3dec5d3b71
* 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'
449 lines
20 KiB
C++
449 lines
20 KiB
C++
/*
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* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
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* its licensors.
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*
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* For complete copyright and license terms please see the LICENSE at the root of this
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* distribution (the "License"). All use of this software is governed by the License,
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* or, if provided, by the license below or the license accompanying this file. Do not
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* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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*
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*/
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#include "EMotionFX_precompiled.h"
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#include <Integration/Components/AnimGraphNetSyncComponent.h>
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#include <AzCore/Serialization/EditContext.h>
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#include <AzCore/Serialization/SerializeContext.h>
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#include <GridMate/Replica/ReplicaFunctions.h>
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#include <GridMate/Serialize/MathMarshal.h>
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#include <AzFramework/Network/NetBindingHandlerBus.h>
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namespace EMotionFX
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{
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namespace Integration
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{
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namespace Network
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{
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/**
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* \brief This is a GridMate chunk that replicates Anim Graph parameters.
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* It's challenge is to replicate any of the supported parameter types where
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* the types are only known at runtime. To solve that, many datasets are created
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* with helper macros to avoid code duplication (@PARAM_DATASET and @PARAM_DATASET_NAME).
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*
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* For maximum compression, one should build a custom component that specifies the anim graph parameters by hand, for example:
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*
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* DataSet<float> m_param0;
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*
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* or if using delta compression feature of GridMate:
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*
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* DeltaCompressedDataSet<float, 1> m_param1;
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*
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* Active nodes (@m_activeNodes) change infrequently.
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*
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* Warning: @m_motionNodes motion nodes often do change frequently as their motion play time ticks down.
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* Care must be applied when aiming for the network budget of a project.
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*/
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class AnimGraphNetSyncComponent::Chunk : public GridMate::ReplicaChunkBase
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{
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public:
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GM_CLASS_ALLOCATOR(Chunk);
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Chunk() : m_activeNodes("Active Nodes", NodeIndexContainer{}), m_motionNodes("Motion Nodes", MotionNodePlaytimeContainer{}) {}
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static const char* GetChunkName() { return "AnimGraphNetSyncComponent::Chunk"; }
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bool IsReplicaMigratable() override { return true; }
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using AnimDataSetType = GridMate::DataSet<AnimParameter, AnimParameterMarshaler, AnimParameterThrottler>;
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template <void (AnimGraphNetSyncComponent::* CallbackMethod)(const AnimParameter&, const GridMate::TimeContext&)>
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using AnimDataSet = AnimDataSetType::BindInterface<AnimGraphNetSyncComponent, CallbackMethod>;
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// A helper macro that creates a variable like this one:
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// AnimDataSet<&AnimGraphNetSyncComponent::OnAnimParameterChanged<0>> m_parameter0 = { "Param 0" };
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#define PARAM_DATASET( N ) AnimDataSet<&AnimGraphNetSyncComponent::OnAnimParameterChanged< N >> m_parameter##N = { "Param " #N }
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PARAM_DATASET(0);
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PARAM_DATASET(1);
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PARAM_DATASET(2);
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PARAM_DATASET(3);
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PARAM_DATASET(4);
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PARAM_DATASET(5);
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PARAM_DATASET(6);
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PARAM_DATASET(7);
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PARAM_DATASET(8);
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PARAM_DATASET(9);
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/*
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* Note: GridMate by default supports up to 32 DataSets per ReplicaChunk: @GM_MAX_DATASETS_IN_CHUNK.
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* That means that a component can sync up to 32 separate network fields. One can vary the number of supported number
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* of parameters by simply creating new entries of @PARAM_DATASET above and @PARAM_DATASET_NAME below.
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*/
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// A collection of datasets that are used to synchronize anim graph parameters.
