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138 lines
5.6 KiB
C++
138 lines
5.6 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 <Source/NetworkEntity/NetworkEntityHandle.h>
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#include <AzCore/Math/Aabb.h>
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namespace Multiplayer
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{
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class NetworkInput;
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class NetBindComponent;
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class MultiplayerComponent;
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//! @class MultiplayerController
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//! @brief A base class for all multiplayer component controllers responsible for running local prediction logic.
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class MultiplayerController
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{
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public:
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enum class InputPriorityOrder
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{
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First = 0,
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Default = 1000,
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SubEntities = 90000,
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Last = 100000
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};
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MultiplayerController(MultiplayerComponent& owner);
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virtual ~MultiplayerController() = default;
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//! Activates the controller.
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virtual void Activate(EntityIsMigrating entityIsMigrating) = 0;
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//! Deactivates the controller.
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virtual void Deactivate(EntityIsMigrating entityIsMigrating) = 0;
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//! Returns the networkId for the entity that owns this controller.
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//! @return the networkId for the entity that owns this controller
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NetEntityId GetNetEntityId() const;
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//! Returns the networkRole for the entity that owns this controller.
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//! @return the networkRole for the entity that owns this controller
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NetEntityRole GetNetEntityRole() const;
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//! Returns the raw AZ::Entity pointer for the entity that owns this controller.
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//! @return the raw AZ::Entity pointer for the entity that owns this controller
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AZ::Entity* GetEntity() const;
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//! Returns the network entity handle for the entity that owns this controller.
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//! @return the network entity handle for the entity that owns this controller
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ConstNetworkEntityHandle GetEntityHandle() const;
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//! Returns the network entity handle for the entity that owns this controller.
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//! @return the network entity handle for the entity that owns this controller
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NetworkEntityHandle GetEntityHandle();
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protected:
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//! Returns the NetBindComponent responsible for net binding for this controller
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//! @{
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const NetBindComponent* GetNetBindComponent() const;
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NetBindComponent* GetNetBindComponent();
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//! @}
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//! Returns the MultiplayerComponent that owns this controller instance.
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//! @return the MultiplayerComponent that owns this controller instance
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//! @{
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const MultiplayerComponent& GetOwner() const;
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MultiplayerComponent& GetOwner();
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//! @}
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//! Returns true if the owning entity is currently inside ProcessInput scope.
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bool IsProcessingInput() const;
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//! Returns the input priority ordering for determining the order of ProcessInput or CreateInput functions.
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virtual InputPriorityOrder GetInputOrder() const = 0;
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//! Queries the rewind system to determine what volume is relevent for a given input, this is very important for performance at scale.
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//! @param networkInput input structure to process
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//! @param deltaTime amount of time the provided input would be integrated over
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//! @return a world-space aabb representing the volume relevent to the provided input
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virtual AZ::Aabb GetRewindBoundsForInput(const NetworkInput& networkInput, float deltaTime) const = 0;
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//! Base execution for ProcessInput packet, do not call directly.
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//! @param networkInput input structure to process
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//! @param deltaTime amount of time to integrate the provided inputs over
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virtual void ProcessInput(NetworkInput& networkInput, float deltaTime) = 0;
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//! Only valid on a client, should never be invoked on the server.
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//! @param networkInput input structure to process
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//! @param deltaTime amount of time to integrate the provided inputs over
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virtual void CreateInput(NetworkInput& networkInput, float deltaTime) = 0;
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template <typename ComponentType>
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const ComponentType* FindComponent() const;
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template <typename ComponentType>
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ComponentType* FindComponent();
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template <typename ControllerType>
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ControllerType* FindController(const NetworkEntityHandle& entityHandle) const;
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MultiplayerController* FindController(const AZ::Uuid& typeId, const NetworkEntityHandle& entityHandle) const;
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private:
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MultiplayerComponent& m_owner;
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friend class NetBindComponent; // For access to create and process input methods
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};
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template <typename ComponentType>
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inline const ComponentType* MultiplayerController::FindComponent() const
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{
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return GetEntity()->FindComponent<ComponentType>();
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}
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template <typename ComponentType>
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inline ComponentType* MultiplayerController::FindComponent()
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{
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return GetEntity()->FindComponent<ComponentType>();
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}
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template <typename ControllerType>
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inline ControllerType* MultiplayerController::FindController(const NetworkEntityHandle& entityHandle) const
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{
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return static_cast<ControllerType*>(FindController(typename ControllerType::ComponentType::RTTI_Type(), entityHandle));
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}
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}
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