From 68b44dd868dffe33a3c69dd111065986f887c4c7 Mon Sep 17 00:00:00 2001 From: pereslav Date: Fri, 9 Jul 2021 17:00:01 +0100 Subject: [PATCH 01/64] Updated multiplayer character to not block on dynamic networked rigid bodies Signed-off-by: pereslav --- Gem/Code/CMakeLists.txt | 1 + .../Source/Components/CharacterComponent.cpp | 88 +++++++++++++++++++ .../Source/Components/CharacterComponent.h | 9 ++ .../ExampleFilteredEntityComponent.cpp | 1 + .../Components/NetworkRigidBodyComponent.cpp | 3 + .../Components/NetworkRigidBodyComponent.h | 10 ++- Prefabs/Player.prefab | 24 +++-- 7 files changed, 126 insertions(+), 10 deletions(-) diff --git a/Gem/Code/CMakeLists.txt b/Gem/Code/CMakeLists.txt index 6338025bd..51ac714b2 100644 --- a/Gem/Code/CMakeLists.txt +++ b/Gem/Code/CMakeLists.txt @@ -31,6 +31,7 @@ ly_add_target( PRIVATE Gem::LmbrCentral.Static Gem::Multiplayer.Static + Gem::PhysX.Static AUTOGEN_RULES *.AutoComponent.xml,AutoComponent_Header.jinja,$path/$fileprefix.AutoComponent.h *.AutoComponent.xml,AutoComponent_Source.jinja,$path/$fileprefix.AutoComponent.cpp diff --git a/Gem/Code/Source/Components/CharacterComponent.cpp b/Gem/Code/Source/Components/CharacterComponent.cpp index 9f364218f..7948d288c 100644 --- a/Gem/Code/Source/Components/CharacterComponent.cpp +++ b/Gem/Code/Source/Components/CharacterComponent.cpp @@ -10,9 +10,73 @@ #include #include #include +#include +#include +#include +#include namespace MultiplayerSample { + bool CollisionLayerBasedControllerFilter(const physx::PxController& controllerA, const physx::PxController& controllerB) + { + PHYSX_SCENE_READ_LOCK(controllerA.getActor()->getScene()); + physx::PxRigidDynamic* actorA = controllerA.getActor(); + physx::PxRigidDynamic* actorB = controllerB.getActor(); + + if (actorA && actorA->getNbShapes() > 0 && actorB && actorB->getNbShapes() > 0) + { + physx::PxShape* shapeA = nullptr; + actorA->getShapes(&shapeA, 1, 0); + physx::PxFilterData filterDataA = shapeA->getSimulationFilterData(); + physx::PxShape* shapeB = nullptr; + actorB->getShapes(&shapeB, 1, 0); + physx::PxFilterData filterDataB = shapeB->getSimulationFilterData(); + return PhysX::Utils::Collision::ShouldCollide(filterDataA, filterDataB); + } + + return true; + } + + physx::PxQueryHitType::Enum CollisionLayerBasedObjectPreFilter( + const physx::PxFilterData& filterData, + const physx::PxShape* shape, + const physx::PxRigidActor* actor, + [[maybe_unused]] physx::PxHitFlags& queryFlags) + { + // non-kinematic dynamic bodies should not impede the movement of the character + if (actor->getConcreteType() == physx::PxConcreteType::eRIGID_DYNAMIC) + { + const physx::PxRigidDynamic* rigidDynamic = static_cast(actor); + + bool isKinematic = (rigidDynamic->getRigidBodyFlags() & physx::PxRigidBodyFlag::eKINEMATIC); + if (isKinematic) + { + const PhysX::ActorData* actorData = PhysX::Utils::GetUserData(rigidDynamic); + const AZ::EntityId entityId = actorData->GetEntityId(); + + if (NetworkRigidBodyRequestBus::FindFirstHandler(entityId) != nullptr) + { + // Network rigid bodies are kinematic on the client but dynamic on the server, + // hence filtering treats these actors as dynamic to support client prediction and avoid desyncs + isKinematic = false; + } + } + + if (!isKinematic) + { + return physx::PxQueryHitType::eNONE; + } + } + + // all other cases should be determined by collision filters + if (PhysX::Utils::Collision::ShouldCollide(filterData, shape->getSimulationFilterData())) + { + return physx::PxQueryHitType::eBLOCK; + } + + return physx::PxQueryHitType::eNONE; + } + void CharacterComponent::CharacterComponent::Reflect(AZ::ReflectContext* context) { AZ::SerializeContext* serializeContext = azrtti_cast(context); @@ -41,6 +105,17 @@ namespace MultiplayerSample m_physicsCharacter = (characterRequests != nullptr) ? characterRequests->GetCharacter() : nullptr; GetNetBindComponent()->AddEntitySyncRewindEventHandler(m_syncRewindHandler); + if (m_physicsCharacter) + { + auto controller = static_cast(m_physicsCharacter); + controller->SetFilterFlags(physx::PxQueryFlag::eSTATIC | physx::PxQueryFlag::eDYNAMIC | physx::PxQueryFlag::ePREFILTER); + if (auto callbackManager = controller->GetCallbackManager()) + { + callbackManager->SetControllerFilter(CollisionLayerBasedControllerFilter); + callbackManager->SetObjectPreFilter(CollisionLayerBasedObjectPreFilter); + } + } + if (!HasController()) { GetNetworkTransformComponent()->TranslationAddEvent(m_translationEventHandler); @@ -73,6 +148,19 @@ namespace MultiplayerSample } } + bool CharacterComponent::IsOnGround() const + { + auto pxController = static_cast(m_physicsCharacter->GetNativePointer()); + if (!pxController) + { + return true; + } + + physx::PxControllerState state; + pxController->getState(state); + return state.touchedActor != nullptr || (state.collisionFlags & physx::PxControllerCollisionFlag::eCOLLISION_DOWN) != 0; + } + CharacterComponentController::CharacterComponentController(CharacterComponent& parent) : CharacterComponentControllerBase(parent) { diff --git a/Gem/Code/Source/Components/CharacterComponent.h b/Gem/Code/Source/Components/CharacterComponent.h index fa83fdee1..39bc8c168 100644 --- a/Gem/Code/Source/Components/CharacterComponent.h +++ b/Gem/Code/Source/Components/CharacterComponent.h @@ -9,6 +9,7 @@ #include #include +#include namespace Physics { @@ -19,6 +20,7 @@ namespace MultiplayerSample { class CharacterComponent : public CharacterComponentBase + , private PhysX::CharacterGameplayRequestBus::Handler { friend class CharacterComponentController; @@ -37,6 +39,13 @@ namespace MultiplayerSample void OnTranslationChangedEvent(const AZ::Vector3& translation); void OnSyncRewind(); + // CharacterGameplayRequestBus + bool IsOnGround() const override; + float GetGravityMultiplier() const override { return {}; } + void SetGravityMultiplier([[maybe_unused]] float gravityMultiplier) override {} + AZ::Vector3 GetFallingVelocity() const override { return {}; } + void SetFallingVelocity([[maybe_unused]] const AZ::Vector3& fallingVelocity) override {} + Physics::Character* m_physicsCharacter = nullptr; Multiplayer::EntitySyncRewindEvent::Handler m_syncRewindHandler = Multiplayer::EntitySyncRewindEvent::Handler([this]() { OnSyncRewind(); }); AZ::Event::Handler m_translationEventHandler; diff --git a/Gem/Code/Source/Components/ExampleFilteredEntityComponent.cpp b/Gem/Code/Source/Components/ExampleFilteredEntityComponent.cpp index cbb975b20..7174372df 100644 --- a/Gem/Code/Source/Components/ExampleFilteredEntityComponent.cpp +++ b/Gem/Code/Source/Components/ExampleFilteredEntityComponent.cpp @@ -7,6 +7,7 @@ #include #include +#include AZ_CVAR(bool, mps_EnableFilteringEntities, true, nullptr, AZ::ConsoleFunctorFlags::Null, "If true, enables the example of filtering entities"); diff --git a/Gem/Code/Source/Components/NetworkRigidBodyComponent.cpp b/Gem/Code/Source/Components/NetworkRigidBodyComponent.cpp index 750466425..22610e7f8 100644 --- a/Gem/Code/Source/Components/NetworkRigidBodyComponent.cpp +++ b/Gem/Code/Source/Components/NetworkRigidBodyComponent.cpp @@ -38,6 +38,8 @@ namespace MultiplayerSample void NetworkRigidBodyComponent::OnActivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating) { + NetworkRigidBodyRequestBus::Handler::BusConnect(GetEntityId()); + GetNetBindComponent()->AddEntitySyncRewindEventHandler(m_syncRewindHandler); GetEntity()->FindComponent()->BindTransformChangedEventHandler(m_transformChangedHandler); @@ -53,6 +55,7 @@ namespace MultiplayerSample void NetworkRigidBodyComponent::OnDeactivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating) { + NetworkRigidBodyRequestBus::Handler::BusDisconnect(); } void NetworkRigidBodyComponent::OnTransformUpdate(const AZ::Transform& worldTm) diff --git a/Gem/Code/Source/Components/NetworkRigidBodyComponent.h b/Gem/Code/Source/Components/NetworkRigidBodyComponent.h index 0cc0fd58a..e16a4a43d 100644 --- a/Gem/Code/Source/Components/NetworkRigidBodyComponent.h +++ b/Gem/Code/Source/Components/NetworkRigidBodyComponent.h @@ -17,7 +17,15 @@ namespace Physics namespace MultiplayerSample { - class NetworkRigidBodyComponent final : public NetworkRigidBodyComponentBase + //! Bus for requests to the network rigid body component. + class NetworkRigidBodyRequests : public AZ::ComponentBus + { + }; + using NetworkRigidBodyRequestBus = AZ::EBus; + + class NetworkRigidBodyComponent final + : public NetworkRigidBodyComponentBase + , private NetworkRigidBodyRequestBus::Handler { public: AZ_MULTIPLAYER_COMPONENT( diff --git a/Prefabs/Player.prefab b/Prefabs/Player.prefab index c35a4b5e7..2a7cd13c0 100644 --- a/Prefabs/Player.prefab +++ b/Prefabs/Player.prefab @@ -1,5 +1,4 @@ { - "Source": "Prefabs/Player.prefab", "ContainerEntity": { "Id": "Entity_[1419387525450]", "Name": "Player", @@ -153,6 +152,15 @@ "AssetPath": "burt/burtactor.mtl" }, "MaterialPerLOD": [ + { + "AssetPath": "burt/burtactor.mtl" + }, + { + "AssetPath": "burt/burtactor.mtl" + }, + { + "AssetPath": "burt/burtactor.mtl" + }, { "AssetPath": "burt/burtactor.mtl" } @@ -186,7 +194,12 @@ "$type": "EditorCharacterControllerComponent", "Id": 14925070260434397195, "Configuration": { - "entityId": "" + "entityId": "", + "Material": { + "MaterialIds": [ + {} + ] + } } }, "Component_[4186588317358117667]": { @@ -354,13 +367,6 @@ "m_template": { "$type": "MultiplayerSample::WasdPlayerMovementComponent" } - }, - "Component_[6498305582851833793]": { - "$type": "EditorCharacterGameplayComponent", - "Id": 6498305582851833793, - "GameplayConfig": { - "GravityMultiplier": 0.0 - } } }, "IsDependencyReady": true From f6fe6b5dac3834c51a442ab47722e6018682ce5c Mon Sep 17 00:00:00 2001 From: pereslav Date: Fri, 9 Jul 2021 17:42:36 +0100 Subject: [PATCH 02/64] Added nullcheck Signed-off-by: pereslav --- Gem/Code/Source/Components/CharacterComponent.cpp | 15 +++++++++------ 1 file changed, 9 insertions(+), 6 deletions(-) diff --git a/Gem/Code/Source/Components/CharacterComponent.cpp b/Gem/Code/Source/Components/CharacterComponent.cpp index 7948d288c..cc1ebc257 100644 --- a/Gem/Code/Source/Components/CharacterComponent.cpp +++ b/Gem/Code/Source/Components/CharacterComponent.cpp @@ -52,13 +52,16 @@ namespace MultiplayerSample if (isKinematic) { const PhysX::ActorData* actorData = PhysX::Utils::GetUserData(rigidDynamic); - const AZ::EntityId entityId = actorData->GetEntityId(); - - if (NetworkRigidBodyRequestBus::FindFirstHandler(entityId) != nullptr) + if (actorData) { - // Network rigid bodies are kinematic on the client but dynamic on the server, - // hence filtering treats these actors as dynamic to support client prediction and avoid desyncs - isKinematic = false; + const AZ::EntityId entityId = actorData->GetEntityId(); + + if (NetworkRigidBodyRequestBus::FindFirstHandler(entityId) != nullptr) + { + // Network rigid bodies are kinematic on the client but dynamic on the server, + // hence filtering treats these actors as dynamic to support client prediction and avoid desyncs + isKinematic = false; + } } } From fdcfc962cf79d49531746a2827f30b401ee2b4f9 Mon Sep 17 00:00:00 2001 From: pereslav Date: Fri, 9 Jul 2021 21:05:04 +0100 Subject: [PATCH 03/64] Made CharacterComponent incompatible with network rigid body component Signed-off-by: pereslav --- Gem/Code/Source/Components/CharacterComponent.h | 5 +++++ Gem/Code/Source/Components/NetworkRigidBodyComponent.h | 5 +++++ 2 files changed, 10 insertions(+) diff --git a/Gem/Code/Source/Components/CharacterComponent.h b/Gem/Code/Source/Components/CharacterComponent.h index 39bc8c168..7a712f195 100644 --- a/Gem/Code/Source/Components/CharacterComponent.h +++ b/Gem/Code/Source/Components/CharacterComponent.h @@ -31,6 +31,11 @@ namespace MultiplayerSample CharacterComponent(); + static void GetIncompatibleServices(AZ::ComponentDescriptor::DependencyArrayType& incompatible) + { + incompatible.push_back(AZ_CRC_CE("NetworkRigidBodyService")); + } + void OnInit() override; void OnActivate(Multiplayer::EntityIsMigrating entityIsMigrating) override; void OnDeactivate(Multiplayer::EntityIsMigrating entityIsMigrating) override; diff --git a/Gem/Code/Source/Components/NetworkRigidBodyComponent.h b/Gem/Code/Source/Components/NetworkRigidBodyComponent.h index e16a4a43d..793d26342 100644 --- a/Gem/Code/Source/Components/NetworkRigidBodyComponent.h +++ b/Gem/Code/Source/Components/NetworkRigidBodyComponent.h @@ -35,6 +35,11 @@ namespace MultiplayerSample NetworkRigidBodyComponent(); + static void GetProvidedServices(AZ::ComponentDescriptor::DependencyArrayType& provided) + { + provided.push_back(AZ_CRC_CE("NetworkRigidBodyService")); + } + static void GetRequiredServices(AZ::ComponentDescriptor::DependencyArrayType& required) { required.push_back(AZ_CRC_CE("PhysXRigidBodyService")); From 882ab35480994d4659661d8c9a1da01b849d2918 Mon Sep 17 00:00:00 2001 From: AMZN-Olex <5432499+AMZN-Olex@users.noreply.github.com> Date: Fri, 9 Jul 2021 18:40:37 -0400 Subject: [PATCH 04/64] Updated readme file with client/server instructions Signed-off-by: AMZN-Olex <5432499+AMZN-Olex@users.noreply.github.com> --- README.md | 29 +++++++++++++++++++++++++++++ 1 file changed, 29 insertions(+) diff --git a/README.md b/README.md index 71084db53..a4be75973 100644 --- a/README.md +++ b/README.md @@ -80,6 +80,35 @@ This option will output all the project and engine binaries in the engine's buil ``` +### Step 4. Setup Client and Server + +Under engine root, create 2 flies: client.cfg and server.cfg. File c:/path/to/o3de/client.cfg should contain: + +```shell +connect +``` + +File c:/path/to/o3de/server.cfg should contain: + +```shell +host +LoadLevel Levels/SampleBase/SampleBase.spawnable +``` + +A server can be run as follows: + +```shell +MultiplayerSample.ServerLauncher.exe --console-command-file=server.cfg +``` + +A client can be run with: + +```shell +MultiplayerSample.GameLauncher.exe --console-command-file=client.cfg +``` + +This will connect a client to the local server and start a multiplayer session. + ## License From 90bce9d6bdaf88632646a4c2dbb4f9f70781cf7d Mon Sep 17 00:00:00 2001 From: AMZN-Olex <5432499+AMZN-Olex@users.noreply.github.com> Date: Mon, 12 Jul 2021 10:50:56 -0400 Subject: [PATCH 05/64] spelling Signed-off-by: AMZN-Olex <5432499+AMZN-Olex@users.noreply.github.com> --- README.