to another
bool IsMigrating() const;
ClientInputId GetLastInputId() const;
HostFrameId GetInputFrameId(const NetworkInput& input) const;
void CorrectionEventAddHandle(CorrectionEvent::Handler& handler);
private:
void OnMigrateStart(ClientInputId migratedInputId);
void OnMigrateEnd();
void UpdateAutonomous(AZ::TimeMs deltaTimeMs);
void UpdateBankedTime(AZ::TimeMs deltaTimeMs);
// Implicitly sorted player input history, back() is the input that corresponds to the latest client input Id
NetworkInputHistory m_inputHistory;
// Anti-cheat accumulator for clients who purposely mess with their clock rate
NetworkInputArray m_lastInputReceived;
AZ::ScheduledEvent m_autonomousUpdateEvent; // Drives autonomous input collection
AZ::ScheduledEvent m_updateBankedTimeEvent; // Drives authority bank time updates
CorrectionEvent m_correctionEvent;
EntityMigrationStartEvent::Handler m_migrateStartHandler;
EntityMigrationEndEvent::Handler m_migrateEndHandler;
double m_moveAccumulator = 0.0;
double m_clientBankedTime = 0.0;
AZ::TimeMs m_lastInputReceivedTimeMs = AZ::TimeMs{ 0 };
AZ::TimeMs m_lastCorrectionSentTimeMs = AZ::TimeMs{ 0 };
ClientInputId m_clientInputId = ClientInputId{ 0 };
ClientInputId m_lastCorrectionInputId = ClientInputId{ 0 };
ClientInputId m_lastMigratedInputId = ClientInputId{ 0 }; // Used to resend inputs that were queued during a migration event
HostFrameId m_serverMigrateFrameId = InvalidHostFrameId;
bool m_replayingInput = false; // True if we're replaying inputs under a correction event (use this to suppress effects or audio)
bool m_allowMigrateClientInput = false; // True if this component was migrated, we will allow the client to send us migrated inputs (one time only)
};
}