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AZStd::array<AnimDataSetType*, 10> m_parameters = { { // clang pre-6.0 requires double "{{" here but doesn't perform compile length verification :(
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&m_parameter0,
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&m_parameter1,
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&m_parameter2,
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&m_parameter3,
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&m_parameter4,
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&m_parameter5,
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&m_parameter6,
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&m_parameter7,
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&m_parameter8,
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&m_parameter9,
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} };
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GridMate::DataSet<NodeIndexContainer, NodeIndexContainerMarshaler>::
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BindInterface<AnimGraphNetSyncComponent, &AnimGraphNetSyncComponent::OnActiveNodesChanged> m_activeNodes;
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GridMate::DataSet<MotionNodePlaytimeContainer, MotionNodePlaytimeContainerMarshaler>::
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BindInterface<AnimGraphNetSyncComponent, &AnimGraphNetSyncComponent::OnMotionNodesChanged> m_motionNodes;
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};
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void AnimGraphNetSyncComponent::Reflect(AZ::ReflectContext* context)
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{
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GridMate::ReplicaChunkDescriptorTable& descTable = GridMate::ReplicaChunkDescriptorTable::Get();
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if (!descTable.FindReplicaChunkDescriptor(GridMate::ReplicaChunkClassId(Chunk::GetChunkName())))
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{
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descTable.RegisterChunkType<Chunk>();
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}
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AZ::SerializeContext* serializeContext = azrtti_cast<AZ::SerializeContext*>(context);
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if (serializeContext)
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{
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serializeContext->Class<AnimGraphNetSyncComponent, AZ::Component>()
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->Version(1)
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->Field( "Sync parameters", &AnimGraphNetSyncComponent::m_syncParameters )
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->Field( "Sync active nodes", &AnimGraphNetSyncComponent::m_syncActiveNodes )
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->Field( "Sync motion nodes", &AnimGraphNetSyncComponent::m_syncMotionNodes )
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;
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AZ::EditContext* editContent = serializeContext->GetEditContext();
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if (editContent)
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{
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editContent->Class<AnimGraphNetSyncComponent>("Anim Graph Net Sync",
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"Replicates anim graph parameters over the network using GridMate")
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->ClassElement(AZ::Edit::ClassElements::EditorData, "")
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->Attribute(AZ::Edit::Attributes::AppearsInAddComponentMenu, AZ_CRC("Game", 0x232b318c))
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->Attribute(AZ::Edit::Attributes::Category, "Networking")
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->Attribute(AZ::Edit::Attributes::Icon, "Icons/Components/AnimGraphNetSync.svg")
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->DataElement( AZ::Edit::UIHandlers::Default, &AnimGraphNetSyncComponent::m_syncParameters, "Sync parameters",
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"Synchronize parameters of the anim graph on the entity" )
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->DataElement( AZ::Edit::UIHandlers::Default, &AnimGraphNetSyncComponent::m_syncActiveNodes, "Sync active nodes",
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"Synchronize active nodes in the anim graph on the entity" )
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->DataElement( AZ::Edit::UIHandlers::Default, &AnimGraphNetSyncComponent::m_syncMotionNodes, "Sync motion nodes",
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"Synchronize motion nodes in the anim graph on the entity. Warning: this may take a significant amount of network bandwidth" )
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;
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}
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}
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}
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void AnimGraphNetSyncComponent::Activate()
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{
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AnimGraphComponentNotificationBus::Handler::BusConnect(GetEntityId());
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if (m_syncMotionNodes || m_syncActiveNodes) // if there is anything synchronize over the network
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{
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const bool isAuthoritative = AzFramework::NetQuery::IsEntityAuthoritative(GetEntityId());
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if (isAuthoritative)
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{
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// Only the server (or authoritative entity) needs to watch the nodes values.
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AZ::TickBus::Handler::BusConnect();
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}
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// We need to get anim graph instance. It will be either available to us now or later via a notification bus. See @OnAnimGraphInstanceCreated
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AnimGraphComponentRequestBus::EventResult(m_instance, GetEntityId(), &AnimGraphComponentRequestBus::Events::GetAnimGraphInstance);
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if (m_instance)
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{
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if (!m_instance->GetSnapshot())
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{
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m_instance->CreateSnapshot(isAuthoritative);
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}
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}
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}
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}
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void AnimGraphNetSyncComponent::Deactivate()
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{
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AnimGraphComponentNotificationBus::Handler::BusDisconnect();
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AZ::TickBus::Handler::BusDisconnect();
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}
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void AnimGraphNetSyncComponent::SetParameterOnClient(const AnimParameter& value, AZ::u8 index)
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{
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switch (value.m_type)
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{
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case AnimParameter::Type::Unsupported:
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break;
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case AnimParameter::Type::Float:
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AnimGraphComponentRequestBus::Event(GetEntityId(), &AnimGraphComponentRequestBus::Events::SetParameterFloat, index, value.m_value.f);
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break;
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case AnimParameter::Type::Bool:
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AnimGraphComponentRequestBus::Event(GetEntityId(), &AnimGraphComponentRequestBus::Events::SetParameterBool, index, value.m_value.b);
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break;
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case AnimParameter::Type::Vector2:
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AnimGraphComponentRequestBus::Event(GetEntityId(), &AnimGraphComponentRequestBus::Events::SetParameterVector2, index, value.m_value.v2);
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break;
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case AnimParameter::Type::Vector3:
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AnimGraphComponentRequestBus::Event(GetEntityId(), &AnimGraphComponentRequestBus::Events::SetParameterVector3, index, value.m_value.v3);
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break;
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case AnimParameter::Type::Quaternion:
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AnimGraphComponentRequestBus::Event(GetEntityId(), &AnimGraphComponentRequestBus::Events::SetParameterRotation, index, value.m_value.q);
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break;
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default:
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AZ_Assert(false, "Unsupported type");
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break;
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}
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}
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template <AZ::u8 Index>
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void AnimGraphNetSyncComponent::OnAnimParameterChanged(const AnimParameter& value, const GridMate::TimeContext&)
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{
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SetParameterOnClient(value, Index);
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}
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template <AnimParameter::Type AnimParameterType, typename FieldType>
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void AnimGraphNetSyncComponent::SetParameterOnServer(AZ::u8 parameterIndex, const FieldType& newValue)
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{
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if (m_syncParameters)
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{
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if (Chunk* chunk = GetChunk())
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{
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if (parameterIndex < chunk->m_parameters.size())
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{
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AnimParameter param;
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param.m_type = AnimParameterType;
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static_assert(sizeof(FieldType) <= sizeof(param.m_value), "The largest value param.m_value can store is a Quaternion");
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// This is to simplify writing a value into a union.
