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134 lines
6.6 KiB
C++
134 lines
6.6 KiB
C++
/*
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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.
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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/ConnectionData/ServerToClientConnectionData.h>
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#include <Multiplayer/IMultiplayer.h>
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namespace Multiplayer
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{
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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, sv_ClientMaxRemoteEntitiesPendingCreationCount, AZStd::numeric_limits<uint32_t>::max(), 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(uint32_t, sv_ClientMaxRemoteEntitiesPendingCreationCountPostInit, AZStd::numeric_limits<uint32_t>::max(), nullptr, AZ::ConsoleFunctorFlags::DontReplicate, "Maximum number of entities that we will send to clients after gameplay has begun");
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AZ_CVAR(AZ::TimeMs, sv_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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AZ_CVAR(bool, sv_removeDefaultPlayerSpawnableOnDisconnect, true, nullptr, AZ::ConsoleFunctorFlags::DontReplicate, "Whether to remove player's default spawnable when a player disconnects");
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ServerToClientConnectionData::ServerToClientConnectionData
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(
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AzNetworking::IConnection* connection,
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AzNetworking::IConnectionListener& connectionListener,
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NetworkEntityHandle controlledEntity
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)
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: m_connection(connection)
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, m_controlledEntityRemovedHandler([this](const ConstNetworkEntityHandle&) { OnControlledEntityRemove(); })
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, m_controlledEntityMigrationHandler([this](const ConstNetworkEntityHandle& entityHandle, HostId remoteHostId, AzNetworking::ConnectionId connectionId) { OnControlledEntityMigration(entityHandle, remoteHostId, connectionId); })
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, m_controlledEntity(controlledEntity)
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, m_entityReplicationManager(*connection, connectionListener, EntityReplicationManager::Mode::LocalServerToRemoteClient)
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{
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NetBindComponent* netBindComponent = m_controlledEntity.GetNetBindComponent();
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if (netBindComponent != nullptr)
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{
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netBindComponent->AddEntityStopEventHandler(m_controlledEntityRemovedHandler);
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netBindComponent->AddEntityServerMigrationEventHandler(m_controlledEntityMigrationHandler);
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}
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m_entityReplicationManager.SetMaxRemoteEntitiesPendingCreationCount(sv_ClientMaxRemoteEntitiesPendingCreationCount);
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m_entityReplicationManager.SetEntityPendingRemovalMs(sv_ClientEntityReplicatorPendingRemovalTimeMs);
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}
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ServerToClientConnectionData::~ServerToClientConnectionData()
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{
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if (sv_removeDefaultPlayerSpawnableOnDisconnect)
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{
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AZ::Interface<IMultiplayer>::Get()->GetNetworkEntityManager()->MarkForRemoval(m_controlledEntity);
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}
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m_entityReplicationManager.Clear(false);
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m_controlledEntityRemovedHandler.Disconnect();
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}
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ConnectionDataType ServerToClientConnectionData::GetConnectionDataType() const
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{
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return ConnectionDataType::ServerToClient;
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}
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AzNetworking::IConnection* ServerToClientConnectionData::GetConnection() const
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{
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return m_connection;
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}
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EntityReplicationManager& ServerToClientConnectionData::GetReplicationManager()
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{
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return m_entityReplicationManager;
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}
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void ServerToClientConnectionData::Update(AZ::TimeMs hostTimeMs)
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{
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m_entityReplicationManager.ActivatePendingEntities();
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if (CanSendUpdates())
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{
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NetBindComponent* netBindComponent = m_controlledEntity.GetNetBindComponent();
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// potentially false if we just migrated the player, if that is the case, don't send any more updates
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if (netBindComponent != nullptr && (netBindComponent->GetNetEntityRole() == NetEntityRole::Authority))
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{
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m_entityReplicationManager.SendUpdates(hostTimeMs);
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}
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}
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}
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void ServerToClientConnectionData::OnControlledEntityRemove()
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{
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m_connection->Disconnect(AzNetworking::DisconnectReason::TerminatedByServer, AzNetworking::TerminationEndpoint::Local);
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m_entityReplicationManager.Clear(false);
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m_controlledEntity.Reset();
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}
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void ServerToClientConnectionData::OnControlledEntityMigration
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(
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[[maybe_unused]] const ConstNetworkEntityHandle& entityHandle,
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[[maybe_unused]] HostId remoteHostId,
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[[maybe_unused]] AzNetworking::ConnectionId connectionId
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)
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{
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//Multiplayer::ServerAddrInfo serverAddr;
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//if (gNovaGame->GetMultiplayerworkAgent().GetServerToServerNetwork().GetServerAddrInfoFromConnectionId(newConnectionId, serverAddr) == false)
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//{
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// AZLOG_WARN("MigrateClient::Failed to find servershard address, userID:%d", static_cast<uint32_t>(GetUserId()));
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// return;
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//}
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//
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//Multiplayer::GameTimePoint migratedClientGameTimePoint;
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//
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//if (m_ControlledEntity != nullptr)
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//{
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// if (const PlayerNetworkInputComponent::Authority* pComponent = Multiplayer::FindController<PlayerNetworkInputComponent::Authority>(m_ControlledEntity))
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// {
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// migratedClientGameTimePoint = pComponent->GetLastInputId().GetServerGameTimePoint();
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// }
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//}
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//
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// generate crypto-rand user identifier, send to both server and client so they can negotiate the autonomous entity to assume predictive control over after migration
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//const uint64_t randomUserIdentifier = 0;
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//
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//// Tell the server a new client is about to join
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//MultiplayerPackets::NotifyClientMigration notifyClientMigration(randomUserIdentifier);
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//gNovaGame->GetMultiplayerworkAgent().GetServerToServerNetwork().SendReliablePacket(newConnectionId, notifyClientMigration);
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//
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//// Tell the client who to join
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//MultiplayerPackets::ClientMigration clientMigration(randomUserIdentifier, serverAddr, migratedClientGameTimePoint);
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//GetConnection()->SendReliablePacket(clientMigration);
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//
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//m_controlledEntity = nullptr;
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//m_canSendUpdates = false;
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}
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void ServerToClientConnectionData::OnGameplayStarted()
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{
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m_entityReplicationManager.SetMaxRemoteEntitiesPendingCreationCount(sv_ClientMaxRemoteEntitiesPendingCreationCountPostInit);
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}
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}
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