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/README.md b/README.md index a4be75973..04e53ee07 100644 --- a/README.md +++ b/README.md @@ -82,7 +82,7 @@ This option will output all the project and engine binaries in the engine's buil ### Step 4. Setup Client and Server -Under engine root, create 2 flies: client.cfg and server.cfg. File c:/path/to/o3de/client.cfg should contain: +Under engine root, create 2 files: client.cfg and server.cfg. File c:/path/to/o3de/client.cfg should contain: ```shell connect From e5f37e1a552dffb0a17e79910ef4de5902081973 Mon Sep 17 00:00:00 2001 From: pereslav Date: Mon, 12 Jul 2021 18:33:15 +0100 Subject: [PATCH 06/64] Made multiplayer character only move from the character component, not from the physics tick Signed-off-by: pereslav --- Prefabs/Player.prefab | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/Prefabs/Player.prefab b/Prefabs/Player.prefab index 2a7cd13c0..49ace372a 100644 --- a/Prefabs/Player.prefab +++ b/Prefabs/Player.prefab @@ -199,7 +199,8 @@ "MaterialIds": [ {} ] - } + }, + "ApplyMoveOnPhysicsTick": false } }, "Component_[4186588317358117667]": { From d139a3a602d660446c839b2fe54d164a0d7cbd14 Mon Sep 17 00:00:00 2001 From: AMZN-alexpete <26804013+AMZN-alexpete@users.noreply.github.com> Date: Fri, 16 Jul 2021 13:04:01 -0700 Subject: [PATCH 07/64] Updating .lfsconfig comments only Signed-off-by: AMZN-alexpete <26804013+AMZN-alexpete@users.noreply.github.com> --- .lfsconfig | 19 ++++++++++++------- 1 file changed, 12 insertions(+), 7 deletions(-) diff --git a/.lfsconfig b/.lfsconfig index aff035615..04c29b38e 100644 --- a/.lfsconfig +++ b/.lfsconfig @@ -2,10 +2,15 @@ # Default LFS endpoint for this repository url=https://dl584bwog2r34.cloudfront.net/api/v1 -# To use the endpoint with your fork: -# 1. uncomment the url line below by removing the '#' -# 2. replace 'owner' with the username or organization that owns the fork -# 3. have git ignore your local modification of this file by running -# git update-index --skip-worktree .lfsconfig - -# url=https://dl584bwog2r34.cloudfront.net/api/v1/fork/owner +# To use the endpoint with your fork, run the following git command +# in your local repository (without the '#'), replacing 'owner' with +# the username or organization that owns the fork. +# +# git config lfs.url "https://dl584bwog2r34.cloudfront.net/api/v1/fork/owner" +# +# For example, if your fork is https://github.com/octocat/o3de use +# git config lfs.url "https://dl584bwog2r34.cloudfront.net/api/v1/fork/octocat" +# +# IMPORTANT: authenticate with your GitHub username and personal access token +# not your GitHub password + From 5283ae1c1a4cc20f98448af25dca81858f707768 Mon Sep 17 00:00:00 2001 From: kberg-amzn Date: Tue, 20 Jul 2021 15:41:26 -0700 Subject: [PATCH 08/64] Some bug fixes, plus initial but unfinished port of multiplayer weapons code Signed-off-by: kberg-amzn --- Gem/Code/CMakeLists.txt | 2 +- ...etworkAnimationComponent.AutoComponent.xml | 22 +- ...etworkCharacterComponent.AutoComponent.xml | 17 ++ ...tworkHitVolumesComponent.AutoComponent.xml | 12 + ...rkPlayerSpawnerComponent.AutoComponent.xml | 3 +- .../NetworkWeaponsComponent.AutoComponent.xml | 35 +++ ...dPlayerMovementComponent.AutoComponent.xml | 2 +- .../Source/Components/CharacterComponent.cpp | 202 ---------------- .../Source/Components/CharacterComponent.h | 70 ------ .../Components/NetworkAnimationComponent.cpp | 7 +- .../Components/NetworkCharacterComponent.cpp | 111 +++++++++ .../Components/NetworkCharacterComponent.h | 56 +++++ ...ent.cpp => NetworkHitVolumesComponent.cpp} | 42 ++-- ...mponent.h => NetworkHitVolumesComponent.h} | 14 +- .../Components/NetworkWeaponsComponent.cpp | 216 +++++++++++++++++ .../Components/NetworkWeaponsComponent.h | 85 +++++++ .../WasdPlayerMovementComponent.cpp | 14 +- Gem/Code/Source/MultiplayerSampleTypes.h | 3 +- Gem/Code/Source/Weapons/BaseWeapon.cpp | 202 ++++++++++++++++ Gem/Code/Source/Weapons/BaseWeapon.h | 118 +++++++++ Gem/Code/Source/Weapons/IWeapon.h | 125 ++++++++++ Gem/Code/Source/Weapons/ProjectileWeapon.cpp | 36 +++ Gem/Code/Source/Weapons/ProjectileWeapon.h | 47 ++++ Gem/Code/Source/Weapons/TraceWeapon.cpp | 96 ++++++++ Gem/Code/Source/Weapons/TraceWeapon.h | 47 ++++ Gem/Code/Source/Weapons/WeaponGathers.cpp | 115 +++++++++ Gem/Code/Source/Weapons/WeaponGathers.h | 82 +++++++ Gem/Code/Source/Weapons/WeaponTypes.cpp | 225 ++++++++++++++++++ Gem/Code/Source/Weapons/WeaponTypes.h | 207 ++++++++++++++++ Gem/Code/multiplayersample_files.cmake | 28 ++- Prefabs/Player.prefab | 8 +- 31 files changed, 1914 insertions(+), 335 deletions(-) create mode 100644 Gem/Code/Source/AutoGen/NetworkCharacterComponent.AutoComponent.xml create mode 100644 Gem/Code/Source/AutoGen/NetworkHitVolumesComponent.AutoComponent.xml create mode 100644 Gem/Code/Source/AutoGen/NetworkWeaponsComponent.AutoComponent.xml delete mode 100644 Gem/Code/Source/Components/CharacterComponent.cpp delete mode 100644 Gem/Code/Source/Components/CharacterComponent.h create mode 100644 Gem/Code/Source/Components/NetworkCharacterComponent.cpp create mode 100644 Gem/Code/Source/Components/NetworkCharacterComponent.h rename Gem/Code/Source/Components/{AnimatedHitVolumesComponent.cpp => NetworkHitVolumesComponent.cpp} (78%) rename Gem/Code/Source/Components/{AnimatedHitVolumesComponent.h => NetworkHitVolumesComponent.h} (83%) create mode 100644 Gem/Code/Source/Components/NetworkWeaponsComponent.cpp create mode 100644 Gem/Code/Source/Components/NetworkWeaponsComponent.h create mode 100644 Gem/Code/Source/Weapons/BaseWeapon.cpp create mode 100644 Gem/Code/Source/Weapons/BaseWeapon.h create mode 100644 Gem/Code/Source/Weapons/IWeapon.h create mode 100644 Gem/Code/Source/Weapons/ProjectileWeapon.cpp create mode 100644 Gem/Code/Source/Weapons/ProjectileWeapon.h create mode 100644 Gem/Code/Source/Weapons/TraceWeapon.cpp create mode 100644 Gem/Code/Source/Weapons/TraceWeapon.h create mode 100644 Gem/Code/Source/Weapons/WeaponGathers.cpp create mode 100644 Gem/Code/Source/Weapons/WeaponGathers.h create mode 100644 Gem/Code/Source/Weapons/WeaponTypes.cpp create mode 100644 Gem/Code/Source/Weapons/WeaponTypes.h diff --git a/Gem/Code/CMakeLists.txt b/Gem/Code/CMakeLists.txt index 51ac714b2..cae2e4da0 100644 --- a/Gem/Code/CMakeLists.txt +++ b/Gem/Code/CMakeLists.txt @@ -92,6 +92,6 @@ if (PAL_TRAIT_BUILD_HOST_TOOLS) # The pipeline tools use "Builders" gem variants: ly_enable_gems( PROJECT_NAME MultiplayerSample GEM_FILE enabled_gems.cmake - TARGETS Editor AssetBuilder AssetProcessor AssetProcessorBatch + TARGETS AssetBuilder AssetProcessor AssetProcessorBatch VARIANTS Builders) endif() \ No newline at end of file diff --git a/Gem/Code/Source/AutoGen/NetworkAnimationComponent.AutoComponent.xml b/Gem/Code/Source/AutoGen/NetworkAnimationComponent.AutoComponent.xml index 8b53f8b8f..b9c761480 100644 --- a/Gem/Code/Source/AutoGen/NetworkAnimationComponent.AutoComponent.xml +++ b/Gem/Code/Source/AutoGen/NetworkAnimationComponent.AutoComponent.xml @@ -11,20 +11,20 @@ - + - - - - - - - - - - + + + + + + + + + + diff --git a/Gem/Code/Source/AutoGen/NetworkCharacterComponent.AutoComponent.xml b/Gem/Code/Source/AutoGen/NetworkCharacterComponent.AutoComponent.xml new file mode 100644 index 000000000..62b2e4012 --- /dev/null +++ b/Gem/Code/Source/AutoGen/NetworkCharacterComponent.AutoComponent.xml @@ -0,0 +1,17 @@ + + + + + + + + + + + diff --git a/Gem/Code/Source/AutoGen/NetworkHitVolumesComponent.AutoComponent.xml b/Gem/Code/Source/AutoGen/NetworkHitVolumesComponent.AutoComponent.xml new file mode 100644 index 000000000..b7e9e6831 --- /dev/null +++ b/Gem/Code/Source/AutoGen/NetworkHitVolumesComponent.AutoComponent.xml @@ -0,0 +1,12 @@ + + + + + + diff --git a/Gem/Code/Source/AutoGen/NetworkPlayerSpawnerComponent.AutoComponent.xml b/Gem/Code/Source/AutoGen/NetworkPlayerSpawnerComponent.AutoComponent.xml index a2ea072a3..bf1789846 100644 --- a/Gem/Code/Source/AutoGen/NetworkPlayerSpawnerComponent.AutoComponent.xml +++ b/Gem/Code/Source/AutoGen/NetworkPlayerSpawnerComponent.AutoComponent.xml @@ -10,6 +10,5 @@ - - + diff --git a/Gem/Code/Source/AutoGen/NetworkWeaponsComponent.AutoComponent.xml b/Gem/Code/Source/AutoGen/NetworkWeaponsComponent.AutoComponent.xml new file mode 100644 index 000000000..280d51751 --- /dev/null +++ b/Gem/Code/Source/AutoGen/NetworkWeaponsComponent.AutoComponent.xml @@ -0,0 +1,35 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + diff --git a/Gem/Code/Source/AutoGen/WasdPlayerMovementComponent.AutoComponent.xml b/Gem/Code/Source/AutoGen/WasdPlayerMovementComponent.AutoComponent.xml index 81e19ff50..8b8bc88de 100644 --- a/Gem/Code/Source/AutoGen/WasdPlayerMovementComponent.AutoComponent.xml +++ b/Gem/Code/Source/AutoGen/WasdPlayerMovementComponent.AutoComponent.xml @@ -10,7 +10,7 @@ - + diff --git a/Gem/Code/Source/Components/CharacterComponent.cpp b/Gem/Code/Source/Components/CharacterComponent.cpp deleted file mode 100644 index cc1ebc257..000000000 --- a/Gem/Code/Source/Components/CharacterComponent.cpp +++ /dev/null @@ -1,202 +0,0 @@ -/* - * 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. - * - * SPDX-License-Identifier: Apache-2.0 OR MIT - * - */ - -#include -#include -#include -#include -#include -#include -#include -#include -#include - -namespace MultiplayerSample -{ - bool CollisionLayerBasedControllerFilter(const physx::PxController& controllerA, const physx::PxController& controllerB) - { - PHYSX_SCENE_READ_LOCK(controllerA.getActor()->getScene()); - physx::PxRigidDynamic* actorA = controllerA.getActor(); - physx::PxRigidDynamic* actorB = controllerB.getActor(); - - if (actorA && actorA->getNbShapes() > 0 && actorB && actorB->getNbShapes() > 0) - { - physx::PxShape* shapeA = nullptr; - actorA->getShapes(&shapeA, 1, 0); - physx::PxFilterData filterDataA = shapeA->getSimulationFilterData(); - physx::PxShape* shapeB = nullptr; - actorB->getShapes(&shapeB, 1, 0); - physx::PxFilterData filterDataB = shapeB->getSimulationFilterData(); - return PhysX::Utils::Collision::ShouldCollide(filterDataA, filterDataB); - } - - return true; - } - - physx::PxQueryHitType::Enum CollisionLayerBasedObjectPreFilter( - const physx::PxFilterData& filterData, - const physx::PxShape* shape, - const physx::PxRigidActor* actor, - [[maybe_unused]] physx::PxHitFlags& queryFlags) - { - // non-kinematic dynamic bodies should not impede the movement of the character - if (actor->getConcreteType() == physx::PxConcreteType::eRIGID_DYNAMIC) - { - const physx::PxRigidDynamic* rigidDynamic = static_cast(actor); - - bool isKinematic = (rigidDynamic->getRigidBodyFlags() & physx::PxRigidBodyFlag::eKINEMATIC); - if (isKinematic) - { - const PhysX::ActorData* actorData = PhysX::Utils::GetUserData(rigidDynamic); - if (actorData) - { - const AZ::EntityId entityId = actorData->GetEntityId(); - - if (NetworkRigidBodyRequestBus::FindFirstHandler(entityId) != nullptr) - { - // Network rigid bodies are kinematic on the client but dynamic on the server, - // hence filtering treats these actors as dynamic to support client prediction and avoid desyncs - isKinematic = false; - } - } - } - - if (!isKinematic) - { - return physx::PxQueryHitType::eNONE; - } - } - - // all other cases should be determined by collision filters - if (PhysX::Utils::Collision::ShouldCollide(filterData, shape->getSimulationFilterData())) - { - return physx::PxQueryHitType::eBLOCK; - } - - return physx::PxQueryHitType::eNONE; - } - - void CharacterComponent::CharacterComponent::Reflect(AZ::ReflectContext* context) - { - AZ::SerializeContext* serializeContext = azrtti_cast(context); - if (serializeContext) - { - serializeContext->Class() - ->Version(1); - } - CharacterComponentBase::Reflect(context); - } - - CharacterComponent::CharacterComponent() - : m_translationEventHandler([this](const AZ::Vector3& translation) { OnTranslationChangedEvent(translation); }) - { - ; - } - - void CharacterComponent::OnInit() - { - ; - } - - void CharacterComponent::OnActivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating) - { - Physics::CharacterRequests* characterRequests = Physics::CharacterRequestBus::FindFirstHandler(GetEntityId()); - m_physicsCharacter = (characterRequests != nullptr) ? characterRequests->GetCharacter() : nullptr; - GetNetBindComponent()->AddEntitySyncRewindEventHandler(m_syncRewindHandler); - - if (m_physicsCharacter) - { - auto controller = static_cast(m_physicsCharacter); - controller->SetFilterFlags(physx::PxQueryFlag::eSTATIC | physx::PxQueryFlag::eDYNAMIC | physx::PxQueryFlag::ePREFILTER); - if (auto callbackManager = controller->GetCallbackManager()) - { - callbackManager->SetControllerFilter(CollisionLayerBasedControllerFilter); - callbackManager->SetObjectPreFilter(CollisionLayerBasedObjectPreFilter); - } - } - - if (!HasController()) - { - GetNetworkTransformComponent()->TranslationAddEvent(m_translationEventHandler); - } - } - - void CharacterComponent::OnDeactivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating) - { - ; - } - - void CharacterComponent::OnTranslationChangedEvent([[maybe_unused]] const AZ::Vector3& translation) - { - OnSyncRewind(); - } - - void CharacterComponent::OnSyncRewind() - { - if (m_physicsCharacter == nullptr) - { - return; - } - - const AZ::Vector3 currPosition = m_physicsCharacter->GetBasePosition(); - if (!currPosition.IsClose(GetNetworkTransformComponent()->GetTranslation())) - { - uint32_t frameId = static_cast(Multiplayer::GetNetworkTime()->GetHostFrameId()); - m_physicsCharacter->SetFrameId(frameId); - //m_physicsCharacter->SetBasePosition(GetNetworkTransformComponent()->GetTranslation()); - } - } - - bool CharacterComponent::IsOnGround() const - { - auto pxController = static_cast(m_physicsCharacter->GetNativePointer()); - if (!pxController) - { - return true; - } - - physx::PxControllerState state; - pxController->getState(state); - return state.touchedActor != nullptr || (state.collisionFlags & physx::PxControllerCollisionFlag::eCOLLISION_DOWN) != 0; - } - - CharacterComponentController::CharacterComponentController(CharacterComponent& parent) - : CharacterComponentControllerBase(parent) - { - ; - } - - void CharacterComponentController::OnActivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating) - { - ; - } - - void CharacterComponentController::OnDeactivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating) - { - ; - } - - AZ::Vector3 CharacterComponentController::TryMoveWithVelocity(const AZ::Vector3& velocity, float deltaTime) - { - if ((GetParent().m_physicsCharacter == nullptr) || (velocity.GetLengthSq() <= 0.0f)) - { - return GetEntity()->GetTransform()->GetWorldTranslation(); - } - GetParent().m_physicsCharacter->AddVelocity(velocity); - GetParent().m_physicsCharacter->ApplyRequestedVelocity(deltaTime); - GetEntity()->GetTransform()->SetWorldTranslation(GetParent().m_physicsCharacter->GetBasePosition()); - AZLOG - ( - NET_Movement, - "Moved to position %f x %f x %f", - GetParent().m_physicsCharacter->GetBasePosition().GetX(), - GetParent().m_physicsCharacter->GetBasePosition().GetY(), - GetParent().m_physicsCharacter->GetBasePosition().GetZ() - ); - return GetEntity()->GetTransform()->GetWorldTranslation(); - } -} diff --git a/Gem/Code/Source/Components/CharacterComponent.h b/Gem/Code/Source/Components/CharacterComponent.h deleted file mode 100644 index 7a712f195..000000000 --- a/Gem/Code/Source/Components/CharacterComponent.h +++ /dev/null @@ -1,70 +0,0 @@ -/* - * 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. - * - * SPDX-License-Identifier: Apache-2.0 OR MIT - * - */ - -#pragma once - -#include -#include -#include - -namespace Physics -{ - class Character; -} - -namespace MultiplayerSample -{ - class CharacterComponent - : public CharacterComponentBase - , private PhysX::CharacterGameplayRequestBus::Handler - { - friend class CharacterComponentController; - - public: - AZ_MULTIPLAYER_COMPONENT(MultiplayerSample::CharacterComponent, s_characterComponentConcreteUuid, MultiplayerSample::CharacterComponentBase); - - static void Reflect(AZ::ReflectContext* context); - - CharacterComponent(); - - static void GetIncompatibleServices(AZ::ComponentDescriptor::DependencyArrayType& incompatible) - { - incompatible.push_back(AZ_CRC_CE("NetworkRigidBodyService")); - } - - void OnInit() override; - void OnActivate(Multiplayer::EntityIsMigrating entityIsMigrating) override; - void OnDeactivate(Multiplayer::EntityIsMigrating entityIsMigrating) override; - - private: - void OnTranslationChangedEvent(const AZ::Vector3& translation); - void OnSyncRewind(); - - // CharacterGameplayRequestBus - bool IsOnGround() const override; - float GetGravityMultiplier() const override { return {}; } - void SetGravityMultiplier([[maybe_unused]] float gravityMultiplier) override {} - AZ::Vector3 GetFallingVelocity() const override { return {}; } - void SetFallingVelocity([[maybe_unused]] const AZ::Vector3& fallingVelocity) override {} - - Physics::Character* m_physicsCharacter = nullptr; - Multiplayer::EntitySyncRewindEvent::Handler m_syncRewindHandler = Multiplayer::EntitySyncRewindEvent::Handler([this]() { OnSyncRewind(); }); - AZ::Event::Handler m_translationEventHandler; - }; - - class CharacterComponentController - : public CharacterComponentControllerBase - { - public: - CharacterComponentController(CharacterComponent& parent); - - void OnActivate(Multiplayer::EntityIsMigrating entityIsMigrating) override; - void OnDeactivate(Multiplayer::EntityIsMigrating entityIsMigrating) override; - - AZ::Vector3 TryMoveWithVelocity(const AZ::Vector3& velocity, float deltaTime); - }; -} diff --git a/Gem/Code/Source/Components/NetworkAnimationComponent.cpp b/Gem/Code/Source/Components/NetworkAnimationComponent.cpp index 7c35aad40..136a812c3 100644 --- a/Gem/Code/Source/Components/NetworkAnimationComponent.cpp +++ b/Gem/Code/Source/Components/NetworkAnimationComponent.cpp @@ -6,7 +6,7 @@ */ #include -#include +#include #include #include #include @@ -116,7 +116,7 @@ namespace MultiplayerSample { const