f44169f7fa
* Remove AssetSerializer inclusion from SerializeContext header Moved a few Reflect methods to new cpp files. In addition, some preparations for further header dependency reductions. Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com> * Fix smoke test lua failures. Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com> * Windows build fixes. Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com> * Missing license headers Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com> * Fix white-space issues. Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com> * Code review fix for AzToolsFramework/AssetEditor/AssetEditorBus.h Co-authored-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com> Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com> * Fix inheritance list wrapping broken by older clang-format Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com> Co-authored-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
77 lines
2.8 KiB
C++
77 lines
2.8 KiB
C++
/*
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* Copyright (c) Contributors to the Open 3D Engine Project.
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* For complete copyright and license terms please see the LICENSE at the root of this distribution.
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*
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* SPDX-License-Identifier: Apache-2.0 OR MIT
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*
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*/
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#include <Source/Pipeline/NetworkSpawnableHolderComponent.h>
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#include <AzCore/Serialization/SerializeContext.h>
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#include <AzCore/Asset/AssetSerializer.h>
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#include <AzFramework/Components/TransformComponent.h>
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#include <Multiplayer/IMultiplayer.h>
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namespace Multiplayer
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{
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void NetworkSpawnableHolderComponent::Reflect(AZ::ReflectContext* context)
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{
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AZ::SerializeContext* serializeContext = azrtti_cast<AZ::SerializeContext*>(context);
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if (serializeContext)
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{
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serializeContext->Class<NetworkSpawnableHolderComponent, AZ::Component>()
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->Version(1)
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->Field("AssetRef", &NetworkSpawnableHolderComponent::m_networkSpawnableAsset);
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}
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}
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void NetworkSpawnableHolderComponent::GetDependentServices(AZ::ComponentDescriptor::DependencyArrayType& dependent)
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{
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// TransformService isn't strictly required in this component (Identity transform will be used by default)
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// However we need to make sure if there's a component providing TransformService it is activated first.
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dependent.push_back(AZ_CRC_CE("TransformService"));
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}
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NetworkSpawnableHolderComponent::NetworkSpawnableHolderComponent()
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{
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}
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void NetworkSpawnableHolderComponent::Activate()
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{
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const auto agentType = GetMultiplayer()->GetAgentType();
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const bool shouldSpawnNetEntities =
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(agentType == MultiplayerAgentType::ClientServer || agentType == MultiplayerAgentType::DedicatedServer);
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if(shouldSpawnNetEntities)
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{
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AZ::Transform rootEntityTransform = AZ::Transform::CreateIdentity();
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if(auto* transformInterface = GetEntity()->GetTransform())
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{
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rootEntityTransform = transformInterface->GetWorldTM();
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}
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INetworkEntityManager* networkEntityManager = GetNetworkEntityManager();
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AZ_Assert(networkEntityManager != nullptr,
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"Network Entity Manager must be initialized before NetworkSpawnableHolderComponent is activated");
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m_netSpawnableTicket = networkEntityManager->RequestNetSpawnableInstantiation(m_networkSpawnableAsset, rootEntityTransform);
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}
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}
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void NetworkSpawnableHolderComponent::Deactivate()
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{
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m_netSpawnableTicket.reset();
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}
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void NetworkSpawnableHolderComponent::SetNetworkSpawnableAsset(AZ::Data::Asset<AzFramework::Spawnable> networkSpawnableAsset)
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{
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m_networkSpawnableAsset = networkSpawnableAsset;
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}
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AZ::Data::Asset<AzFramework::Spawnable> NetworkSpawnableHolderComponent::GetNetworkSpawnableAsset() const
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{
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return m_networkSpawnableAsset;
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}
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}
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