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o3de/Gems/Multiplayer/Code/Source/AutoGen
Gene Walters 73b04d7e34
Network Input Exposed to Script (#3990)
* NetworkInput now has new attribute called ExposeToScript. NetworkInput with this attribute set to True will be exposed to behavior context. Also added a CreateFromValues for the NetworkInput where scripters can create an instance of the MyComponentNetworkInput class which will eventually be passed around CreateInput and ProcessInput events.

Signed-off-by: Gene Walters <genewalt@amazon.com>

* Adding Create Input event handler. SC can now receive the event to create input, and send it over the network

Signed-off-by: Gene Walters <genewalt@amazon.com>

* Auto-component controller will now generate CreateInput/ProcessInput methods if they have input exposed to script, not ready for use yet, just stubbed in

Signed-off-by: Gene Walters <genewalt@amazon.com>

* Reducing code replication by putting common network input variables into AutoComponent_Common.jinja

Signed-off-by: Gene Walters <genewalt@amazon.com>

* Fix minor comment typo in the CreateInput method

Signed-off-by: Gene Walters <genewalt@amazon.com>

* Small fix. Changing ebus call from MyComponentNameCreateInput to just CreateInput. It's part of the MyComponentRequestBus so adding the component name before CreateInput is noisy

Signed-off-by: Gene Walters <genewalt@amazon.com>

* Cleaning with jinja a bit using macro calls to iterate over scriptable netinputs

Signed-off-by: Gene Walters <genewalt@amazon.com>

* ProcessInput will now be triggered in script

Signed-off-by: Gene Walters <genewalt@amazon.com>

* ProcessInput event is sent to script. Script can now create and process input. Tested locally with a simple script.

Signed-off-by: Gene Walters <genewalt@amazon.com>

* Created a seperate CreateInputFromScript and ProcessInputFromScript. Developers no longer need to remember to call the BaseClass::CreateInput and ProcessInput since CreateInputFromScript will automatically be called beforehand.

Signed-off-by: Gene Walters <genewalt@amazon.com>
4 years ago
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AutoComponentTypes_Header.jinja A bunch of work to get external multiplayer components to actually work 5 years ago
AutoComponentTypes_Source.jinja 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
AutoComponent_Common.jinja Network Input Exposed to Script (#3990) 4 years ago
AutoComponent_Header.jinja Network Input Exposed to Script (#3990) 4 years ago
AutoComponent_Source.jinja Network Input Exposed to Script (#3990) 4 years ago
LocalPredictionPlayerInputComponent.AutoComponent.xml Changes to desync debug output to make it less stressful on bandwidth and the server, as well as some fixes to corrections on the local client 4 years ago
Multiplayer.AutoPackets.xml Move packet dispatch to return an enum that includes a pending option 4 years ago
MultiplayerEditor.AutoPackets.xml SPEC-7469 Multiplayer Editor Ctrl+G fails due to EditorInfo packets reordering. SPEC-7471 Multiplayer Editor Ctrl+G asserts after CreateEntitiesImmediate 5 years ago
NetworkTransformComponent.AutoComponent.xml Changes to fix rewindable attributes incorrectly used on read-only archetype data, fix some bad logic in the pre-render blending code, adding a serializer for AZ::Transform, and adding our client.cfg and server.cfg files to .gitignore 5 years ago