AZ::Vector3 velocity = GetWasdPlayerMovementComponent()->GetVelocity(); const AZ::Vector2 velocity2d = AZ::Vector2(velocity.GetX(), velocity.GetY()); - const float maxSpeed = GetCharacterComponent()->GetSprintSpeed(); + const float maxSpeed = GetNetworkCharacterComponent()->GetSprintSpeed(); m_animationGraph->SetParameterVector2(m_velocityParamId, velocity2d / maxSpeed); } @@ -126,7 +126,8 @@ namespace MultiplayerSample const AZ::Quaternion aimRotation = AZ::Quaternion::CreateRotationZ(aimAngles.GetZ()) * AZ::Quaternion::CreateRotationX(aimAngles.GetX()); const AZ::Transform worldTm = GetEntity()->GetTransform()->GetWorldTM(); // TODO: This should probably be a physx raycast out to some maxDistance - const AZ::Vector3 aimTarget = worldTm.GetTranslation() + aimRotation.TransformVector(AZ::Vector3(5.0f)); + const AZ::Vector3 fwd = AZ::Vector3::CreateAxisY(); + const AZ::Vector3 aimTarget = worldTm.GetTranslation() + aimRotation.TransformVector(fwd * 5.0f); m_animationGraph->SetParameterVector3(m_aimTargetParamId, aimTarget); } diff --git a/Gem/Code/Source/Components/NetworkCharacterComponent.cpp b/Gem/Code/Source/Components/NetworkCharacterComponent.cpp new file mode 100644 index 000000000..43ddb3892 --- /dev/null +++ b/Gem/Code/Source/Components/NetworkCharacterComponent.cpp @@ -0,0 +1,111 @@ +/* + * Copyright (c) Contributors to the Open 3D Engine Project + * + * SPDX-License-Identifier: Apache-2.0 OR MIT + * + */ + +#include +#include +#include +#include +#include + +namespace MultiplayerSample +{ + void NetworkCharacterComponent::NetworkCharacterComponent::Reflect(AZ::ReflectContext* context) + { + AZ::SerializeContext* serializeContext = azrtti_cast(context); + if (serializeContext) + { + serializeContext->Class() + ->Version(1); + } + NetworkCharacterComponentBase::Reflect(context); + } + + NetworkCharacterComponent::NetworkCharacterComponent() + : m_translationEventHandler([this](const AZ::Vector3& translation) { OnTranslationChangedEvent(translation); }) + { + ; + } + + void NetworkCharacterComponent::OnInit() + { + ; + } + + void NetworkCharacterComponent::OnActivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating) + { + Physics::CharacterRequests* characterRequests = Physics::CharacterRequestBus::FindFirstHandler(GetEntityId()); + m_physicsCharacter = (characterRequests != nullptr) ? characterRequests->GetCharacter() : nullptr; + GetNetBindComponent()->AddEntitySyncRewindEventHandler(m_syncRewindHandler); + + if (!HasController()) + { + GetNetworkTransformComponent()->TranslationAddEvent(m_translationEventHandler); + } + } + + void NetworkCharacterComponent::OnDeactivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating) + { + ; + } + + void NetworkCharacterComponent::OnTranslationChangedEvent([[maybe_unused]] const AZ::Vector3& translation) + { + OnSyncRewind(); + } + + void NetworkCharacterComponent::OnSyncRewind() + { + if (m_physicsCharacter == nullptr) + { + return; + } + + const AZ::Vector3 currPosition = m_physicsCharacter->GetBasePosition(); + if (!currPosition.IsClose(GetNetworkTransformComponent()->GetTranslation())) + { + uint32_t frameId = static_cast(Multiplayer::GetNetworkTime()->GetHostFrameId()); + m_physicsCharacter->SetFrameId(frameId); + //m_physicsCharacter->SetBasePosition(GetNetworkTransformComponent()->GetTranslation()); + } + } + + NetworkCharacterComponentController::NetworkCharacterComponentController(NetworkCharacterComponent& parent) + : NetworkCharacterComponentControllerBase(parent) + { + ; + } + + void NetworkCharacterComponentController::OnActivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating) + { + ; + } + + void NetworkCharacterComponentController::OnDeactivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating) + { + ; + } + + AZ::Vector3 NetworkCharacterComponentController::TryMoveWithVelocity(const AZ::Vector3& velocity, float deltaTime) + { + if ((GetParent().m_physicsCharacter == nullptr) || (velocity.GetLengthSq() <= 0.0f)) + { + return GetEntity()->GetTransform()->GetWorldTranslation(); + } + GetParent().m_physicsCharacter->AddVelocity(velocity); + GetParent().m_physicsCharacter->ApplyRequestedVelocity(deltaTime); + GetEntity()->GetTransform()->SetWorldTranslation(GetParent().m_physicsCharacter->GetBasePosition()); + AZLOG + ( + NET_Movement, + "Moved to position %f x %f x %f", + GetParent().m_physicsCharacter->GetBasePosition().GetX(), + GetParent().m_physicsCharacter->GetBasePosition().GetY(), + GetParent().m_physicsCharacter->GetBasePosition().GetZ() + ); + return GetEntity()->GetTransform()->GetWorldTranslation(); + } +} diff --git a/Gem/Code/Source/Components/NetworkCharacterComponent.h b/Gem/Code/Source/Components/NetworkCharacterComponent.h new file mode 100644 index 000000000..ca577c273 --- /dev/null +++ b/Gem/Code/Source/Components/NetworkCharacterComponent.h @@ -0,0 +1,56 @@ +/* + * Copyright (c) Contributors to the Open 3D Engine Project + * + * SPDX-License-Identifier: Apache-2.0 OR MIT + * + */ + +#pragma once + +#include +#include + +namespace Physics +{ + class Character; +} + +namespace MultiplayerSample +{ + class NetworkCharacterComponent + : public NetworkCharacterComponentBase + { + friend class NetworkCharacterComponentController; + + public: + AZ_MULTIPLAYER_COMPONENT(MultiplayerSample::NetworkCharacterComponent, s_networkCharacterComponentConcreteUuid, MultiplayerSample::NetworkCharacterComponentBase); + + static void Reflect(AZ::ReflectContext* context); + + NetworkCharacterComponent(); + + void OnInit() override; + void OnActivate(Multiplayer::EntityIsMigrating entityIsMigrating) override; + void OnDeactivate(Multiplayer::EntityIsMigrating entityIsMigrating) override; + + private: + void OnTranslationChangedEvent(const AZ::Vector3& translation); + void OnSyncRewind(); + + Physics::Character* m_physicsCharacter = nullptr; + Multiplayer::EntitySyncRewindEvent::Handler m_syncRewindHandler = Multiplayer::EntitySyncRewindEvent::Handler([this]() { OnSyncRewind(); }); + AZ::Event::Handler m_translationEventHandler; + }; + + class NetworkCharacterComponentController + : public NetworkCharacterComponentControllerBase + { + public: + NetworkCharacterComponentController(NetworkCharacterComponent& parent); + + void OnActivate(Multiplayer::EntityIsMigrating entityIsMigrating) override; + void OnDeactivate(Multiplayer::EntityIsMigrating entityIsMigrating) override; + + AZ::Vector3 TryMoveWithVelocity(const AZ::Vector3& velocity, float deltaTime); + }; +} diff --git a/Gem/Code/Source/Components/AnimatedHitVolumesComponent.cpp b/Gem/Code/Source/Components/NetworkHitVolumesComponent.cpp similarity index 78% rename from Gem/Code/Source/Components/AnimatedHitVolumesComponent.cpp rename to Gem/Code/Source/Components/NetworkHitVolumesComponent.cpp index b2a6aa6ae..4f7420393 100644 --- a/Gem/Code/Source/Components/AnimatedHitVolumesComponent.cpp +++ b/Gem/Code/Source/Components/NetworkHitVolumesComponent.cpp @@ -1,11 +1,12 @@ /* - * 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. + * Copyright (c) Contributors to the Open 3D Engine Project * * SPDX-License-Identifier: Apache-2.0 OR MIT * */ -#include +#include +#include #include #include #include @@ -23,7 +24,7 @@ namespace MultiplayerSample AZ_CVAR(float, bg_RewindPositionTolerance, 0.0001f, nullptr, AZ::ConsoleFunctorFlags::Null, "Don't sync the physx entity if the square of delta position is less than this value"); AZ_CVAR(float, bg_RewindOrientationTolerance, 0.001f, nullptr, AZ::ConsoleFunctorFlags::Null, "Don't sync the physx entity if the square of delta orientation is less than this value"); - AnimatedHitVolumesComponent::AnimatedHitVolume::AnimatedHitVolume + NetworkHitVolumesComponent::AnimatedHitVolume::AnimatedHitVolume ( AzNetworking::ConnectionId connectionId, Physics::CharacterRequests* character, @@ -61,13 +62,13 @@ namespace MultiplayerSample } } - void AnimatedHitVolumesComponent::AnimatedHitVolume::UpdateTransform(const AZ::Transform& transform) + void NetworkHitVolumesComponent::AnimatedHitVolume::UpdateTransform(const AZ::Transform& transform) { m_transform = transform; m_physicsShape->SetLocalPose(transform.GetTranslation(), transform.GetRotation()); } - void AnimatedHitVolumesComponent::AnimatedHitVolume::SyncToCurrentTransform() + void NetworkHitVolumesComponent::AnimatedHitVolume::SyncToCurrentTransform() { const AZ::Transform& rewoundTransform = m_transform.Get(); const AZ::Transform physicsTransform = AZ::Transform::CreateFromQuaternionAndTranslation(m_physicsShape->GetLocalPose().second, m_physicsShape->GetLocalPose().first); @@ -82,43 +83,46 @@ namespace MultiplayerSample } } - void AnimatedHitVolumesComponent::AnimatedHitVolumesComponent::Reflect(AZ::ReflectContext* context) + void NetworkHitVolumesComponent::NetworkHitVolumesComponent::Reflect(AZ::ReflectContext* context) { AZ::SerializeContext* serializeContext = azrtti_cast(context); if (serializeContext) { - serializeContext->Class() + serializeContext->Class() ->Version(1); } - AnimatedHitVolumesComponentBase::Reflect(context); + NetworkHitVolumesComponentBase::Reflect(context); } - AnimatedHitVolumesComponent::AnimatedHitVolumesComponent() + NetworkHitVolumesComponent::NetworkHitVolumesComponent() : m_syncRewindHandler([this]() { OnSyncRewind(); }) , m_preRenderHandler([this](float deltaTime, float blendFactor) { OnPreRender(deltaTime, blendFactor); }) + , m_transformChangedHandler([this](const AZ::Transform&, const AZ::Transform& worldTm) { OnTransformUpdate(worldTm); }) { ; } - void AnimatedHitVolumesComponent::OnInit() + void NetworkHitVolumesComponent::OnInit() { ; } - void AnimatedHitVolumesComponent::OnActivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating) + void NetworkHitVolumesComponent::OnActivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating) { EMotionFX::Integration::ActorComponentNotificationBus::Handler::BusConnect(GetEntityId()); GetNetBindComponent()->AddEntitySyncRewindEventHandler(m_syncRewindHandler); m_physicsCharacter = Physics::CharacterRequestBus::FindFirstHandler(GetEntityId()); + GetTransformComponent()->BindTransformChangedEventHandler(m_transformChangedHandler); + OnTransformUpdate(GetTransformComponent()->GetWorldTM()); } - void AnimatedHitVolumesComponent::OnDeactivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating) + void NetworkHitVolumesComponent::OnDeactivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating) { DestroyHitVolumes(); EMotionFX::Integration::ActorComponentNotificationBus::Handler::BusDisconnect(); } - void AnimatedHitVolumesComponent::OnPreRender([[maybe_unused]] float deltaTime, [[maybe_unused]] float blendFactor) + void NetworkHitVolumesComponent::OnPreRender([[maybe_unused]] float deltaTime, [[maybe_unused]] float blendFactor) { if (m_animatedHitVolumes.size() <= 0) { @@ -134,12 +138,12 @@ namespace MultiplayerSample } } - void AnimatedHitVolumesComponent::OnTransformUpdate([[maybe_unused]] const AZ::Transform& transform) + void NetworkHitVolumesComponent::OnTransformUpdate([[maybe_unused]] const AZ::Transform& transform) { OnSyncRewind(); } - void AnimatedHitVolumesComponent::OnSyncRewind() + void NetworkHitVolumesComponent::OnSyncRewind() { if (m_physicsCharacter && m_physicsCharacter->GetCharacter()) { @@ -153,7 +157,7 @@ namespace MultiplayerSample } } - void AnimatedHitVolumesComponent::CreateHitVolumes() + void NetworkHitVolumesComponent::CreateHitVolumes() { if (m_physicsCharacter == nullptr || m_actorComponent == nullptr) { @@ -187,17 +191,17 @@ namespace MultiplayerSample } } - void AnimatedHitVolumesComponent::DestroyHitVolumes() + void NetworkHitVolumesComponent::DestroyHitVolumes() { m_animatedHitVolumes.clear(); } - void AnimatedHitVolumesComponent::OnActorInstanceCreated([[maybe_unused]] EMotionFX::ActorInstance* actorInstance) + void NetworkHitVolumesComponent::OnActorInstanceCreated([[maybe_unused]] EMotionFX::ActorInstance* actorInstance) { m_actorComponent = EMotionFX::Integration::ActorComponentRequestBus::FindFirstHandler(GetEntity()->GetId()); } - void AnimatedHitVolumesComponent::OnActorInstanceDestroyed([[maybe_unused]] EMotionFX::ActorInstance* actorInstance) + void NetworkHitVolumesComponent::OnActorInstanceDestroyed([[maybe_unused]] EMotionFX::ActorInstance* actorInstance) { m_actorComponent = nullptr; } diff --git a/Gem/Code/Source/Components/AnimatedHitVolumesComponent.h b/Gem/Code/Source/Components/NetworkHitVolumesComponent.h similarity index 83% rename from Gem/Code/Source/Components/AnimatedHitVolumesComponent.h rename to Gem/Code/Source/Components/NetworkHitVolumesComponent.h index e3983c2dd..612cba9c9 100644 --- a/Gem/Code/Source/Components/AnimatedHitVolumesComponent.h +++ b/Gem/Code/Source/Components/NetworkHitVolumesComponent.h @@ -1,5 +1,5 @@ /* - * 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. + * Copyright (c) Contributors to the Open 3D Engine Project * * SPDX-License-Identifier: Apache-2.0 OR MIT * @@ -7,9 +7,10 @@ #pragma once -#include +#include #include #include +#include namespace Physics { @@ -19,8 +20,8 @@ namespace Physics namespace MultiplayerSample { - class AnimatedHitVolumesComponent - : public AnimatedHitVolumesComponentBase + class NetworkHitVolumesComponent + : public NetworkHitVolumesComponentBase , private EMotionFX::Integration::ActorComponentNotificationBus::Handler { public: @@ -51,11 +52,11 @@ namespace MultiplayerSample const AZ::u32 m_jointIndex = 0; }; - AZ_MULTIPLAYER_COMPONENT(MultiplayerSample::AnimatedHitVolumesComponent, s_animatedHitVolumesComponentConcreteUuid, MultiplayerSample::AnimatedHitVolumesComponentBase); + AZ_MULTIPLAYER_COMPONENT(MultiplayerSample::NetworkHitVolumesComponent, s_networkHitVolumesComponentConcreteUuid, MultiplayerSample::NetworkHitVolumesComponentBase); static void Reflect(AZ::ReflectContext* context); - AnimatedHitVolumesComponent(); + NetworkHitVolumesComponent(); void OnInit() override; void OnActivate(Multiplayer::EntityIsMigrating entityIsMigrating) override; @@ -83,5 +84,6 @@ namespace MultiplayerSample Multiplayer::EntitySyncRewindEvent::Handler m_syncRewindHandler; Multiplayer::EntityPreRenderEvent::Handler m_preRenderHandler; + AZ::TransformChangedEvent::Handler m_transformChangedHandler; }; } diff --git a/Gem/Code/Source/Components/NetworkWeaponsComponent.cpp b/Gem/Code/Source/Components/NetworkWeaponsComponent.cpp new file mode 100644 index 000000000..bcf0331ef --- /dev/null +++ b/Gem/Code/Source/Components/NetworkWeaponsComponent.cpp @@ -0,0 +1,216 @@ +/* + * 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. + * + * SPDX-License-Identifier: Apache-2.0 OR MIT + * + */ + +#include +#include +#include + +namespace MultiplayerSample +{ + void NetworkWeaponsComponent::NetworkWeaponsComponent::Reflect(AZ::ReflectContext* context) + { + AZ::SerializeContext* serializeContext = azrtti_cast(context); + if (serializeContext) + { + serializeContext->Class() + ->Version(1); + } + NetworkWeaponsComponentBase::Reflect(context); + } + + void NetworkWeaponsComponent::OnInit() + { + } + + void NetworkWeaponsComponent::OnActivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating) + { + for (uint32_t weaponIndex = 0; weaponIndex < MaxWeaponsPerComponent; ++weaponIndex) + { + const ConstructParams constructParams + { + GetEntityHandle(), + aznumeric_cast(weaponIndex), + GetWeaponParams(weaponIndex), + *this + }; + + m_weapons[weaponIndex] = AZStd::move(CreateWeapon(constructParams)); + } + } + + void NetworkWeaponsComponent::OnDeactivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating) + { + } + + void NetworkWeaponsComponent::HandleSendConfirmHit([[maybe_unused]] AzNetworking::IConnection* invokingConnection, [[maybe_unused]] const WeaponIndex& WeaponIndex, [[maybe_unused]] const HitEvent& HitEvent) + { + } + + void NetworkWeaponsComponent::HandleSendConfirmProjectileHit([[maybe_unused]] AzNetworking::IConnection* invokingConnection, [[maybe_unused]] const WeaponIndex& WeaponIndex, [[maybe_unused]] const HitEvent& HitEvent) + { + } + + void NetworkWeaponsComponent::OnActivate([[maybe_unused]] const WeaponActivationInfo& activationInfo) + { + } + + void NetworkWeaponsComponent::OnPredictHit([[maybe_unused]] const