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o3de/Gems/Multiplayer/Code/Include/Multiplayer/IMultiplayer.h
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2021-07-02 16:29:27 -05:00

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/*
* Copyright (c) Contributors to the Open 3D Engine Project. For complete copyright and license terms please see the LICENSE at the root of this distribution.
*
* SPDX-License-Identifier: Apache-2.0 OR MIT
*
*/
#pragma once
#include <AzCore/RTTI/RTTI.h>
#include <AzNetworking/ConnectionLayer/IConnection.h>
#include <AzNetworking/DataStructures/ByteBuffer.h>
#include <Multiplayer/NetworkEntity/IFilterEntityManager.h>
#include <Multiplayer/Components/MultiplayerComponentRegistry.h>
#include <Multiplayer/NetworkEntity/INetworkEntityManager.h>
#include <Multiplayer/NetworkTime/INetworkTime.h>
#include <Multiplayer/MultiplayerStats.h>
namespace AzNetworking
{
class INetworkInterface;
}
namespace Multiplayer
{
//! Collection of types of Multiplayer Connections
enum class MultiplayerAgentType
{
Uninitialized, //!< Agent is uninitialized.
Client, //!< A Client connected to either a server or host.
ClientServer, //!< A Client that also hosts and is the authority of the session
DedicatedServer //!< A Dedicated Server which does not locally host any clients
};
//! @brief Payload detailing aspects of a Connection other services may be interested in
struct MultiplayerAgentDatum
{
bool m_isInvited;
MultiplayerAgentType m_agentType;
AzNetworking::ConnectionId m_id;
AzNetworking::ByteBuffer<2048> m_userData;
};
using ClientDisconnectedEvent = AZ::Event<>;
using ConnectionAcquiredEvent = AZ::Event<MultiplayerAgentDatum>;
using SessionInitEvent = AZ::Event<AzNetworking::INetworkInterface*>;
using SessionShutdownEvent = AZ::Event<AzNetworking::INetworkInterface*>;
//! @class IMultiplayer
//! @brief IMultiplayer provides insight into the Multiplayer session and its Agents
//!
//! IMultiplayer is an AZ::Interface<T> that provides applications access to
//! multiplayer session information and events. IMultiplayer is implemented on the
//! MultiplayerSystemComponent and is used to define and access information about
//! the type of session and the role held by the current agent. An Agent is defined
//! here as an actor in a session. Types of Agents included by default are a Client,
//! a Client Server and a Dedicated Server.
//!
//! IMultiplayer also provides events to allow developers to receive and respond to
//! notifications relating to the session. These include Session Init and Shutdown
//! and on acquisition of a new connection. These events are only fired on Client
//! Server or Dedicated Server. These events are useful for services that talk to
//! matchmaking services that may run in an entirely different layer which may need
//! insight to the gameplay session.
class IMultiplayer
{
public:
AZ_RTTI(IMultiplayer, "{90A001DD-AD31-46C7-9FBE-1059AFB7F5E9}");
virtual ~IMultiplayer() = default;
//! Gets the type of Agent this IMultiplayer impl represents.
//! @return The type of agents represented
virtual MultiplayerAgentType GetAgentType() const = 0;
//! Sets the type of this Multiplayer connection and calls any related callback.
//! @param state The state of this connection
virtual void InitializeMultiplayer(MultiplayerAgentType state) = 0;
//! Starts hosting a server
//! @param port The port to listen for connection on
//! @param isDedicated Whether the server is dedicated or client hosted
//! @return if the application successfully started hosting
virtual bool StartHosting(uint16_t port, bool isDedicated = true) = 0;
//! Connects to the specified IP as a Client
//! @param remoteAddress The domain or IP to connect to
//! @param port The port to connect to
//! @result if a connection was successfully created
virtual bool Connect(AZStd::string remoteAddress, uint16_t port) = 0;
// Disconnects all multiplayer connections, stops listening on the server and invokes handlers appropriate to network context
//! @param reason The reason for terminating connections
virtual void Terminate(AzNetworking::DisconnectReason reason) = 0;
//! Adds a ClientDisconnectedEvent Handler which is invoked on the client when a disconnection occurs
//! @param handler The ClientDisconnectedEvent Handler to add
virtual void AddClientDisconnectedHandler(ClientDisconnectedEvent::Handler& handler) = 0;
//! Adds a ConnectionAcquiredEvent Handler which is invoked when a new endpoint connects to the session.
//! @param handler The ConnectionAcquiredEvent Handler to add
virtual void AddConnectionAcquiredHandler(ConnectionAcquiredEvent::Handler& handler) = 0;
//! Adds a SessionInitEvent Handler which is invoked when a new network session starts.
