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93 lines
3.8 KiB
C++
93 lines
3.8 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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#pragma once
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#include <Multiplayer/IMultiplayer.h>
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#include <Multiplayer/NetworkEntity/NetworkEntityHandle.h>
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#include <Multiplayer/ReplicationWindows/IReplicationWindow.h>
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#include <AzNetworking/ConnectionLayer/IConnection.h>
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#include <AzCore/Component/EntityBus.h>
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#include <AzCore/EBus/ScheduledEvent.h>
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#include <AzCore/Console/IConsole.h>
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#include <AzCore/std/smart_ptr/unique_ptr.h>
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namespace Multiplayer
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{
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class NetSystemComponent;
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class ServerToClientReplicationWindow
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: public IReplicationWindow
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{
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public:
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struct PrioritizedReplicationCandidate
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{
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PrioritizedReplicationCandidate() = default;
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PrioritizedReplicationCandidate(const ConstNetworkEntityHandle& entityHandle, float priority);
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bool operator <(const PrioritizedReplicationCandidate& rhs) const;
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bool operator >(const PrioritizedReplicationCandidate& rhs) const;
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ConstNetworkEntityHandle m_entityHandle;
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float m_priority;
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};
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// we sort lowest priority first, so that we can easily keep the biggest N priorities
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using ReplicationCandidateQueue = AZStd::priority_queue<PrioritizedReplicationCandidate>;
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ServerToClientReplicationWindow(NetworkEntityHandle controlledEntity, const AzNetworking::IConnection* connection);
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//! IReplicationWindow interface
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//! @{
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bool ReplicationSetUpdateReady() override;
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const ReplicationSet& GetReplicationSet() const override;
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uint32_t GetMaxEntityReplicatorSendCount() const override;
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bool IsInWindow(const ConstNetworkEntityHandle& entityPtr, NetEntityRole& outNetworkRole) const override;
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void UpdateWindow() override;
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void DebugDraw() const override;
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//! @}
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private:
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void OnEntityActivated(AZ::Entity* entity);
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void OnEntityDeactivated(AZ::Entity* entity);
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//void CollectControlledEntitiesRecursive(ReplicationSet& replicationSet, EntityHierarchyComponent::Authority& hierarchyController);
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//void OnAddFilteredEntity(NetEntityId filteredEntityId);
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void EvaluateConnection();
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void AddEntityToReplicationSet(ConstNetworkEntityHandle& entityHandle, float priority, float distanceSquared);
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ServerToClientReplicationWindow& operator=(const ServerToClientReplicationWindow&) = delete;
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// sorted in reverse, lowest priority is the top()
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ReplicationCandidateQueue m_candidateQueue;
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ReplicationSet m_replicationSet;
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AZ::ScheduledEvent m_updateWindowEvent;
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NetworkEntityHandle m_controlledEntity;
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AZ::TransformInterface* m_controlledEntityTransform = nullptr;
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AZ::EntityActivatedEvent::Handler m_entityActivatedEventHandler;
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AZ::EntityDeactivatedEvent::Handler m_entityDeactivatedEventHandler;
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//FilteredEntityComponent::Authority* m_controlledFilteredEntityComponent = nullptr;
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//NetBindComponent* m_controlledNetBindComponent = nullptr;
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const AzNetworking::IConnection* m_connection = nullptr;
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float m_minPriorityReplicated = 0.0f; ///< Lowest replicated entity priority in last update
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// Cached values to detect a poor network connection
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uint32_t m_lastCheckedSentPackets = 0;
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uint32_t m_lastCheckedLostPackets = 0;
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bool m_isPoorConnection = true;
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};
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}
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