WeaponHitInfo& hitInfo) + { + } + + void NetworkWeaponsComponent::OnConfirmHit([[maybe_unused]] const WeaponHitInfo& hitInfo) + { + } + + + NetworkWeaponsComponentController::NetworkWeaponsComponentController(NetworkWeaponsComponent& parent) + : NetworkWeaponsComponentControllerBase(parent) + { + } + + void NetworkWeaponsComponentController::OnActivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating) + { + if (IsAutonomous()) + { + StartingPointInput::InputEventNotificationBus::MultiHandler::BusConnect(DrawEventId); + StartingPointInput::InputEventNotificationBus::MultiHandler::BusConnect(FirePrimaryEventId); + StartingPointInput::InputEventNotificationBus::MultiHandler::BusConnect(FireSecondaryEventId); + } + } + + void NetworkWeaponsComponentController::OnDeactivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating) + { + if (IsAutonomous()) + { + StartingPointInput::InputEventNotificationBus::MultiHandler::BusDisconnect(DrawEventId); + StartingPointInput::InputEventNotificationBus::MultiHandler::BusDisconnect(FirePrimaryEventId); + StartingPointInput::InputEventNotificationBus::MultiHandler::BusDisconnect(FireSecondaryEventId); + } + } + + void NetworkWeaponsComponentController::CreateInput(Multiplayer::NetworkInput& input, [[maybe_unused]] float deltaTime) + { + // Inputs for your own component always exist + NetworkWeaponsComponentNetworkInput* weaponInput = input.FindComponentInput(); + + weaponInput->m_draw = m_weaponDrawn; + weaponInput->m_firing = m_weaponFiring; + } + + void NetworkWeaponsComponentController::ProcessInput(Multiplayer::NetworkInput& input, [[maybe_unused]] float deltaTime) + { + NetworkWeaponsComponentNetworkInput* weaponInput = input.FindComponentInput(); + GetNetworkAnimationComponentController()->ModifyActiveAnimStates().SetBit(aznumeric_cast(CharacterAnimState::Aiming), weaponInput->m_draw); + + for (AZStd::size_t weaponIndex = 0; weaponIndex < MaxWeaponsPerComponent; ++weaponIndex) + { + const CharacterAnimState animState = CharacterAnimState::Shooting; + GetNetworkAnimationComponentController()->ModifyActiveAnimStates().SetBit(aznumeric_cast(animState), weaponInput->m_firing.GetBit(weaponIndex)); + } + } + + void NetworkWeaponsComponentController::UpdateWeaponFiring([[maybe_unused]] float deltaTime) + { + /* + WeaponsComponent::NetworkInput* weaponsInput = a_Input->FindInput(); + + pWeapon->UpdateWeaponState(weaponState, a_DeltaTime); + + if ((weaponState.GetStatus() == EWeaponStatus::Firing) && (weaponState.GetCooldownTime() <= 0.0f)) + { + AZLOG(NET_TraceWeapons, "Weapon predicted activation event for weapon index %u", iWeaponIndex); + + // Temp hack for weapon firing due to late ebus binding in 1.14 + if (m_FireBoneJointIds[iWeaponIndex] == NetworkAnimationComponent::k_InvalidBoneId) + { + const char* fireBoneName = GetFireBoneName(iWeaponIndex).GetString(); + m_FireBoneJointIds[iWeaponIndex] = GetNetworkAnimationComponentPredictable()->GetCommonParent().GetBoneIdByName(fireBoneName); + } + + NovaNet::Transform fireBoneTransform; + if (!GetNetworkAnimationComponentPredictable()->GetCommonParent().GetJointTransformById(m_FireBoneJointIds[iWeaponIndex], fireBoneTransform)) + { + NVLOG_WARN("Failed to get transform for fire bone %s, joint Id %u", GetFireBoneName(iWeaponIndex).GetString(), m_FireBoneJointIds[iWeaponIndex]); + } + + const FireParams& fireParams = pWeapon->GetFireParams(); + const Vec3 position = fireBoneTransform.m_Position; + const Quat orientation = Quat::CreateLookRotation((fireParams.GetTargetPosition() - position).Normalized()); + const Transform transform = Transform(position, orientation); + + ActivateEvent activateEvent(transform, fireParams.GetTargetPosition(), GetNetId(), INVALID_ENTITY_ID); + + DispatchActivateEvent(weaponsInput, a_DeltaTime, pWeapon, weaponState, activateEvent); + } + */ + } + + + bool NetworkWeaponsComponentController::TryStartFire() + { + /* + AZLOG(NET_TraceWeapons, "Weapon attempting to fire"); + + WeaponState& weaponState = ModifyWeaponStates(*a_Input, a_WeaponIndex); + + if (pWeapon->TryStartFire(weaponState, a_FireParams)) + { + const uint32_t animBit = static_cast(pWeapon->GetParams().GetAnimFlag()); + + GetNetworkAnimationComponentPredictable()->ModifyActiveAnimStates(*a_Input).SetBit(animBit, true); + + return true; + } + */ + return false; + } + + void NetworkWeaponsComponentController::OnPressed([[maybe_unused]] float value) + { + const StartingPointInput::InputEventNotificationId* inputId = StartingPointInput::InputEventNotificationBus::GetCurrentBusId(); + + if (inputId == nullptr) + { + return; + } + else if (*inputId == DrawEventId) + { + m_weaponDrawn = !m_weaponDrawn; + } + else if (*inputId == FirePrimaryEventId) + { + m_weaponFiring.SetBit(aznumeric_cast(PrimaryWeaponIndex), true); + } + else if (*inputId == FireSecondaryEventId) + { + m_weaponFiring.SetBit(aznumeric_cast(SecondaryWeaponIndex), true); + } + } + + void NetworkWeaponsComponentController::OnReleased([[maybe_unused]] float value) + { + const StartingPointInput::InputEventNotificationId* inputId = StartingPointInput::InputEventNotificationBus::GetCurrentBusId(); + + if (inputId == nullptr) + { + return; + } + else if (*inputId == FirePrimaryEventId) + { + m_weaponFiring.SetBit(aznumeric_cast(PrimaryWeaponIndex), false); + } + else if (*inputId == FireSecondaryEventId) + { + m_weaponFiring.SetBit(aznumeric_cast(SecondaryWeaponIndex), false); + } + } + + void NetworkWeaponsComponentController::OnHeld([[maybe_unused]] float value) + { + ; + } +} diff --git a/Gem/Code/Source/Components/NetworkWeaponsComponent.h b/Gem/Code/Source/Components/NetworkWeaponsComponent.h new file mode 100644 index 000000000..e6d4fd51c --- /dev/null +++ b/Gem/Code/Source/Components/NetworkWeaponsComponent.h @@ -0,0 +1,85 @@ +/* + * 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. + * + * SPDX-License-Identifier: Apache-2.0 OR MIT + * + */ + +#pragma once + +#include +#include +#include + +namespace MultiplayerSample +{ + // Input Event Ids for Player Controls + const StartingPointInput::InputEventNotificationId DrawEventId("draw"); + const StartingPointInput::InputEventNotificationId FirePrimaryEventId("firePrimary"); + const StartingPointInput::InputEventNotificationId FireSecondaryEventId("fireSecondary"); + + const WeaponIndex PrimaryWeaponIndex = WeaponIndex{ 0 }; + const WeaponIndex SecondaryWeaponIndex = WeaponIndex{ 1 }; + + class NetworkWeaponsComponent + : public NetworkWeaponsComponentBase + , private WeaponListener + { + public: + AZ_MULTIPLAYER_COMPONENT(MultiplayerSample::NetworkWeaponsComponent, s_networkWeaponsComponentConcreteUuid, MultiplayerSample::NetworkWeaponsComponentBase); + + static void Reflect(AZ::ReflectContext* context); + + void OnInit() override; + void OnActivate(Multiplayer::EntityIsMigrating entityIsMigrating) override; + void OnDeactivate(Multiplayer::EntityIsMigrating entityIsMigrating) override; + + void HandleSendConfirmHit(AzNetworking::IConnection* invokingConnection, const WeaponIndex& WeaponIndex, const HitEvent& HitEvent) override; + void HandleSendConfirmProjectileHit(AzNetworking::IConnection* invokingConnection, const WeaponIndex& WeaponIndex, const HitEvent& HitEvent) override; + + private: + //! WeaponListener interface + //! @{ + void OnActivate(const WeaponActivationInfo& activationInfo) override; + void OnPredictHit(const WeaponHitInfo& hitInfo) override; + void OnConfirmHit(const WeaponHitInfo& hitInfo) override; + //! @} + + using WeaponPointer = AZStd::unique_ptr; + AZStd::array m_weapons; + }; + + class NetworkWeaponsComponentController + : public NetworkWeaponsComponentControllerBase + , private StartingPointInput::InputEventNotificationBus::MultiHandler + { + public: + NetworkWeaponsComponentController(NetworkWeaponsComponent& parent); + + void OnActivate(Multiplayer::EntityIsMigrating entityIsMigrating) override; + void OnDeactivate(Multiplayer::EntityIsMigrating entityIsMigrating) override; + + void CreateInput(Multiplayer::NetworkInput& input, float deltaTime) override; + void ProcessInput(Multiplayer::NetworkInput& input, float deltaTime) override; + + private: + + //! Update pump for player controlled weapons + //! @param deltaTime the time in seconds since last tick + void UpdateWeaponFiring(float deltaTime); + + //! Starts a weapon with the frame id from the client + //! @return boolean true on activate, false if the weapon failed to activate + virtual bool TryStartFire(); + + //! AZ::InputEventNotificationBus interface + //! @{ + void OnPressed(float value) override; + void OnReleased(float value) override; + void OnHeld(float value) override; + //! @} + + bool m_weaponDrawn = false; + WeaponActivationBitset m_weaponFiring; + }; +} diff --git a/Gem/Code/Source/Components/WasdPlayerMovementComponent.cpp b/Gem/Code/Source/Components/WasdPlayerMovementComponent.cpp index 004cee896..2bf3f8ed5 100644 --- a/Gem/Code/Source/Components/WasdPlayerMovementComponent.cpp +++ b/Gem/Code/Source/Components/WasdPlayerMovementComponent.cpp @@ -6,7 +6,7 @@ */ #include -#include +#include #include #include #include @@ -67,7 +67,7 @@ namespace MultiplayerSample m_backwardWeight = std::min(m_backwardDown ? m_backwardWeight + cl_WasdStickAccel * deltaTime : 0.0f, 1.0f); m_rightWeight = std::min(m_rightDown ? m_rightWeight + cl_WasdStickAccel * deltaTime : 0.0f, 1.0f); - // inputs for your own component always exist + // Inputs for your own component always exist WasdPlayerMovementComponentNetworkInput* wasdInput = input.FindComponentInput(); wasdInput->m_forwardAxis = StickAxis(m_forwardWeight - m_backwardWeight); @@ -125,7 +125,7 @@ namespace MultiplayerSample Multiplayer::GetNetworkTime()->SyncEntitiesToRewindState(entitySweptBounds); } - GetCharacterComponentController()->TryMoveWithVelocity(GetVelocity(), deltaTime); + GetNetworkCharacterComponentController()->TryMoveWithVelocity(GetVelocity(), deltaTime); } void WasdPlayerMovementComponentController::UpdateVelocity(const WasdPlayerMovementComponentNetworkInput& wasdInput) @@ -136,21 +136,21 @@ namespace MultiplayerSample float speed = 0.0f; if (wasdInput.m_crouch) { - speed = GetCharacterComponentController()->GetCrouchSpeed(); + speed = GetNetworkCharacterComponentController()->GetCrouchSpeed(); } else if (fwdBack < 0.0f) { - speed = GetCharacterComponentController()->GetReverseSpeed(); + speed = GetNetworkCharacterComponentController()->GetReverseSpeed(); } else { if (wasdInput.m_sprint) { - speed = GetCharacterComponentController()->GetSprintSpeed(); + speed = GetNetworkCharacterComponentController()->GetSprintSpeed(); } else { - speed = GetCharacterComponentController()->GetWalkSpeed(); + speed = GetNetworkCharacterComponentController()->GetWalkSpeed(); } } diff --git a/Gem/Code/Source/MultiplayerSampleTypes.h b/Gem/Code/Source/MultiplayerSampleTypes.h index 63c944fc4..b6c4af163 100644 --- a/Gem/Code/Source/MultiplayerSampleTypes.h +++ b/Gem/Code/Source/MultiplayerSampleTypes.h @@ -31,6 +31,5 @@ namespace MultiplayerSample Dying, MAX }; - - using CharacterAnimStateBitset = AzNetworking::FixedSizeBitset(CharacterAnimState::MAX)> ; + using CharacterAnimStateBitset = AzNetworking::FixedSizeBitset(CharacterAnimState::MAX)>; } diff --git a/Gem/Code/Source/Weapons/BaseWeapon.cpp b/Gem/Code/Source/Weapons/BaseWeapon.cpp new file mode 100644 index 000000000..a6090124f --- /dev/null +++ b/Gem/Code/Source/Weapons/BaseWeapon.cpp @@ -0,0 +1,202 @@ +/* + * 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. + * + * SPDX-License-Identifier: Apache-2.0 OR MIT + * + */ + +#include +#include +#include +#include + +namespace MultiplayerSample +{ + AZ_CVAR(bool, gp_PauseOnWeaponGather, false, nullptr, AZ::ConsoleFunctorFlags::Null, "Will halt game execution on starting a weapon gather"); + + BaseWeapon::BaseWeapon(const ConstructParams& constructParams) + : m_owningEntity(constructParams.m_owningEntity) + , m_weaponIndex(constructParams.m_weaponIndex) + , m_weaponParams(constructParams.m_weaponParams) + , m_weaponListener(constructParams.m_weaponListener) + { +/* + @TODO: Need a replacement fx and material fx system + ArchetypeAssetLibrary* assetLibsInstance = ArchetypeAssetLibrary::GetInstance(); + NV_ASSERT(assetLibsInstance != nullptr, "Asset library is NULL"); + + const ClientEffect* activateEffect = assetLibsInstance->GetArchetype(m_Params.GetActivateFx().c_str()); + const ClientEffect* impactEffect = assetLibsInstance->GetArchetype(m_Params.GetImpactFx().c_str()); + const ClientEffect* damageEffect = assetLibsInstance->GetArchetype(m_Params.GetDamageFx().c_str()); + + m_ActivateEffect = activateEffect ? *activateEffect : ClientEffect(); + m_ImpactEffect = impactEffect ? *impactEffect : ClientEffect(); + m_DamageEffect = damageEffect ? *damageEffect : ClientEffect(); +*/ + } + + WeaponIndex BaseWeapon::GetWeaponIndex() const + { + return m_weaponIndex; + } + + const WeaponParams& BaseWeapon::GetParams() const + { + return m_weaponParams; + } + + void BaseWeapon::UpdateWeaponState(WeaponState& weaponState, float deltaTime) + { + const float newCooldown = AZStd::max(0.0f, weaponState.m_cooldownTime - deltaTime); + weaponState.m_cooldownTime = newCooldown; + TickActiveShots(weaponState, deltaTime); + } + + bool BaseWeapon::CanStartNextEvent(const WeaponState& weaponState, WeaponStatus requiredStatus) const + { + // In valid state? + if (weaponState.m_status != requiredStatus) + { + return false; + } + return weaponState.m_cooldownTime <= 0.0f; + } + + bool BaseWeapon::TryStartFire(WeaponState& weaponState, const FireParams& fireParams) + { + if (!CanStartNextEvent(weaponState, WeaponStatus::Idle)) + { + AZLOG(NET_Weapons, "TryStartFire rejected; WeaponStatus is %s, cooldowntime is %f", GetEnumString(weaponState.m_status), weaponState.m_cooldownTime); + return false; + } + + weaponState.m_status = WeaponStatus::Firing; + weaponState.m_cooldownTime = 0.0f; + m_fireParams = fireParams; + m_gatheredNetEntityIds.clear(); + m_gatheredNetEntityIds.insert(m_owningEntity.GetNetEntityId()); + return true; + } + + const FireParams& BaseWeapon::GetFireParams() const + { + return m_fireParams; + } + + void BaseWeapon::SetFireParams(const FireParams& fireParams) + { + m_fireParams = fireParams; + } + + const ClientEffect& BaseWeapon::GetActivateEffect() const + { + return m_activateEffect; + } + + const ClientEffect& BaseWeapon::GetImpactEffect() const + { + return m_impactEffect; + } + + const ClientEffect& BaseWeapon::GetDamageEffect() const + { + return m_damageEffect; + } + + int32_t BaseWeapon::GetAmmoTypeSurfaceIndex() const + { + return m_ammoSurfaceTypeIndex; + } + + bool BaseWeapon::ActivateInternal(WeaponState& weaponState, bool validateFiringState) + { + if (validateFiringState && !CanStartNextEvent(weaponState, WeaponStatus::Firing)) + { + AZLOG(NET_Weapons, "ActivateInternal rejected! WeaponStatus is %s, cooldowntime is %f", GetEnumString(weaponState.m_status), weaponState.m_cooldownTime); + return false; + } + + weaponState.m_cooldownTime = static_cast(m_weaponParams.m_cooldownTimeMs) * 0.001f; + weaponState.m_status = WeaponStatus::Idle; + ++weaponState.m_activationCount; + return true; + } + + bool BaseWeapon::GatherEntities(const ActivateEvent& eventData, IntersectResults& outResults) + { + const bool result = MultiplayerSample::GatherEntities(m_weaponParams.m_gatherParams, eventData, m_gatheredNetEntityIds, outResults); + if (gp_PauseOnWeaponGather && (outResults.size() > 0)) + { + AZ::Interface::Get()->PerformCommand("t_scale 0"); + } + return result; + } + + ShotResult BaseWeapon::GatherEntitiesMultisegment(float deltaTime, ActiveShot& inOutActiveShot, IntersectResults& outResults) + { + ShotResult result = MultiplayerSample::GatherEntitiesMultisegment(m_weaponParams.m_gatherParams, m_gatheredNetEntityIds, deltaTime, inOutActiveShot, outResults); + if (gp_PauseOnWeaponGather && (outResults.size() > 0)) + { + AZ::Interface::Get()->PerformCommand("t_scale 0"); + } + return result; + } + + void BaseWeapon::DispatchHitEvents(const IntersectResults& gatherResults, const ActivateEvent& eventData, const NetEntityIdSet& prefilteredNetEntityIds) + { + HitEvent