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60 lines
2.6 KiB
C++
60 lines
2.6 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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#include <Source/ConnectionData/ClientToServerConnectionData.h>
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namespace Multiplayer
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{
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static constexpr uint32_t Uint32Max = AZStd::numeric_limits<uint32_t>::max();
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// This can be used to help mitigate client side performance when large numbers of entities are created off the network
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AZ_CVAR(uint32_t, cl_ClientMaxRemoteEntitiesPendingCreationCount, Uint32Max, nullptr, AZ::ConsoleFunctorFlags::DontReplicate, "Maximum number of entities that we have sent to the client, but have not had a confirmation back from the client");
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AZ_CVAR(AZ::TimeMs, cl_ClientEntityReplicatorPendingRemovalTimeMs, AZ::TimeMs{ 10000 }, nullptr, AZ::ConsoleFunctorFlags::DontReplicate, "How long should wait prior to removing an entity for the client through a change in the replication window, entity deletes are still immediate");
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ClientToServerConnectionData::ClientToServerConnectionData
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(
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AzNetworking::IConnection* connection,
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AzNetworking::IConnectionListener& connectionListener
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)
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: m_connection(connection)
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, m_entityReplicationManager(*connection, connectionListener, EntityReplicationManager::Mode::LocalClientToRemoteServer)
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{
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m_entityReplicationManager.SetMaxRemoteEntitiesPendingCreationCount(cl_ClientMaxRemoteEntitiesPendingCreationCount);
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m_entityReplicationManager.SetEntityPendingRemovalMs(cl_ClientEntityReplicatorPendingRemovalTimeMs);
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}
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ClientToServerConnectionData::~ClientToServerConnectionData()
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{
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m_entityReplicationManager.Clear(false);
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}
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ConnectionDataType ClientToServerConnectionData::GetConnectionDataType() const
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{
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return ConnectionDataType::ClientToServer;
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}
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AzNetworking::IConnection* ClientToServerConnectionData::GetConnection() const
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{
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return m_connection;
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}
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EntityReplicationManager& ClientToServerConnectionData::GetReplicationManager()
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{
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return m_entityReplicationManager;
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}
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void ClientToServerConnectionData::Update([[maybe_unused]] AZ::TimeMs serverGameTimeMs)
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{
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m_entityReplicationManager.ActivatePendingEntities();
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}
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}
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