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o3de/Gems/Multiplayer/Code/Source/ReplicationWindows/ServerToClientReplicationWi...

86 lines
3.3 KiB
C++

/*
* Copyright (c) Contributors to the Open 3D Engine Project
*
* SPDX-License-Identifier: Apache-2.0 OR MIT
*
*/
#pragma once
#include <Multiplayer/IMultiplayer.h>
#include <Multiplayer/NetworkEntity/NetworkEntityHandle.h>
#include <Multiplayer/ReplicationWindows/IReplicationWindow.h>
#include <AzNetworking/ConnectionLayer/IConnection.h>
#include <AzCore/Component/EntityBus.h>
#include <AzCore/EBus/ScheduledEvent.h>
#include <AzCore/Console/IConsole.h>
#include <AzCore/std/smart_ptr/unique_ptr.h>
namespace Multiplayer
{
class NetSystemComponent;
class ServerToClientReplicationWindow
: public IReplicationWindow
{
public:
struct PrioritizedReplicationCandidate
{
PrioritizedReplicationCandidate() = default;
PrioritizedReplicationCandidate(const ConstNetworkEntityHandle& entityHandle, float priority);
bool operator <(const PrioritizedReplicationCandidate& rhs) const;
bool operator >(const PrioritizedReplicationCandidate& rhs) const;
ConstNetworkEntityHandle m_entityHandle;
float m_priority;
};
// we sort lowest priority first, so that we can easily keep the biggest N priorities
using ReplicationCandidateQueue = AZStd::priority_queue<PrioritizedReplicationCandidate>;
ServerToClientReplicationWindow(NetworkEntityHandle controlledEntity, const AzNetworking::IConnection* connection);
//! IReplicationWindow interface
//! @{
bool ReplicationSetUpdateReady() override;
const ReplicationSet& GetReplicationSet() const override;
uint32_t GetMaxEntityReplicatorSendCount() const override;
bool IsInWindow(const ConstNetworkEntityHandle& entityPtr, NetEntityRole& outNetworkRole) const override;
void UpdateWindow() override;
void DebugDraw() const override;
//! @}
private:
void OnEntityActivated(AZ::Entity* entity);
void OnEntityDeactivated(AZ::Entity* entity);
//void CollectControlledEntitiesRecursive(ReplicationSet& replicationSet, EntityHierarchyComponent::Authority& hierarchyController);
void EvaluateConnection();
void AddEntityToReplicationSet(ConstNetworkEntityHandle& entityHandle, float priority, float distanceSquared);
ServerToClientReplicationWindow& operator=(const ServerToClientReplicationWindow&) = delete;
// sorted in reverse, lowest priority is the top()
ReplicationCandidateQueue m_candidateQueue;
ReplicationSet m_replicationSet;
AZ::ScheduledEvent m_updateWindowEvent;
NetworkEntityHandle m_controlledEntity;
AZ::TransformInterface* m_controlledEntityTransform = nullptr;
AZ::EntityActivatedEvent::Handler m_entityActivatedEventHandler;
AZ::EntityDeactivatedEvent::Handler m_entityDeactivatedEventHandler;
//NetBindComponent* m_controlledNetBindComponent = nullptr;
const AzNetworking::IConnection* m_connection = nullptr;
float m_minPriorityReplicated = 0.0f; ///< Lowest replicated entity priority in last update
// Cached values to detect a poor network connection
uint32_t m_lastCheckedSentPackets = 0;
uint32_t m_lastCheckedLostPackets = 0;
bool m_isPoorConnection = true;
};
}