hitEvent + { + AZ::Transform::CreateFromQuaternionAndTranslation(eventData.m_initialTransform.GetRotation(), eventData.m_targetPosition), + eventData.m_shooterId, + Multiplayer::InvalidNetEntityId, + HitEntities() + }; + + for (auto gatherResult : gatherResults) + { + if (prefilteredNetEntityIds.size() > 0) + { + if (prefilteredNetEntityIds.find(gatherResult.m_netEntityId) == prefilteredNetEntityIds.end()) + { + // Skip this hit, it was not gathered by the high-detail client physics trace, and should be filtered + continue; + } + } + + hitEvent.m_hitEntities.emplace_back(HitEntity{ gatherResult.m_position, gatherResult.m_netEntityId }); + } + + WeaponHitInfo hitInfo(*this, eventData.m_initialTransform.GetTranslation(), hitEvent); + m_weaponListener.OnPredictHit(hitInfo); + } + + WeaponActivationInfo::WeaponActivationInfo(const IWeapon& weapon, const ActivateEvent& activateEvent) + : m_weapon(weapon) + , m_activateEvent(activateEvent) + { + ; + } + + WeaponHitInfo::WeaponHitInfo(const IWeapon& weapon, const AZ::Vector3& gatherOrigin, const HitEvent& hitEvent) + : m_weapon(weapon) + , m_gatherOrigin(gatherOrigin) + , m_hitEvent(hitEvent) + { + ; + } + + AZStd::unique_ptr CreateWeapon(const ConstructParams& constructParams) + { + switch (constructParams.m_weaponParams.m_weaponType) + { + case WeaponType::Trace: + return AZStd::make_unique(constructParams); + case WeaponType::Projectile: + return AZStd::make_unique(constructParams); + case WeaponType::None: + default: + break; + } + return nullptr; + } +} diff --git a/Gem/Code/Source/Weapons/BaseWeapon.h b/Gem/Code/Source/Weapons/BaseWeapon.h new file mode 100644 index 000000000..d9e3e467d --- /dev/null +++ b/Gem/Code/Source/Weapons/BaseWeapon.h @@ -0,0 +1,118 @@ +/* + * 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. + * + * SPDX-License-Identifier: Apache-2.0 OR MIT + * + */ + +#pragma once + +#include +#include +#include + +namespace MultiplayerSample +{ + struct ConstructParams + { + const Multiplayer::ConstNetworkEntityHandle m_owningEntity; // the owning entity for this weapon + const WeaponIndex m_weaponIndex; // the weapon index + const WeaponParams& m_weaponParams; // weapon behaviour parameters + WeaponListener& m_weaponListener; // the listener for weapon events + }; + + //! @class BaseWeapon + //! @brief Common base weapon class. + class BaseWeapon + : public IWeapon + { + public: + //! Constructor. + //! @param constructParams the set of construction params for the weapon instance + BaseWeapon(const ConstructParams& constructParams); + ~BaseWeapon() override = default; + + //! IWeapon interface + //! @{ + WeaponIndex GetWeaponIndex() const override; + const WeaponParams& GetParams() const override; + void UpdateWeaponState(WeaponState& weaponState, float deltaTime) override; + bool CanStartNextEvent(const WeaponState& weaponState, WeaponStatus requiredStatus) const override; + bool TryStartFire(WeaponState& weaponState, const FireParams& fireParams) override; + const FireParams& GetFireParams() const override; + void SetFireParams(const FireParams& fireParams) override; + const ClientEffect& GetActivateEffect() const override; + const ClientEffect& GetImpactEffect() const override; + const ClientEffect& GetDamageEffect() const override; + int32_t GetAmmoTypeSurfaceIndex() const override; + //! @} + + protected: + + //! Performs internal activation logic and weapons book keeping. + //! @param weaponState the weapon state being updated + //! @param validateFiringState if true, internal firing state will be checked to validate that the activation event is valid + //! @return boolean true if the activation was successful + bool ActivateInternal(WeaponState& weaponState, bool validateFiringState); + + //! Performs internal entity gathering on weapon activation. + //! @param eventData specific data regarding the weapon activation + //! @param outResults reference to the output structure to store gathered entities in + bool GatherEntities(const ActivateEvent& eventData, IntersectResults& outResults); + + //! Performs internal entity gathering on weapon activation. + //! @param eventData specific data regarding the weapon activation + //! @param outResults reference to the output structure to store gathered entities in + ShotResult GatherEntitiesMultisegment(float deltaTime, ActiveShot& inOutActiveShot, IntersectResults& outResults); + + //! Dispatches all pending hit callbacks to the weapons listener. + //! @param gatherResults the structure containing pending hit entities + //! @param eventData specific data regarding the weapon activation + void DispatchHitEvents(const IntersectResults& gatherResults, const ActivateEvent& eventData, const NetEntityIdSet& prefilteredNetEntityIds); + + //! Internally called on every weapon activation. + //! @param deltaTime the time in seconds this activate event corresponds to + //! @param weaponState the weapons internal state structure + //! @param weaponOwner the weapons owning entity + //! @param eventData contains details of the activation event + //! @param dispatchHitEvents if true, the Activate call will invoke hit events for gathered entities + //! @param dispatchActivateEvents if true, the Activate call will invoke activate events for valid activations + //! @param forceSkipGather if true, skip the gather step of the activation + virtual void Activate + ( + float deltaTime, + WeaponState& weaponState, + const Multiplayer::ConstNetworkEntityHandle weaponOwner, + ActivateEvent& eventData, + bool dispatchHitEvents, + bool dispatchActivateEvents, + bool forceSkipGather + ) = 0; + + //! Ticks the active shots for this weapon. + //! @param weaponState reference to the predictive state for this weapon + //! @param deltaTime the amount of time we are ticking over + virtual void TickActiveShots(WeaponState& weaponState, float deltaTime) = 0; + + // Do not allow assignment + BaseWeapon& operator =(const BaseWeapon&) = delete; + + const Multiplayer::ConstNetworkEntityHandle m_owningEntity; + const WeaponIndex m_weaponIndex; + const WeaponParams m_weaponParams; + + WeaponListener& m_weaponListener; + ClientEffect m_activateEffect; + ClientEffect m_impactEffect; + ClientEffect m_damageEffect; + FireParams m_fireParams; + NetEntityIdSet m_gatheredNetEntityIds; + + int32_t m_ammoSurfaceTypeIndex = -1; + }; + + //! Factory function to create an appropriate IWeapon instance given the provided ConstructParams. + //! @param constructParams parameters to control what type of weapon is instantiated and how its initialized + //! @return pointer to the IWeapon instance, caller assumes ownership + AZStd::unique_ptr CreateWeapon(const ConstructParams& constructParams); +} diff --git a/Gem/Code/Source/Weapons/IWeapon.h b/Gem/Code/Source/Weapons/IWeapon.h new file mode 100644 index 000000000..fa49443fd --- /dev/null +++ b/Gem/Code/Source/Weapons/IWeapon.h @@ -0,0 +1,125 @@ +/* + * 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. + * + * SPDX-License-Identifier: Apache-2.0 OR MIT + * + */ + +#pragma once + +#include + +namespace MultiplayerSample +{ + struct WeaponActivationInfo; + struct WeaponHitInfo; + + //! @class WeaponListener + //! @brief Listener class for IWeapon events. + class WeaponListener + { + public: + //! Called whenever a weapon activates. + //! @param activationInfo details of the weapon activation + virtual void OnActivate(const WeaponActivationInfo& activationInfo) = 0; + + //! Invoked when the weapon predictively hits a target entity. + //! @param hitInfo details of the weapon hit + virtual void OnPredictHit(const WeaponHitInfo& hitInfo) = 0; + + //! Invoked when the weapon gets confirmation from the server that it hit a target entity. + //! @param hitInfo details of the weapon hit + virtual void OnConfirmHit(const WeaponHitInfo& hitInfo) = 0; + }; + + //! @class IWeapon + //! @brief Common interface for all multiplayer sample weapons, trace and projectile + class IWeapon + { + public: + + IWeapon() = default; + virtual ~IWeapon() = default; + + //! Returns the weapon index for this weapon instance. + //! @return the weapon index for this weapon instance + virtual WeaponIndex GetWeaponIndex() const = 0; + + //! Retrieves the WeaponParams for this IWeapon instance. + //! @return the WeaponParams for the given IWeapon instance + virtual const WeaponParams& GetParams() const = 0; + + //! Update the weapon's internal state. + //! @param weaponState the weapon state being updated + //! @param deltaTime the amount of time to update weapon state by + virtual void UpdateWeaponState(WeaponState& weaponState, float deltaTime) = 0; + + //! Returns whether the weapon believes it is able to perform its next StartFire or Activation event. + //! @param weaponState the weapon state being updated + //! @param requiredStatus the weapon state required for this check to succeed + //! @return boolean true if the weapon could enter firing mode or activate + virtual bool CanStartNextEvent(const WeaponState& weaponState, WeaponStatus requiredStatus) const = 0; + + //! Called to begin weapon firing + //! @param weaponState the weapon state being updated + //! @param fireParams the firing parameters to use for this activation sequence + //! @return boolean true if the weapon successfully entered firing mode + virtual bool TryStartFire(WeaponState& weaponState, const FireParams& fireParams) = 0; + + //! Retrieves the internal fire params + //! @return structure containing the internal fire params + virtual const FireParams& GetFireParams() const = 0; + + //! Sets the internal fire params + //! @fireParams structure containing the internal fire params + virtual void SetFireParams(const FireParams& fireParams) = 0; + + //! Returns the activate effect bound to this weapon instance. + //! @return reference to the activate effect bound to this weapon instance + virtual const ClientEffect& GetActivateEffect() const = 0; + + //! Returns the impact effect bound to this weapon instance. + //! @return reference to the impact effect bound to this weapon instance + virtual const ClientEffect& GetImpactEffect() const = 0; + + //! Returns the damage effect bound to this weapon instance. + //! @return reference to the damage effect bound to this weapon instance + virtual const ClientEffect& GetDamageEffect() const = 0; + + //! Returns the ammo type surface index for this weapon. + //! @return the ammo type surface index for this weapon + virtual int32_t GetAmmoTypeSurfaceIndex() const = 0; + }; + + //! @struct WeaponActivationInfo + //! @brief Contains details for a single weapon activation. + struct WeaponActivationInfo + { + //! Full constructor. + //! @param weapon reference to the weapon instance which activated + //! @param activateEvent specific details about the weapon activation event + WeaponActivationInfo(const IWeapon& weapon, const ActivateEvent& activateEvent); + + const IWeapon& m_weapon; //< Reference to the weapon instance which activated + ActivateEvent m_activateEvent; //< Specific details about the weapon activation + + WeaponActivationInfo& operator =(const WeaponActivationInfo&) = delete; // Don't allow copying + }; + + //! @struct ServerHitInfo + //! @brief Contains details for a single weapon hit on a server. + struct WeaponHitInfo + { + //! Full constructor. + //! @param a_Weapon reference to the weapon instance which produced the hit + //! @param a_GatherOrigin the origin point for any gather operations (center of explosion, muzzle of lasergun, etc..) + //! @param a_HitEvent specific details about the weapon hit event + WeaponHitInfo(const IWeapon& weapon, const AZ::Vector3& gatherOrigin, const HitEvent& hitEvent); + + const IWeapon& m_weapon; //< Reference to the weapon instance which produced the hit + AZ::Vector3 m_gatherOrigin; //< Origin point for any gather operations (center of explosion, muzzle of lasergun, etc..) + HitEvent m_hitEvent; //< Specific details about the weapon hit event + + WeaponHitInfo& operator =(const WeaponHitInfo&) = delete; // Don't allow copying, these guys get dispatched under special conditions + }; +} diff --git a/Gem/Code/Source/Weapons/ProjectileWeapon.cpp b/Gem/Code/Source/Weapons/ProjectileWeapon.cpp new file mode 100644 index 000000000..3848fba9c --- /dev/null +++ b/Gem/Code/Source/Weapons/ProjectileWeapon.cpp @@ -0,0 +1,36 @@ +/* + * 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. + * + * SPDX-License-Identifier: Apache-2.0 OR MIT + * + */ + +#include + +namespace MultiplayerSample +{ + ProjectileWeapon::ProjectileWeapon(const ConstructParams& constructParams) + : BaseWeapon(constructParams) + { + ; + } + + void ProjectileWeapon::Activate + ( + [[maybe_unused]] float deltaTime, + [[maybe_unused]] WeaponState& weaponState, + [[maybe_unused]] const Multiplayer::ConstNetworkEntityHandle weaponOwner, + [[maybe_unused]] ActivateEvent& eventData, + [[maybe_unused]] bool dispatchHitEvents, + [[maybe_unused]] bool dispatchActivateEvents, + [[maybe_unused]] bool forceSkipGather + ) + { + ; // need to port this code + } + + void ProjectileWeapon::TickActiveShots([[maybe_unused]] WeaponState& weaponState, [[maybe_unused]] float deltaTime) + { + ; // no-op, projectiles spawn as individual entities that tick themselves.. if a game does client steered projectiles then this pattern may need to change + } +} diff --git a/Gem/Code/Source/Weapons/ProjectileWeapon.h b/Gem/Code/Source/Weapons/ProjectileWeapon.h new file mode 100644 index 000000000..d0177d949 --- /dev/null +++ b/Gem/Code/Source/Weapons/ProjectileWeapon.h @@ -0,0 +1,47 @@ +/* + * 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. + * + * SPDX-License-Identifier: Apache-2.0 OR MIT + * + */ + +#pragma once + +#include + +namespace MultiplayerSample +{ + //! @class ProjectileWeapon + //! @brief Server-side weapon class for projectile-based weapons. + class ProjectileWeapon final + : public BaseWeapon + { + public: + + //! Constructor. + //! @param constructParams required construction parameters for the weapon instance + ProjectileWeapon(const ConstructParams& constructParams); + ~ProjectileWeapon() override = default; + + private: + + //! BaseWeapon interface + //! @{ + void Activate + ( + float deltaTime, + WeaponState& weaponState, + const Multiplayer::ConstNetworkEntityHandle weaponOwner, + ActivateEvent& eventData, + bool dispatchHitEvents, + bool dispatchActivateEvents, + bool forceSkipGather + ) override; + + void TickActiveShots(WeaponState& weaponState, float deltaTime) override; + //! @} + + // Do not allow assignment + ProjectileWeapon &operator =(const ProjectileWeapon &) = delete; + }; +} diff --git a/Gem/Code/Source/Weapons/TraceWeapon.cpp b/Gem/Code/Source/Weapons/TraceWeapon.cpp new file mode 100644 index 000000000..5204b0f45 --- /dev/null +++ b/Gem/Code/Source/Weapons/TraceWeapon.cpp @@ -0,0 +1,96 @@ +/* + * 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. + * + * SPDX-License-Identifier: Apache-2.0 OR MIT + * + */ + +#include + +namespace MultiplayerSample +{ + TraceWeapon::TraceWeapon(const ConstructParams& constructParams) + : BaseWeapon(constructParams) + { + ; + } + + void TraceWeapon::Activate + ( + float deltaTime, + WeaponState& weaponState, + [[maybe_unused]] const Multiplayer::ConstNetworkEntityHandle weaponOwner, + ActivateEvent& eventData, + bool dispatchHitEvents, + bool dispatchActivateEvents, + bool forceSkipGather + ) + { + const bool validate = dispatchHitEvents; // Perform activation validation if we're actually going to dispatch hit events + if (ActivateInternal(weaponState, validate)) + { + if (!dispatchHitEvents) + { + // Skip out on all the remaining activation logic if this is a replay.. We do not want to spawn particles or sounds or other effects during a replay event + return; + } + + if (dispatchActivateEvents) + { + m_weaponListener.OnActivate(WeaponActivationInfo(*this, eventData)); + } + + const bool isMultiSegmented = (m_weaponParams.m_gatherParams.m_travelSpeed > 0.0f); + + IntersectResults gatherResults; + if (isMultiSegmented) + { + ActiveShot activeShot{ eventData.m_initialTransform, eventData.m_targetPosition, LifetimeSec{ 0.0f } }; + + const ShotResult