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// Ideally, one would use std::variant (C++17) instead of a union.
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memcpy(¶m.m_value, &newValue, sizeof(FieldType));
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chunk->m_parameters[parameterIndex]->Set(param);
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}
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else
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{
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AZ_Warning("EMotionFX", false, "AnimGraphNetSyncComponent does not support synchronizing more than %u parameters", chunk->m_parameters.size());
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}
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}
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}
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}
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void AnimGraphNetSyncComponent::OnAnimGraphFloatParameterChanged(EMotionFX::AnimGraphInstance*,
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AZ::u32 parameterIndex,
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float beforeValue,
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float afterValue)
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{
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AZ_UNUSED(beforeValue);
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SetParameterOnServer<AnimParameter::Type::Float>(static_cast<AZ::u8>(parameterIndex), afterValue);
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}
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void AnimGraphNetSyncComponent::OnAnimGraphBoolParameterChanged(EMotionFX::AnimGraphInstance*,
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AZ::u32 parameterIndex,
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bool beforeValue,
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bool afterValue)
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{
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AZ_UNUSED(beforeValue);
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SetParameterOnServer<AnimParameter::Type::Bool>(static_cast<AZ::u8>(parameterIndex), afterValue);
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}
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void AnimGraphNetSyncComponent::OnAnimGraphStringParameterChanged(EMotionFX::AnimGraphInstance*,
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AZ::u32 parameterIndex,
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const char* beforeValue,
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const char* afterValue)
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{
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AZ_UNUSED(parameterIndex);
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AZ_UNUSED(beforeValue);
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AZ_UNUSED(afterValue);
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AZ_Warning("EMotionFX", false, "AnimGraphNetSync component does not supported synchronizing string parameters, please consider refactoring your anim graph to replace strings with integers or enum values.");
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}
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void AnimGraphNetSyncComponent::OnAnimGraphVector2ParameterChanged(EMotionFX::AnimGraphInstance*,
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AZ::u32 parameterIndex,
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const AZ::Vector2& beforeValue,
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const AZ::Vector2& afterValue)
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{
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AZ_UNUSED(beforeValue);
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SetParameterOnServer<AnimParameter::Type::Vector2>(static_cast<AZ::u8>(parameterIndex), afterValue);
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}
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void AnimGraphNetSyncComponent::OnAnimGraphVector3ParameterChanged(EMotionFX::AnimGraphInstance*,
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AZ::u32 parameterIndex,
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const AZ::Vector3& beforeValue,
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const AZ::Vector3& afterValue)
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{
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AZ_UNUSED(beforeValue);
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SetParameterOnServer<AnimParameter::Type::Vector3>(static_cast<AZ::u8>(parameterIndex), afterValue);
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}
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void AnimGraphNetSyncComponent::OnAnimGraphRotationParameterChanged(EMotionFX::AnimGraphInstance*,
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AZ::u32 parameterIndex,
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const AZ::Quaternion& beforeValue,
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const AZ::Quaternion& afterValue)
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{
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AZ_UNUSED(beforeValue);
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SetParameterOnServer<AnimParameter::Type::Quaternion>(static_cast<AZ::u8>(parameterIndex), afterValue);
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}
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void AnimGraphNetSyncComponent::OnActiveNodesChanged(const NodeIndexContainer& activeNodes, const GridMate::TimeContext& tc)
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{
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AZ_UNUSED(tc);
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// Client receiving values
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if (m_instance)
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{
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if (const AZStd::shared_ptr<AnimGraphSnapshot> snapshot = m_instance->GetSnapshot())
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{
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snapshot->SetActiveNodes(activeNodes);
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}
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}
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}
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void AnimGraphNetSyncComponent::OnMotionNodesChanged(const MotionNodePlaytimeContainer& motionNodes, const GridMate::TimeContext& tc)
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{
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AZ_UNUSED(tc);
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// Client receiving values
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if (m_instance)
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{
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if (const AZStd::shared_ptr<AnimGraphSnapshot> snapshot = m_instance->GetSnapshot())
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{
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snapshot->SetMotionNodePlaytimes(motionNodes);
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}
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}
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}
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bool AnimGraphNetSyncComponent::IsDifferent(const MotionNodePlaytimeContainer& oldList, const MotionNodePlaytimeContainer& newList) const
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{
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if (oldList.size() != newList.size())
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{
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return true;
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}
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AZStd::size_t i = 0;
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for (auto& value : oldList)
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{