//! @param handler The SessionInitEvent Handler to add
virtual void AddSessionInitHandler(SessionInitEvent::Handler& handler) = 0;
//! Adds a SessionShutdownEvent Handler which is invoked when the current network session ends.
//! @param handler The SessionShutdownEvent handler to add
virtual void AddSessionShutdownHandler(SessionShutdownEvent::Handler& handler) = 0;
//! Sends a packet telling if entity update messages can be sent
//! @param readyForEntityUpdates Ready for entity updates or not
virtual void SendReadyForEntityUpdates(bool readyForEntityUpdates) = 0;
//! Returns the current server time in milliseconds.
//! This can be one of three possible values:
//! 1. On the host outside of rewind scope, this will return the latest application elapsed time in ms.
//! 2. On the host within rewind scope, this will return the rewound time in ms.
//! 3. On the client, this will return the most recently replicated server time in ms.
//! @return the current server time in milliseconds
virtual AZ::TimeMs GetCurrentHostTimeMs() const = 0;
//! Returns the network time instance bound to this multiplayer instance.
//! @return pointer to the network time instance bound to this multiplayer instance
virtual INetworkTime* GetNetworkTime() = 0;
//! Returns the network entity manager instance bound to this multiplayer instance.
//! @return pointer to the network entity manager instance bound to this multiplayer instance
virtual INetworkEntityManager* GetNetworkEntityManager() = 0;
//! Sets user-defined filtering manager for entities.
//! This allows selectively choosing which entities to replicate on a per client connection.
//! See IFilterEntityManager for details.
//! @param entityFilter non-owning pointer, the caller is responsible for memory management.
virtual void SetFilterEntityManager(IFilterEntityManager* entityFilter) = 0;
//! @return pointer to the user-defined filtering manager of entities. By default, this isn't set and returns nullptr.
virtual IFilterEntityManager* GetFilterEntityManager() = 0;
//! Retrieve the stats object bound to this multiplayer instance.
//! @return the stats object bound to this multiplayer instance
MultiplayerStats& GetStats() { return m_stats; }
private:
MultiplayerStats m_stats;
};
// Convenience helpers
inline IMultiplayer* GetMultiplayer()
{
return AZ::Interface<IMultiplayer>::Get();
}
inline INetworkEntityManager* GetNetworkEntityManager()
{
IMultiplayer* multiplayer = GetMultiplayer();
return (multiplayer != nullptr) ? multiplayer->GetNetworkEntityManager() : nullptr;
}
inline NetworkEntityTracker* GetNetworkEntityTracker()
{
INetworkEntityManager* networkEntityManager = GetNetworkEntityManager();
return (networkEntityManager != nullptr) ? networkEntityManager->GetNetworkEntityTracker() : nullptr;
}
inline NetworkEntityAuthorityTracker* GetNetworkEntityAuthorityTracker()
{
INetworkEntityManager* networkEntityManager = GetNetworkEntityManager();
return (networkEntityManager != nullptr) ? networkEntityManager->GetNetworkEntityAuthorityTracker() : nullptr;
}
inline MultiplayerComponentRegistry* GetMultiplayerComponentRegistry()
{
INetworkEntityManager* networkEntityManager = GetNetworkEntityManager();
return (networkEntityManager != nullptr) ? networkEntityManager->GetMultiplayerComponentRegistry() : nullptr;
}
//! @class ScopedAlterTime
//! @brief This is a wrapper that temporarily adjusts global program time for backward reconciliation purposes.
class ScopedAlterTime final
{
public:
inline ScopedAlterTime(HostFrameId frameId, AZ::TimeMs timeMs, AzNetworking::ConnectionId connectionId)
{
INetworkTime* time = GetNetworkTime();
m_previousHostFrameId = time->GetHostFrameId();
m_previousHostTimeMs = time->GetHostTimeMs();
m_previousRewindConnectionId = time->GetRewindingConnectionId();
time->AlterTime(frameId, timeMs, connectionId);
}
inline ~ScopedAlterTime()
{
INetworkTime* time = GetNetworkTime();
time->AlterTime(m_previousHostFrameId, m_previousHostTimeMs, m_previousRewindConnectionId);
}
private:
HostFrameId m_previousHostFrameId = InvalidHostFrameId;
AZ::TimeMs m_previousHostTimeMs = AZ::TimeMs{ 0 };
AzNetworking::ConnectionId m_previousRewindConnectionId = AzNetworking::InvalidConnectionId;
};
inline const char* GetEnumString(MultiplayerAgentType value)
{
switch (value)
{
case MultiplayerAgentType::Uninitialized:
return "Uninitialized";
case MultiplayerAgentType::Client:
return "Client";
case MultiplayerAgentType::ClientServer:
return "ClientServer";
case MultiplayerAgentType::DedicatedServer:
return "DedicatedServer";
}
return "INVALID";
}
}