result = GatherEntitiesMultisegment(deltaTime, activeShot, gatherResults); + + // If this activation did not immediately terminate this frame, then push back the new shot to track + if (result == ShotResult::ShouldTerminate) + { + DispatchHitEvents(gatherResults, eventData, m_gatheredNetEntityIds); + } + else + { + weaponState.m_activeShots.emplace_back(activeShot); + } + } + else if (!forceSkipGather) + { + if (GatherEntities(eventData, gatherResults)) + { + DispatchHitEvents(gatherResults, eventData, m_gatheredNetEntityIds); + } + } + } + } + + void TraceWeapon::TickActiveShots(WeaponState& weaponState, float deltaTime) + { + AZStd::size_t numActiveShots = weaponState.m_activeShots.size(); + + for (AZStd::size_t i = 0; i < numActiveShots; ++i) + { + ActiveShot& activeShot = weaponState.m_activeShots[i]; + + IntersectResults gatherResults; + const ShotResult result = GatherEntitiesMultisegment(deltaTime, activeShot, gatherResults); + + // If expired, dispatch hit events, swap and pop + if (result == ShotResult::ShouldTerminate) + { + ActivateEvent eventData{ activeShot.m_initialTransform, activeShot.m_targetPosition, Multiplayer::InvalidNetEntityId, Multiplayer::InvalidNetEntityId }; + DispatchHitEvents(gatherResults, eventData, m_gatheredNetEntityIds); + + weaponState.m_activeShots[i] = weaponState.m_activeShots[numActiveShots - 1]; + weaponState.m_activeShots.pop_back(); + --numActiveShots; + --i; // We have just inserted a new element into the i'th position, next iteration we now need to revisit this index + } + } + } +} diff --git a/Gem/Code/Source/Weapons/TraceWeapon.h b/Gem/Code/Source/Weapons/TraceWeapon.h new file mode 100644 index 000000000..8c9a02058 --- /dev/null +++ b/Gem/Code/Source/Weapons/TraceWeapon.h @@ -0,0 +1,47 @@ +/* + * 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. + * + * SPDX-License-Identifier: Apache-2.0 OR MIT + * + */ + +#pragma once + +#include + +namespace MultiplayerSample +{ + //! @class TraceWeapon + //! @brief Weapon class for all instant hit area and trace weapons. + class TraceWeapon final + : public BaseWeapon + { + public: + + //! Constructor. + //! @param constructParams required construction parameters for the weapon instance + TraceWeapon(const ConstructParams& constructParams); + ~TraceWeapon() override = default; + + private: + + //! BaseWeapon interface + //! @{ + void Activate + ( + float deltaTime, + WeaponState& weaponState, + const Multiplayer::ConstNetworkEntityHandle weaponOwner, + ActivateEvent& eventData, + bool dispatchHitEvents, + bool dispatchActivateEvents, + bool forceSkipGather + ) override; + + void TickActiveShots(WeaponState& a_WeaponState, float a_DeltaTime) override; + //! @} + + // Do not allow assignment + TraceWeapon& operator =(const TraceWeapon&) = delete; + }; +} diff --git a/Gem/Code/Source/Weapons/WeaponGathers.cpp b/Gem/Code/Source/Weapons/WeaponGathers.cpp new file mode 100644 index 000000000..923e578f7 --- /dev/null +++ b/Gem/Code/Source/Weapons/WeaponGathers.cpp @@ -0,0 +1,115 @@ +/* + * 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. + * + * SPDX-License-Identifier: Apache-2.0 OR MIT + * + */ + +#include +#include + +namespace MultiplayerSample +{ + AZ_CVAR(uint32_t, bg_MultitraceNumTraceSegments, 3, nullptr, AZ::ConsoleFunctorFlags::Null, "The number of segments to use when performing multitrace casts"); + + IntersectFilter::IntersectFilter + ( + const AZ::Transform& initialPose, + const AZ::Vector3& sweep, + HitStatic intersectStatic, + HitDynamic intersectDynamic, + HitMultiple intersectMultiple, + const NetEntityIdSet& filteredNetEntityIds + ) + : m_initialPose(initialPose) + , m_sweep(sweep) + , m_intersectStatic(intersectStatic) + , m_intersectDynamic(intersectDynamic) + , m_intersectMultiple(intersectMultiple) + , m_filteredNetEntityIds(filteredNetEntityIds) + { + Multiplayer::INetworkTime* networkTime = Multiplayer::GetNetworkTime(); + if (networkTime->IsTimeRewound()) + { + m_rewindFrameId = networkTime->GetHostFrameId(); + } + } + + bool GatherEntities + ( + const GatherParams& gatherParams, + const ActivateEvent& eventData, + const NetEntityIdSet& filteredNetEntityIds, + [[maybe_unused]] IntersectResults& outResults + ) + { + const AZ::Transform& startTransform = eventData.m_initialTransform; + const AZ::Vector3 sweep = eventData.m_targetPosition - startTransform.GetTranslation(); + const HitMultiple hitMultiple = gatherParams.m_multiHit ? HitMultiple::Yes : HitMultiple::No; + [[maybe_unused]] const GatherShape& intersectShape = gatherParams.m_gatherShape; + + IntersectFilter filter(startTransform, sweep, HitStatic::Yes, HitDynamic::Yes, hitMultiple, filteredNetEntityIds); + //gNovaGame->GetNetworkPhysicalWorld().WorldIntersect(intersectShape, filter, outResultList); + + return true; + } + + ShotResult GatherEntitiesMultisegment + ( + const GatherParams& gatherParams, + const NetEntityIdSet& filteredNetEntityIds, + float deltaTime, + ActiveShot& inOutActiveShot, + IntersectResults& outResults + ) + { + // This only works when our cast is not instantaneous (it requires some positive, non-zero travel speed) + AZ_Assert(gatherParams.m_travelSpeed > 0.0f, "GatherEntitiesMultiSegment called with an invalid travel speed! This will fail, use the non-segmented gather path instead."); + + ShotResult result = ShotResult::DoNotTerminate; + + const AZ::Transform& startTransform = inOutActiveShot.m_initialTransform; + const AZ::Vector3 sweep = (inOutActiveShot.m_targetPosition - startTransform.GetTranslation()).GetNormalized(); + + // World gravity for our current location (making the currently safe assumption that it's constant over the duration of our trace) + //const AZ::Vector3& gravity = gatherParams.m_bulletDrop ? gNovaGame->GetNetworkPhysicalWorld().GetWorldGravity(a_InOutActiveShot.GetInitialTransform().m_Position) : AZ::Vector3::CreateZero(); + const AZ::Vector3& gravity = AZ::Vector3::CreateZero(); + const float segmentTickSize = deltaTime / bg_MultitraceNumTraceSegments; // Duration in seconds of each cast segment + const AZ::Vector3 segmentStepOffset = sweep * gatherParams.m_travelSpeed; // Displacement (disregarding gravity) of our bullet over one second + const float maxTravelDistanceSq = gatherParams.m_castDistance * gatherParams.m_castDistance; + + // We're not doing any lift or drift computations due to the magnus effects a bullet is subject to + // Any such adjustments, estimates for how fast the bullet is spinning due to muzzle exit velocity and the rifling of the gun, air density, temperature, etc... + + const HitMultiple hitMultiple = gatherParams.m_multiHit ? HitMultiple::Yes : HitMultiple::No; + + float currSegmentStartTime = inOutActiveShot.m_lifetimeSeconds; + AZ::Vector3 currSegmentPosition = inOutActiveShot.m_initialTransform.GetTranslation() + (segmentStepOffset * currSegmentStartTime) + (gravity * 0.5f * currSegmentStartTime * currSegmentStartTime); + for (uint32_t segment = 0; segment < bg_MultitraceNumTraceSegments; ++segment) + { + float nextSegmentStartTime = currSegmentStartTime + segmentTickSize; + AZ::Vector3 travelDistance = (segmentStepOffset * nextSegmentStartTime); // Total distance our shot has traveled as of this cast, ignoring arc-length due to gravity + AZ::Vector3 nextSegmentPosition = inOutActiveShot.m_initialTransform.GetTranslation() + travelDistance + (gravity * 0.5f * nextSegmentStartTime * nextSegmentStartTime); + + const AZ::Transform currSegTransform = AZ::Transform::CreateFromQuaternionAndTranslation(inOutActiveShot.m_initialTransform.GetRotation(), currSegmentPosition); + const AZ::Vector3 segSweep = nextSegmentPosition - currSegmentPosition; + + IntersectFilter filter(currSegTransform, segSweep, HitStatic::Yes, HitDynamic::Yes, hitMultiple, filteredNetEntityIds); + //gNovaGame->GetNetworkPhysicalWorld().WorldIntersect(gatherParams.m_gatherShape, filter, a_OutResultList); + + // Terminate the loop if we hit something + if (((outResults.size() > 0) && !gatherParams.m_multiHit) || (travelDistance.GetLengthSq() > maxTravelDistanceSq)) + { + result = ShotResult::ShouldTerminate; + break; + } + + currSegmentStartTime = nextSegmentStartTime; + currSegmentPosition = nextSegmentPosition; + } + + inOutActiveShot.m_lifetimeSeconds = LifetimeSec(inOutActiveShot.m_lifetimeSeconds + deltaTime); + + return result; + } +} diff --git a/Gem/Code/Source/Weapons/WeaponGathers.h b/Gem/Code/Source/Weapons/WeaponGathers.h new file mode 100644 index 000000000..a128fbd5e --- /dev/null +++ b/Gem/Code/Source/Weapons/WeaponGathers.h @@ -0,0 +1,82 @@ +/* + * 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. + * + * SPDX-License-Identifier: Apache-2.0 OR MIT + * + */ + +#pragma once + +#include +#include + +namespace MultiplayerSample +{ + typedef AZStd::unordered_set NetEntityIdSet; + + enum class HitStatic { No, Yes }; + enum class HitDynamic { No, Yes }; + enum class HitMultiple { No, Yes }; + + enum class ShotResult + { + ShouldTerminate, + DoNotTerminate + }; + + //! @struct IntersectFilter + //! @brief Helper structure that defines how a world intersection query (raytrace, shapecast) should gather entities. + struct IntersectFilter + { + IntersectFilter + ( + const AZ::Transform& initialPose, + const AZ::Vector3& sweep, + HitStatic intersectStatic, + HitDynamic intersectDynamic, + HitMultiple intersectMultiple, + const NetEntityIdSet& filteredEntityIds + ); + + Multiplayer::HostFrameId m_rewindFrameId = Multiplayer::InvalidHostFrameId; // If an entity is dynamic, it must be synced to this frameId to pass intersect testing + AZ::Transform m_initialPose; + AZ::Vector3 m_sweep; + HitStatic m_intersectStatic; + HitDynamic m_intersectDynamic; + HitMultiple m_intersectMultiple; + NetEntityIdSet m_filteredNetEntityIds; + + IntersectFilter& operator=(const IntersectFilter&) = delete; + }; + + //! @struct IntersectResult + //! @brief Helper structure that contains a single world intersect query result. + struct IntersectResult + { + AZ::Vector3 m_position; + AZ::Vector3 m_normal; + Multiplayer::NetEntityId m_netEntityId; + AZ::Name m_materialName; + }; + + //! @struct IntersectResult + //! @brief Helper structure that holds all results from a world intersect query. + using IntersectResults = AZStd::vector; + + bool GatherEntities + ( + const GatherParams& gatherParams, + const ActivateEvent& eventData, + const NetEntityIdSet& filteredNetEntityIds, + IntersectResults& outResults + ); + + ShotResult GatherEntitiesMultisegment + ( + const GatherParams& gatherParams, + const NetEntityIdSet& filteredNetEntityIds, + float deltaTime, + ActiveShot& inOutActiveShot, + IntersectResults& outResults + ); +} diff --git a/Gem/Code/Source/Weapons/WeaponTypes.cpp b/Gem/Code/Source/Weapons/WeaponTypes.cpp new file mode 100644 index 000000000..5de20e2f6 --- /dev/null +++ b/Gem/Code/Source/Weapons/WeaponTypes.cpp @@ -0,0 +1,225 @@ +/* + * 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. + * + * SPDX-License-Identifier: Apache-2.0 OR MIT + * + */ + +#include + +namespace MultiplayerSample +{ + const char* GetEnumString(WeaponType value) + { + switch (value) + { + case WeaponType::None: + return "None"; + case WeaponType::Trace: + return "Trace"; + case WeaponType::Projectile: + return "Projectile"; + } + return "UNKNOWN"; + } + + const char* GetEnumString(WeaponStatus value) + { + switch (value) + { + case WeaponStatus::Idle: + return "Idle"; + case WeaponStatus::Firing: + return "Firing"; + } + return "UNKNOWN"; + } + + const char* GetEnumString(GatherShape value) + { + switch (value) + { + case GatherShape::Point: + return "Point"; + case GatherShape::Box: + return "Box"; + case GatherShape::Sphere: + return "Sphere"; + case GatherShape::Cylinder: + return "Cylinder"; + case GatherShape::Capsule: + return "Capsule"; + } + return "UNKNOWN"; + } + + const char* GetEnumString(GatherDirection value) + { + switch (value) + { + case GatherDirection::TargetDir: + return "TargetDir"; + case GatherDirection::ParentDir: + return "ParentDir"; + } + return "UNKNOWN"; + } + + const char* GetEnumString(EffectDirection value) + { + switch (value) + { + case EffectDirection::None: + return "None"; + case EffectDirection::WeaponDirection: + return "WeaponDirection"; + case EffectDirection::EntityDirection: + return "EntityDirection"; + } + return "UNKNOWN"; + } + + bool ClientEffect::Serialize(AzNetworking::ISerializer& serializer) + { + return serializer.Serialize(m_effectName, "EffectName") + && serializer.Serialize(m_lifespan, "Lifespan") + && serializer.Serialize(m_travelToTarget, "TravelToTarget") + && serializer.Serialize(m_effectDirection, "EffectDirection"); + } + + void ClientEffect::Reflect([[maybe_unused]] AZ::ReflectContext* context) + { + } + + bool GatherParams::Serialize(AzNetworking::ISerializer& serializer) + { + return serializer.Serialize(m_gatherShape, "GatherShape") + && serializer.Serialize(m_castDistance, "CastDistance") + && serializer.Serialize(m_castAngle, "CastAngle") + && serializer.Serialize(m_travelSpeed, "TravelSpeed") + && serializer.Serialize(m_multiHit, "Multihit") + && serializer.Serialize(m_ignoresGravity, "IgnoresGravity") + && serializer.Serialize(m_hitMask, "HitMask"); + } + + void GatherParams::Reflect([[maybe_unused]] AZ::ReflectContext* context) + { + } + + bool HitEffect::Serialize(AzNetworking::ISerializer& serializer) + { + return serializer.Serialize(m_hitMagnitude, "HitMagnitude") + && serializer.Serialize(m_hitFalloff, "HitFalloff") + && serializer.Serialize(m_hitExponent, "HitExponent"); + } + + void HitEffect::Reflect([[maybe_unused]] AZ::ReflectContext* context) + { + } + + bool WeaponParams::Serialize(AzNetworking::ISerializer& serializer) + { + return serializer.Serialize(m_weaponType, "WeaponType") + && serializer.Serialize(m_locallyPredicted, "LocallyPredicted") + && serializer.Serialize(m_cooldownTimeMs, "CooldownTimeMs") + && serializer.Serialize(m_animFlag, "AnimFlag") + && serializer.Serialize(m_activateFx, "ActivateFx") + && serializer.Serialize(m_impactFx, "ImpactFx") + && serializer.Serialize(m_damageFx, "DamageFx") + && serializer.Serialize(m_projectileAsset, "ProjectileAsset") + && serializer.Serialize(m_ammoMaterialType, "AmmoMaterialType") + && serializer.Serialize(m_gatherParams, "GatherParams") + && serializer.Serialize(m_damageEffect, "DamageEffect"); + } + + void WeaponParams::Reflect([[maybe_unused]] AZ::ReflectContext* context) + { + } + + bool ActiveShot::operator!=(const ActiveShot& rhs) const + { + return !m_initialTransform.IsClose(rhs.m_initialTransform) + || !m_targetPosition.IsClose(rhs.m_targetPosition) + || !AZ::IsClose(m_lifetimeSeconds, rhs.m_lifetimeSeconds); + } + + bool ActiveShot::Serialize(AzNetworking::ISerializer& serializer) + { + return serializer.Serialize(m_initialTransform, "InitialTransform") + && serializer.Serialize(m_targetPosition, "TargetPosition") + && serializer.Serialize(m_lifetimeSeconds, "LifetimeSeconds"); + } + + void ActiveShot::Reflect([[maybe_unused]] AZ::ReflectContext* context) + { + } + + bool WeaponState::operator!=(const WeaponState& rhs) const + { + return m_activationCount != rhs.m_activationCount + || !AZ::IsClose(m_cooldownTime, rhs.m_cooldownTime) + || m_status != rhs.m_status; + //|| m_activeShots != rhs.m_activeShots; + } + + bool WeaponState::Serialize(AzNetworking::ISerializer& serializer) + { + return serializer.Serialize(m_activationCount, "ActivationCount") + && serializer.Serialize(m_cooldownTime, "CooldownTime") + && serializer.Serialize(m_status, "Status") + && serializer.Serialize(m_activeShots, "ActiveShots"); + } + + void WeaponState::Reflect([[maybe_unused]] AZ::ReflectContext* context) + { + } + + bool ActivateEvent::Serialize(AzNetworking::ISerializer& serializer) + { + return serializer.Serialize(m_initialTransform, "InitialTransform") + && serializer.Serialize(m_targetPosition, "TargetPosition") + && serializer.Serialize(m_shooterId, "ShooterId") + && serializer.Serialize(m_projectileId, "ProjectileId"); + } + + void ActivateEvent::Reflect([[maybe_unused]] AZ::ReflectContext* context) + { + } + + bool HitEntity::Serialize(AzNetworking::ISerializer& serializer) + { + return serializer.Serialize(m_hitPosition, "HitPosition") + && serializer.Serialize(m_hitNetEntityId, "HitNetEntityId"); + } + + void HitEntity::Reflect([[maybe_unused]] AZ::ReflectContext* context) + { + } + + bool HitEvent::Serialize(AzNetworking::ISerializer& serializer) + { + return serializer.Serialize(m_hitTransform, "HitTransform") + && serializer.Serialize(m_shooterNetEntityId, "ShooterNetEntityId") + && serializer.Serialize(m_hitEntities, "HitEntities"); + } + + void HitEvent::Reflect([[maybe_unused]] AZ::ReflectContext* context) + { + } + + bool FireParams::operator!