d411c1d1d9
* WIP. Autonomous->Authority network properties now functional. Still need some research in regards to entity ownership when it comes to the PropertyPublisher. Signed-off-by: Gene Walters <genewalt@amazon.com> * WIP. Exposing Auton->Auth Properties accessors and onchange events Signed-off-by: Gene Walters <genewalt@amazon.com> * Fix propertypublisher constructor to skip the creation state if we arent the owner. Removing ClientToServerReplicationWindow, return to just using NullReplicationWindow. Signed-off-by: Gene Walters <genewalt@amazon.com> * Reverting some wip debug prints Signed-off-by: Gene Walters <genewalt@amazon.com> * Minor whitespacing fix Signed-off-by: Gene Walters <genewalt@amazon.com> * minor undoing of whitespacing Signed-off-by: Gene Walters <genewalt@amazon.com> * NullReplicationWindow MaxReplication is 0, but now Autonomous entity updates will always be added to the send list (ignoring the max replication limit) Signed-off-by: Gene Walters <genewalt@amazon.com> * Updating PropertyPublisher comment to explicitly call out if we dont own the entity locally, the remote replicator must exist Signed-off-by: Gene Walters <genewalt@amazon.com> * Renaming RepiclationWindow GetMaxEntityReplicatorSendCount to GetMaxProxyEntityReplicatorSendCount; this number only affects the number of proxy sends and allows autonomous properties to always send Signed-off-by: Gene Walters <genewalt@amazon.com>
39 lines
1.2 KiB
C++
39 lines
1.2 KiB
C++
/*
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* Copyright (c) Contributors to the Open 3D Engine Project.
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* For complete copyright and license terms please see the LICENSE at the root of this distribution.
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*
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* SPDX-License-Identifier: Apache-2.0 OR MIT
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*
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*/
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#pragma once
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#include <Multiplayer/MultiplayerTypes.h>
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#include <Multiplayer/NetworkEntity/NetworkEntityHandle.h>
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#include <AzCore/std/containers/map.h>
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namespace Multiplayer
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{
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struct EntityReplicationData
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{
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EntityReplicationData() = default;
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NetEntityRole m_netEntityRole = NetEntityRole::InvalidRole;
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float m_priority = 0.0f;
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};
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using ReplicationSet = AZStd::map<ConstNetworkEntityHandle, EntityReplicationData>;
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class IReplicationWindow
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{
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public:
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virtual ~IReplicationWindow() = default;
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virtual bool ReplicationSetUpdateReady() = 0;
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virtual const ReplicationSet& GetReplicationSet() const = 0;
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//! Max number of entities we can send updates for in one frame
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virtual uint32_t GetMaxProxyEntityReplicatorSendCount() const = 0;
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virtual bool IsInWindow(const ConstNetworkEntityHandle& entityPtr, NetEntityRole& outNetworkRole) const = 0;
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virtual void UpdateWindow() = 0;
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virtual void DebugDraw() const = 0;
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};
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}
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