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if (value.first != newList[i].first || value.second != newList[i].second)
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{
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return true;
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}
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++i;
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}
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return false;
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}
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bool AnimGraphNetSyncComponent::IsDifferent(const NodeIndexContainer& oldList, const NodeIndexContainer& newList) const
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{
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if (oldList.size() != newList.size())
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{
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return true;
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}
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AZStd::size_t i = 0;
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for (AZ::u32 value : oldList)
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{
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if (value != newList[i])
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{
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return true;
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}
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++i;
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}
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return false;
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}
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void AnimGraphNetSyncComponent::OnTick(float deltaTime, AZ::ScriptTimePoint time)
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{
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AZ_UNUSED(deltaTime);
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AZ_UNUSED(time);
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if (!GetChunk())
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{
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return; // network is not ready yet
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}
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if (m_instance)
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{
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if (const AZStd::shared_ptr<AnimGraphSnapshot> snapshot = m_instance->GetSnapshot())
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{
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if (m_syncActiveNodes)
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{
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const NodeIndexContainer& activeNodes = snapshot->GetActiveNodes();
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const NodeIndexContainer& currentValue = GetChunk()->m_activeNodes.Get();
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if (IsDifferent(currentValue, activeNodes))
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{
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GetChunk()->m_activeNodes.Set(activeNodes); // Server sending the values
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}
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}
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if (m_syncMotionNodes)
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{
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const MotionNodePlaytimeContainer& playTimes = snapshot->GetMotionNodePlaytimes();
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const MotionNodePlaytimeContainer& currentTimes = GetChunk()->m_motionNodes.Get();
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if (IsDifferent(currentTimes, playTimes))
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{
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GetChunk()->m_motionNodes.Set(playTimes); // Server sending the values
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}
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}
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}
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}
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}
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void AnimGraphNetSyncComponent::OnAnimGraphInstanceCreated(EMotionFX::AnimGraphInstance* instance)
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{
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m_instance = instance;
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if (m_instance)
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{
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const bool isAuthoritative = AzFramework::NetQuery::IsEntityAuthoritative(GetEntityId());
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if (!m_instance->GetSnapshot())
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{
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m_instance->CreateSnapshot(isAuthoritative);
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}
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}
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}
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void AnimGraphNetSyncComponent::OnAnimGraphInstanceDestroyed(EMotionFX::AnimGraphInstance*)
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{
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m_instance = nullptr;
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}
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AnimGraphNetSyncComponent::Chunk* AnimGraphNetSyncComponent::GetChunk() const
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{
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return static_cast<Chunk*>(m_chunk.get());
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}
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GridMate::ReplicaChunkPtr AnimGraphNetSyncComponent::GetNetworkBinding()
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{
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m_chunk = GridMate::CreateReplicaChunk<Chunk>();
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AZ_Assert(m_chunk, "Failed to create a chunk");
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if (m_instance)
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{
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if (!m_instance->GetSnapshot())
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{
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m_instance->CreateSnapshot(true /* authoritative */);
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}
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}
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return m_chunk;
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}
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void AnimGraphNetSyncComponent::SetNetworkBinding(GridMate::ReplicaChunkPtr chunk)
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{
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m_chunk = chunk;
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m_chunk->SetHandler(this);
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}
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void AnimGraphNetSyncComponent::UnbindFromNetwork()
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{
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AZ_Assert(m_chunk, "There wasn't any chunk present");
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if (m_chunk)
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{
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m_chunk->SetHandler(nullptr);
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m_chunk = nullptr;
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}
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}
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}
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} // namespace Integration
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} // namespace EMotionFXAnimation
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