=(const FireParams& rhs) const + { + return m_targetPosition.IsClose(rhs.m_targetPosition) + || m_targetId != rhs.m_targetId; + } + + bool FireParams::Serialize(AzNetworking::ISerializer& serializer) + { + return serializer.Serialize(m_targetPosition, "TargetPosition") + && serializer.Serialize(m_targetId, "TargetId"); + } + + void FireParams::Reflect([[maybe_unused]] AZ::ReflectContext* context) + { + } +} diff --git a/Gem/Code/Source/Weapons/WeaponTypes.h b/Gem/Code/Source/Weapons/WeaponTypes.h new file mode 100644 index 000000000..9c240a9fe --- /dev/null +++ b/Gem/Code/Source/Weapons/WeaponTypes.h @@ -0,0 +1,207 @@ +/* + * 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. + * + * SPDX-License-Identifier: Apache-2.0 OR MIT + * + */ + +#pragma once + +#include +#include +#include + +namespace MultiplayerSample +{ + AZ_TYPE_SAFE_INTEGRAL(WeaponIndex, uint8_t); + + constexpr uint32_t MaxWeaponsPerComponent = 2; // The maximum number of weapons that can be attached to a single NetworkWeaponsComponent + constexpr uint32_t MaxActiveShots = 32; // Maximum number of concurrently shots active for a single weapon + constexpr uint32_t MaxHitEntities = 48; // Maximum number of entities that can be hit by a single shot + + // WeaponActivationBitset + // Bitset used to represent which weapons have been activated for a specific input frame + using WeaponActivationBitset = AzNetworking::FixedSizeBitset; + + //! Types of weapons. + enum class WeaponType + { + None, + Trace, + Projectile + }; + const char* GetEnumString(WeaponType value); + + //! Status states for a multiplayersample weapon. + enum class WeaponStatus + { + Idle, + Firing + }; + const char* GetEnumString(WeaponStatus value); + + //! Different primitive shape types that can be used for a hit gather. + enum class GatherShape + { + Point, // Gather entities that intersect a line-cast ending at the first hit + Box, // Gather entities that intersect a line-cast + Sphere, // Gather entities that fall within a spherical radius + Cylinder, // Gather entities that intersect with a cylinder + Capsule // Gather entities that intersect with a capsule + }; + const char* GetEnumString(GatherShape value); + + //! Different types of entity gather directions. + enum class GatherDirection + { + TargetDir, // Gather entities offset from the target direction + ParentDir // Gather entities in the direction the parent entity is facing + }; + const char* GetEnumString(GatherDirection value); + + //! Set of weapon effect orientations + enum class EffectDirection + { + None, // Use default orientation for effect playback + WeaponDirection, // Use the orientation of the weapon activation for effect playback + EntityDirection // Use the orientation of the firing or hit entity for effect playback + }; + const char* GetEnumString(EffectDirection value); + + // @TODO: This needs to be hooked up to O3DE's effect system once it comes online + //! Parameters that control client effect spawning. + struct ClientEffect + { + Multiplayer::LongNetworkString m_effectName; // The effect to play upon weapon hit confirmation + float m_lifespan = 1.0f; // The lifespan value to provide the effects manager + bool m_travelToTarget = false; // If true, effect will travel from origin to target position over it's lifetime + EffectDirection m_effectDirection = EffectDirection::None; // The orientation to use when spawning the effect + + bool Serialize(AzNetworking::ISerializer& serializer); + static void Reflect(AZ::ReflectContext* context); + }; + + //! Parameters that control entity gathers on weapon or projectile activates. + struct GatherParams + { + GatherShape m_gatherShape; // The shape of the primitive to use for intersect queries during gathers + float m_castDistance = 1.0f; // The cast distance or gather radius to use on hit or activate + float m_castAngle = 0.0f; // The cast/gather angle to use on hit or activate + float m_travelSpeed = 0.0f; // The 'speed' the cast should travel at for weapons that require target leading, 0 == instant hit (not projectile speed for projectile weapons!) + bool m_multiHit = false; // If true, the gather will not stop at the first entity hit, and will continue gathering entities until blocked by blocker geo + bool m_ignoresGravity = false; // If false, the gather shape will follow a parabolic arc simulating gravity + uint64_t m_hitMask = 0; // The hit mask for this weapon (@TODO: What's the physics filter type with the new physics API?) + + bool Serialize(AzNetworking::ISerializer& serializer); + static void Reflect(AZ::ReflectContext* context); + }; + + //! Parameters controlling hit effect application and falloff, HitMagnitude * ((HitFalloff * (1 - Distance / MaxDistance)) ^ HitExponent). + //! Note that if you were wanting to implement melee mechanics, you might want additional attributes about stuns, knockbacks, etc.. here + struct HitEffect + { + float m_hitMagnitude = 0.0f; // Base status amount to apply to hit entities + float m_hitFalloff = 1.0f; // Distance scalar to apply to hit entities + float m_hitExponent = 0.0f; // Falloff exponent to apply to hit entities + + bool Serialize(AzNetworking::ISerializer& serializer); + static void Reflect(AZ::ReflectContext* context); + }; + + //! Parameters that control the behaviour of a weapon. + struct WeaponParams + { + AZ_RTTI(WeaponParams, "{52FB7AC0-A1FB-40F7-89C9-FE1EDC79819D}"); + + WeaponType m_weaponType = WeaponType::None; // The type of this weapon + bool m_locallyPredicted = true; // Whether or not this weapon is locally predicted or waits round trip to display on a client + AZ::TimeMs m_cooldownTimeMs = AZ::TimeMs{ 0 }; // The number of milliseconds needed before the weapon can activate again + CharacterAnimState m_animFlag = CharacterAnimState::Shooting; // The animation flag to raise on the network animation when firing this weapon + Multiplayer::LongNetworkString m_activateFx; // The effect to play upon weapon activation + Multiplayer::LongNetworkString m_impactFx; // The effect to play at the point of impact upon weapon hit. Played predictively for autonomous clients, and authoritatively for simulated clients + Multiplayer::LongNetworkString m_damageFx; // The effect to play for each hit entitiy. Played authoritatively only + Multiplayer::LongNetworkString m_projectileAsset; // If a projectile weapon, the prefab asset name for the projectile entity + Multiplayer::LongNetworkString m_ammoMaterialType; // The effects material type of the ammo for bullet decals and other material effects (@TODO: Requires a replacement for the material effects system) + GatherParams m_gatherParams; // The type of gather to perform for trace weapons + HitEffect m_damageEffect; + + bool Serialize(AzNetworking::ISerializer& serializer); + static void Reflect(AZ::ReflectContext* context); + }; + + using LifetimeSec = AzNetworking::QuantizedValues<1, 2, 0, 120>; // 2 minute max lifetime for any bullet + + //! Data to track a single active shot (trace weapons, not projectiles). + struct ActiveShot + { + AZ::Transform m_initialTransform; // Transform of the weapon generating the activate event + AZ::Vector3 m_targetPosition; // Target location of the activate event + LifetimeSec m_lifetimeSeconds; // The number of seconds this shot has been alive for + + bool operator!=(const ActiveShot& rhs) const; + bool Serialize(AzNetworking::ISerializer& serializer); + static void Reflect(AZ::ReflectContext* context); + }; + using ActiveShots = AZStd::fixed_vector; + + //! Internal state data for a weapon instance (This structure is predictive and should not replicate to clients). + struct WeaponState + { + uint8_t m_activationCount = 0; // The number of activations for this weapon (rolls over) + float m_cooldownTime = 0.0f; // The number of seconds before the next activation can occur + WeaponStatus m_status = WeaponStatus::Idle; // The current weapon state + ActiveShots m_activeShots; // Vector of active shots still being tracked by this weapon + + bool operator!=(const WeaponState& rhs) const; + bool Serialize(AzNetworking::ISerializer& serializer); + static void Reflect(AZ::ReflectContext* context); + }; + + //! Structure containing details for a single weapon activation. + struct ActivateEvent + { + AZ::Transform m_initialTransform = AZ::Transform::CreateIdentity(); // Transform of the weapon generating the activate event + AZ::Vector3 m_targetPosition = AZ::Vector3::CreateZero(); // Target location of the activate event + Multiplayer::NetEntityId m_shooterId = Multiplayer::InvalidNetEntityId; // NetEntityId of the shooter + Multiplayer::NetEntityId m_projectileId = Multiplayer::InvalidNetEntityId; // NetEntityId of the projectile, or InvalidNetEntityId if a trace weapon + + bool Serialize(AzNetworking::ISerializer& serializer); + static void Reflect(AZ::ReflectContext* context); + }; + + //! Single hit entity in a weapon hit event. + struct HitEntity + { + AZ::Vector3 m_hitPosition; // Location where the entity was hit, NOT the location of the projectile or weapon in the case of area damage + Multiplayer::NetEntityId m_hitNetEntityId = Multiplayer::InvalidNetEntityId; // Entity Id of the entity which was hit + + bool Serialize(AzNetworking::ISerializer& serializer); + static void Reflect(AZ::ReflectContext* context); + }; + using HitEntities = AZStd::fixed_vector; + + //! Structure containing details for a single weapon hit event. + struct HitEvent + { + AZ::Transform m_hitTransform; // Transform of the hit event, NOT the location of the entity that was hit in the case of area damage + Multiplayer::NetEntityId m_shooterNetEntityId = Multiplayer::InvalidNetEntityId; // Entity Id of the shooter + Multiplayer::NetEntityId m_projectileNetEntityId = Multiplayer::InvalidNetEntityId; // Entity Id of the projectile, InvalidNetEntityId if this was a trace weapon hit + HitEntities m_hitEntities; // Information about the entities that were hit + + bool Serialize(AzNetworking::ISerializer& serializer); + static void Reflect(AZ::ReflectContext* context); + }; + + //! Structure containing details for a single fire event. + struct FireParams + { + AZ::Vector3 m_targetPosition; // Location of the activate event. + Multiplayer::NetEntityId m_targetId = Multiplayer::InvalidNetEntityId; // Entity Id of the target (for homing weapons) + + bool operator!=(const FireParams& rhs) const; + bool Serialize(AzNetworking::ISerializer& serializer); + static void Reflect(AZ::ReflectContext* context); + }; +} + +AZ_TYPE_SAFE_INTEGRAL_SERIALIZEBINDING(MultiplayerSample::WeaponIndex); diff --git a/Gem/Code/multiplayersample_files.cmake b/Gem/Code/multiplayersample_files.cmake index 98893e10e..c2fbda224 100644 --- a/Gem/Code/multiplayersample_files.cmake +++ b/Gem/Code/multiplayersample_files.cmake @@ -1,34 +1,48 @@ # -# 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. +# Copyright (c) Contributors to the Open 3D Engine Project # # SPDX-License-Identifier: Apache-2.0 OR MIT # # set(FILES - Source/AutoGen/AnimatedHitVolumesComponent.AutoComponent.xml - Source/AutoGen/CharacterComponent.AutoComponent.xml Source/AutoGen/NetworkAnimationComponent.AutoComponent.xml + Source/AutoGen/NetworkCharacterComponent.AutoComponent.xml + Source/AutoGen/NetworkHitVolumesComponent.AutoComponent.xml Source/AutoGen/NetworkPlayerSpawnerComponent.AutoComponent.xml Source/AutoGen/NetworkRigidBodyComponent.AutoComponent.xml + Source/AutoGen/NetworkWeaponsComponent.AutoComponent.xml Source/AutoGen/SimplePlayerCameraComponent.AutoComponent.xml Source/AutoGen/WasdPlayerMovementComponent.AutoComponent.xml - Source/Components/AnimatedHitVolumesComponent.cpp - Source/Components/AnimatedHitVolumesComponent.h - Source/Components/CharacterComponent.cpp - Source/Components/CharacterComponent.h Source/Components/ExampleFilteredEntityComponent.h Source/Components/ExampleFilteredEntityComponent.cpp Source/Components/NetworkAnimationComponent.cpp Source/Components/NetworkAnimationComponent.h + Source/Components/NetworkCharacterComponent.cpp + Source/Components/NetworkCharacterComponent.h + Source/Components/NetworkHitVolumesComponent.cpp + Source/Components/NetworkHitVolumesComponent.h Source/Components/NetworkPlayerSpawnerComponent.cpp Source/Components/NetworkPlayerSpawnerComponent.h Source/Components/NetworkRigidBodyComponent.cpp Source/Components/NetworkRigidBodyComponent.h + Source/Components/NetworkWeaponsComponent.cpp + Source/Components/NetworkWeaponsComponent.h Source/Components/SimplePlayerCameraComponent.cpp Source/Components/SimplePlayerCameraComponent.h Source/Components/WasdPlayerMovementComponent.cpp Source/Components/WasdPlayerMovementComponent.h + Source/Weapons/BaseWeapon.cpp + Source/Weapons/BaseWeapon.h + Source/Weapons/IWeapon.h + Source/Weapons/ProjectileWeapon.cpp + Source/Weapons/ProjectileWeapon.h + Source/Weapons/TraceWeapon.cpp + Source/Weapons/TraceWeapon.h + Source/Weapons/WeaponGathers.cpp + Source/Weapons/WeaponGathers.h + Source/Weapons/WeaponTypes.cpp + Source/Weapons/WeaponTypes.h Source/MultiplayerSampleSystemComponent.cpp Source/MultiplayerSampleSystemComponent.h Source/MultiplayerSampleTypes.h diff --git a/Prefabs/Player.prefab b/Prefabs/Player.prefab index 49ace372a..cfc3c637c 100644 --- a/Prefabs/Player.prefab +++ b/Prefabs/Player.prefab @@ -170,11 +170,11 @@ "$type": "GenericComponentWrapper", "Id": 7398251875150394377, "m_template": { - "$type": "MultiplayerSample::CharacterComponent", + "$type": "MultiplayerSample::NetworkCharacterComponent", "WalkSpeed": 3.0, "SprintSpeed": 5.0, - "ReverseSpeed": 2.0, - "CrouchSpeed": 1.5 + "CrouchSpeed": 1.5, + "ReverseSpeed": 2.0 } }, "Component_[10731928891422556040]": { @@ -335,7 +335,7 @@ "$type": "GenericComponentWrapper", "Id": 13362124592556856876, "m_template": { - "$type": "MultiplayerSample::AnimatedHitVolumesComponent" + "$type": "MultiplayerSample::NetworkHitVolumesComponent" } }, "Component_[11996978980717063697]": { From 4a0e99958a4598a482c2f844e7aa87ff8425f097 Mon Sep 17 00:00:00 2001 From: puvvadar Date: Thu, 22 Jul 2021 15:05:42 -0700 Subject: [PATCH 09/64] Add interpolation to HitVolumes and RigidBody Signed-off-by: puvvadar --- .../Components/NetworkHitVolumesComponent.cpp | 17 ++++++++++++++++- .../Components/NetworkRigidBodyComponent.cpp | 16 +++++++++++++++- 2 files changed, 31 insertions(+), 2 deletions(-) diff --git a/Gem/Code/Source/Components/NetworkHitVolumesComponent.cpp b/Gem/Code/Source/Components/NetworkHitVolumesComponent.cpp index 4f7420393..1d755aae8 100644 --- a/Gem/Code/Source/Components/NetworkHitVolumesComponent.cpp +++ b/Gem/Code/Source/Components/NetworkHitVolumesComponent.cpp @@ -70,7 +70,22 @@ namespace MultiplayerSample void NetworkHitVolumesComponent::AnimatedHitVolume::SyncToCurrentTransform() { - const AZ::Transform& rewoundTransform = m_transform.Get(); + AZ::Transform rewoundTransform; + const AZ::Transform& targetTransform = m_transform.Get(); + float blendFactor = Multiplayer::GetNetworkTime()->GetHostBlendFactor(); + if (blendFactor < 1.f) + { + // If a blend factor was supplied, interpolate the transform appropriately + const AZ::Transform& previousTransform = m_transform.GetPrevious(); + rewoundTransform.SetRotation(previousTransform.GetRotation().Slerp(targetTransform.GetRotation(), blendFactor)); + rewoundTransform.SetTranslation(previousTransform.GetTranslation().Lerp(targetTransform.GetTranslation(), blendFactor)); + rewoundTransform.SetUniformScale(AZ::Lerp(previousTransform.GetUniformScale(), targetTransform.GetUniformScale(), blendFactor)); + } + else + { + rewoundTransform = m_transform.Get(); + } + const AZ::Transform physicsTransform = AZ::Transform::CreateFromQuaternionAndTranslation(m_physicsShape->GetLocalPose().second, m_physicsShape->GetLocalPose().first); // Don't call SetLocalPose unless the transforms are actually different diff --git a/Gem/Code/Source/Components/NetworkRigidBodyComponent.cpp b/Gem/Code/Source/Components/NetworkRigidBodyComponent.cpp index 22610e7f8..6e8797ace 100644 --- a/Gem/Code/Source/Components/NetworkRigidBodyComponent.cpp +++ b/Gem/Code/Source/Components/NetworkRigidBodyComponent.cpp @@ -75,7 +75,21 @@ namespace MultiplayerSample AzPhysics::RigidBody* rigidBody = m_physicsRigidBodyComponent->GetRigidBody(); rigidBody->SetFrameId(frameId); - const AZ::Transform& rewoundTransform = m_transform.Get(); + AZ::Transform rewoundTransform; + const AZ::Transform& targetTransform = m_transform.Get(); + float blendFactor = Multiplayer::GetNetworkTime()->GetHostBlendFactor(); + if (blendFactor < 1.f) + { + // If a blend factor was supplied, interpolate the transform appropriately + const AZ::Transform& previousTransform = m_transform.GetPrevious(); + rewoundTransform.SetRotation(previousTransform.GetRotation().Slerp(targetTransform.GetRotation(), blendFactor)); + rewoundTransform.SetTranslation(previousTransform.GetTranslation().Lerp(targetTransform.GetTranslation(), blendFactor)); + rewoundTransform.SetUniformScale(AZ::Lerp(previousTransform.GetUniformScale(), targetTransform.GetUniformScale(), blendFactor)); + } + else + { + rewoundTransform = m_transform.Get(); + } const AZ::Transform& physicsTransform = rigidBody->GetTransform(); // Don't call SetLocalPose unless the transforms are actually different From 52e14e92b5048a5a4ddc3c9669e018aa1e3f618f Mon Sep 17 00:00:00 2001 From: AMZN-Olex <5432499+AMZN-Olex@users.noreply.github.com> Date: Fri, 23 Jul 2021 09:21:48 -0400 Subject: [PATCH 10/64] Camera component build fix Signed-off-by: AMZN-Olex <5432499+AMZN-Olex@users.noreply.github.com> --- Gem/Code/Source/Components/SimplePlayerCameraComponent.cpp | 1 + 1 file changed, 1 insertion(+) diff --git a/Gem/Code/Source/Components/SimplePlayerCameraComponent.cpp b/Gem/Code/Source/Components/SimplePlayerCameraComponent.cpp index 5c4482c00..2cf2457a0 100644 --- a/Gem/Code/Source/Components/SimplePlayerCameraComponent.cpp +++ b/Gem/Code/Source/Components/SimplePlayerCameraComponent.cpp @@ -5,6 +5,7 @@ * */ +#include #include #include #include From 9041f44918196a86426b16ded2c0f8dedd532be2 Mon Sep 17 00:00:00 2001 From: pereslav Date: Tue, 27 Jul 2021 21:56:12 +0100 Subject: [PATCH 11/64] Restored the physx part of NetworkCharacterComponent Signed-off-by: pereslav --- .../Components/NetworkCharacterComponent.cpp | 96 ++++++++++++++++++- .../Components/NetworkCharacterComponent.h | 14 +++ 2 files changed, 108 insertions(+), 2 deletions(-) diff --git a/Gem/Code/Source/Components/NetworkCharacterComponent.cpp b/Gem/Code/Source/Components/NetworkCharacterComponent.cpp index 43ddb3892..3d85dd7e1 100644 --- a/Gem/Code/Source/Components/NetworkCharacterComponent.cpp +++ b/Gem/Code/Source/Components/NetworkCharacterComponent.cpp @@ -1,6 +1,7 @@ /* - * Copyright (c) Contributors to the Open 3D Engine Project - * + * 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. + * * SPDX-License-Identifier: Apache-2.0 OR MIT * */ @@ -10,9 +11,76 @@ #include #include #include +#include +#include +#include +#include namespace MultiplayerSample { + bool CollisionLayerBasedControllerFilter(const physx::PxController& controllerA, const physx::PxController& controllerB) + { + PHYSX_SCENE_READ_LOCK(controllerA.getActor()->getScene()); + physx::PxRigidDynamic* actorA = controllerA.getActor(); + physx::PxRigidDynamic* actorB = controllerB.getActor(); + + if (actorA && actorA->getNbShapes() > 0 && actorB && actorB->getNbShapes() > 0) + { + physx::PxShape* shapeA = nullptr; + actorA->getShapes(&shapeA, 1, 0); + physx::PxFilterData filterDataA = shapeA->getSimulationFilterData(); + physx::PxShape* shapeB = nullptr; + actorB->getShapes(&shapeB, 1, 0); + physx::PxFilterData filterDataB = shapeB->getSimulationFilterData(); + return PhysX::Utils::Collision::ShouldCollide(filterDataA, filterDataB); + } + + return true; + } + + physx::PxQueryHitType::Enum CollisionLayerBasedObjectPreFilter( + const physx::PxFilterData& filterData, + const physx::PxShape* shape, + const physx::PxRigidActor* actor, + [[maybe_unused]] physx::PxHitFlags& queryFlags) + { + // non-kinematic dynamic bodies should not impede the movement of the character + if (actor->getConcreteType() == physx::PxConcreteType::eRIGID_DYNAMIC) + { + const physx::PxRigidDynamic* rigidDynamic = static_cast(actor); + + bool isKinematic = (rigidDynamic->getRigidBodyFlags() & physx::PxRigidBodyFlag::eKINEMATIC); + if (isKinematic) + { + const PhysX::ActorData* actorData = PhysX::Utils::GetUserData(rigidDynamic); + if (actorData) + { + const AZ::EntityId entityId = actorData->GetEntityId(); + + if (NetworkRigidBodyRequestBus::FindFirstHandler(entityId) != nullptr) + { + // Network rigid bodies are kinematic on the client but dynamic on the server, + // hence filtering treats these actors as dynamic to support client prediction and avoid desyncs + isKinematic = false; + } + } + } + + if (!isKinematic) + { + return physx::PxQueryHitType::eNONE; + } + } + + // all other cases should be determined by collision filters + if (PhysX::Utils::Collision::ShouldCollide(filterData, shape->getSimulationFilterData())) + { + return physx::PxQueryHitType::eBLOCK; + } + + return physx::PxQueryHitType::eNONE; + } + void NetworkCharacterComponent::NetworkCharacterComponent::Reflect(AZ::ReflectContext* context) { AZ::SerializeContext* serializeContext = azrtti_cast(context); @@ -41,6 +109,17 @@ namespace MultiplayerSample m_physicsCharacter = (characterRequests != nullptr) ? characterRequests->GetCharacter() : nullptr; GetNetBindComponent()->AddEntitySyncRewindEventHandler(m_syncRewindHandler); + if (m_physicsCharacter) + { + auto controller = static_cast(m_physicsCharacter); + controller->SetFilterFlags(physx::PxQueryFlag::eSTATIC | physx::PxQueryFlag::eDYNAMIC | physx::PxQueryFlag::ePREFILTER); + if (auto callbackManager = controller->GetCallbackManager()) + { + callbackManager->SetControllerFilter(CollisionLayerBasedControllerFilter); + callbackManager->SetObjectPreFilter(CollisionLayerBasedObjectPreFilter); + } + } + if (!HasController()) { GetNetworkTransformComponent()->TranslationAddEvent(m_translationEventHandler); @@ -73,6 +152,19 @@ namespace MultiplayerSample } } + bool NetworkCharacterComponent::IsOnGround() const + { + auto pxController = static_cast(m_physicsCharacter->GetNativePointer()); + if (!pxController) + { + return true; + } + + physx::PxControllerState state; + pxController->getState(state); + return state.touchedActor != nullptr || (state.collisionFlags & physx::PxControllerCollisionFlag::eCOLLISION_DOWN) != 0; + } + NetworkCharacterComponentController::NetworkCharacterComponentController(NetworkCharacterComponent& parent) : NetworkCharacterComponentControllerBase(parent) { diff --git a/Gem/Code/Source/Components/NetworkCharacterComponent.h b/Gem/Code/Source/Components/NetworkCharacterComponent.h index ca577c273..3b556f20f 100644 --- a/Gem/Code/Source/Components/NetworkCharacterComponent.h +++ b/Gem/Code/Source/Components/NetworkCharacterComponent.h @@ -9,6 +9,7 @@ #include #include +#include namespace Physics { @@ -19,6 +20,7 @@ namespace MultiplayerSample { class NetworkCharacterComponent : public NetworkCharacterComponentBase + , private PhysX::CharacterGameplayRequestBus::Handler { friend class NetworkCharacterComponentController; @@ -29,6 +31,11 @@ namespace MultiplayerSample NetworkCharacterComponent(); + static void GetIncompatibleServices(AZ::ComponentDescriptor::DependencyArrayType& incompatible) + { + incompatible.push_back(AZ_CRC_CE("NetworkRigidBodyService")); + } + void OnInit() override; void OnActivate(Multiplayer::EntityIsMigrating entityIsMigrating) override; void OnDeactivate(Multiplayer::EntityIsMigrating entityIsMigrating) override; @@ -37,6 +44,13 @@ namespace MultiplayerSample void OnTranslationChangedEvent(const AZ::Vector3& translation); void OnSyncRewind(); + // CharacterGameplayRequestBus + bool IsOnGround() const override; + float GetGravityMultiplier() const override { return {}; } + void SetGravityMultiplier([[maybe_unused]] float gravityMultiplier) override {} + AZ::Vector3 GetFallingVelocity() const override { return {}; } + void SetFallingVelocity([[maybe_unused]] const AZ::Vector3& fallingVelocity) override {} + Physics::Character* m_physicsCharacter = nullptr; Multiplayer::EntitySyncRewindEvent::Handler m_syncRewindHandler = Multiplayer::EntitySyncRewindEvent::Handler([this]() { OnSyncRewind(); }); AZ::Event::Handler m_translationEventHandler; From 0979a1b49e192cb55c401377f9c38a89472765ff Mon Sep 17 00:00:00 2001 From: pereslav Date: Tue, 27 Jul 2021 22:07:16 +0100 Subject: [PATCH 12/64] Removed copyright change to avoid a conflict with another change Signed-off-by: pereslav --- Gem/Code/Source/Components/NetworkCharacterComponent.cpp | 5 ++--- 1 file changed, 2 insertions(+), 3 deletions(-) diff --git a/Gem/Code/Source/Components/NetworkCharacterComponent.cpp b/Gem/Code/Source/Components/NetworkCharacterComponent.cpp index 3d85dd7e1..90f38f024 100644 --- a/Gem/Code/Source/Components/NetworkCharacterComponent.cpp +++ b/Gem/Code/Source/Components/NetworkCharacterComponent.cpp @@ -1,7 +1,6 @@ /* - * 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. - * + * Copyright (c) Contributors to the Open 3D Engine Project + * * SPDX-License-Identifier: Apache-2.0 OR MIT * */ From 718dec525e6cb2b869d245c8c8f071788813bf3b Mon Sep 17 00:00:00 2001 From: Shatur95 Date: Tue, 27 Jul 2021 23:12:09 +0300 Subject: [PATCH 13/64] Update EngineFinder.cmake Signed-off-by: Hennadii Chernyshchyk --- EngineFinder.cmake | 68 +++++++++++++++++++++++++++++----------------- 1 file changed, 43 insertions(+), 25 deletions(-) diff --git a/EngineFinder.cmake b/EngineFinder.cmake index 88d1819db..ccbfcbecf 100644 --- a/EngineFinder.cmake +++ b/EngineFinder.cmake @@ -1,52 +1,70 @@ # {BEGIN_LICENSE} # -# 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. -# +# 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. +# # SPDX-License-Identifier: Apache-2.0 OR MIT # # # {END_LICENSE} - # This file is copied during engine registration. Edits to this file will be lost next # time a registration happens. + include_guard() # Read the engine name from the project_json file file(READ ${CMAKE_CURRENT_LIST_DIR}/project.json project_json) +set_property(DIRECTORY APPEND PROPERTY CMAKE_CONFIGURE_DEPENDS ${CMAKE_CURRENT_LIST_DIR}/project.json) + string(JSON LY_ENGINE_NAME_TO_USE ERROR_VARIABLE json_error GET ${project_json} engine) if(json_error) message(FATAL_ERROR "Unable to read key 'engine' from 'project.json', error: ${json_error}") endif() -# Read the list of paths from ~.o3de/o3de_manifest.json -file(TO_CMAKE_PATH "$ENV{USERPROFILE}" home_directory) # Windows -if((NOT home_directory) OR (NOT EXISTS ${home_directory})) - file(TO_CMAKE_PATH "$ENV{HOME}" home_directory)# Unix +if(DEFINED ENV{USERPROFILE} AND EXISTS $ENV{USERPROFILE}) + set(manifest_path $ENV{USERPROFILE}/.o3de/o3de_manifest.json) # Windows +else() + set(manifest_path $ENV{HOME}/.o3de/o3de_manifest.json) # Unix endif() -if (NOT home_directory) - message(FATAL_ERROR "Cannot find user home directory, the o3de manifest cannot be found") -endif() -# Set manifest path to path in the user home directory -set(manifest_path ${home_directory}/.o3de/o3de_manifest.json) - +# Read the ~/.o3de/o3de_manifest.json file and look through the 'engines_path' object. +# Find a key that matches LY_ENGINE_NAME_TO_USE and use that as the engine path. if(EXISTS ${manifest_path}) file(READ ${manifest_path} manifest_json) - string(JSON engines_count ERROR_VARIABLE json_error LENGTH ${manifest_json} engines) + set_property(DIRECTORY APPEND PROPERTY CMAKE_CONFIGURE_DEPENDS ${manifest_path}) + + string(JSON engines_path_count ERROR_VARIABLE json_error LENGTH ${manifest_json} engines_path) if(json_error) - message(FATAL_ERROR "Unable to read key 'engines' from '${manifest_path}', error: ${json_error}") + message(FATAL_ERROR "Unable to read key 'engines_path' from '${manifest_path}', error: ${json_error}") endif() - math(EXPR engines_count "${engines_count}-1") - foreach(engine_path_index RANGE ${engines_count}) - string(JSON engine_path ERROR_VARIABLE json_error GET ${manifest_json} engines ${engine_path_index}) - if(${json_error}) - message(FATAL_ERROR "Unable to read engines[${engine_path_index}] '${manifest_path}', error: ${json_error}") - endif() - list(APPEND CMAKE_MODULE_PATH "${engine_path}/cmake") - endforeach() -endif() - + string(JSON engines_path_type ERROR_VARIABLE json_error TYPE ${manifest_json} engines_path) + if(json_error OR NOT ${engines_path_type} STREQUAL "OBJECT") + message(FATAL_ERROR "Type of 'engines_path' in '${manifest_path}' is not a JSON Object, error: ${json_error}") + endif() + math(EXPR engines_path_count "${engines_path_count}-1") + foreach(engine_path_index RANGE ${engines_path_count}) + string(JSON engine_name ERROR_VARIABLE json_error MEMBER ${manifest_json} engines_path ${engine_path_index}) + if(json_error) + message(FATAL_ERROR "Unable to read 'engines_path/${engine_path_index}' from '${manifest_path}', error: ${json_error}") + endif() + if(LY_ENGINE_NAME_TO_USE STREQUAL engine_name) + string(JSON engine_path ERROR_VARIABLE json_error GET ${manifest_json} engines_path ${engine_name}) + if(json_error) + message(FATAL_ERROR "Unable to read value from 'engines_path/${engine_name}', error: ${json_error}") + endif() + if(engine_path) + list(APPEND CMAKE_MODULE_PATH "${engine_path}/cmake") + break() + endif() + endif() + endforeach() +else() + # If the user is passing CMAKE_MODULE_PATH we assume thats where we will find the engine + if(NOT CMAKE_MODULE_PATH) + message(FATAL_ERROR "Engine registration is required before configuring a project. Please register an engine by running 'scripts/o3de register --this-engine'") + endif() +endif() From 6d6abedec8a678376a5b780b28d92ecde3a7cbc5 Mon Sep 17 00:00:00 2001 From: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com> Date: Tue, 27 Jul 2021 15:19:19 -0500 Subject: [PATCH 14/64] Remvoing BEGIN_LICENSE and END_LICENSE blocks from copyright header Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com> --- EngineFinder.cmake | 3 --- 1 file changed, 3 deletions(-) diff --git a/EngineFinder.cmake b/EngineFinder.cmake index ccbfcbecf..4e7b90db8 100644 --- a/EngineFinder.cmake +++ b/EngineFinder.cmake @@ -1,12 +1,9 @@ -# {BEGIN_LICENSE} -# # 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. # # SPDX-License-Identifier: Apache-2.0 OR MIT # # -# {END_LICENSE} # This file is copied during engine registration. Edits to this file will be lost next # time a registration happens. From 981f5154f6223e49e110f4dec816a819d96693e6 Mon Sep 17 00:00:00 2001 From: puvvadar Date: Thu, 29 Jul 2021 13:36:38 -0700 Subject: [PATCH 15/64] Add const to a few blending variables Signed-off-by: puvvadar --- Gem/Code/Source/Components/NetworkHitVolumesComponent.cpp | 2 +- Gem/Code/Source/Components/NetworkRigidBodyComponent.cpp | 2 +- 2 files changed, 2 insertions(+), 2 deletions(-) diff --git a/Gem/Code/Source/Components/NetworkHitVolumesComponent.cpp b/Gem/Code/Source/Components/NetworkHitVolumesComponent.cpp index 1d755aae8..03844a97e 100644 --- a/Gem/Code/Source/Components/NetworkHitVolumesComponent.cpp +++ b/Gem/Code/Source/Components/NetworkHitVolumesComponent.cpp @@ -72,7 +72,7 @@ namespace MultiplayerSample { AZ::Transform rewoundTransform; const AZ::Transform& targetTransform = m_transform.Get(); - float blendFactor = Multiplayer::GetNetworkTime()->GetHostBlendFactor(); + const float blendFactor = Multiplayer::GetNetworkTime()->GetHostBlendFactor(); if (blendFactor < 1.f) { // If a blend factor was supplied, interpolate the transform appropriately diff --git a/Gem/Code/Source/Components/NetworkRigidBodyComponent.cpp b/Gem/Code/Source/Components/NetworkRigidBodyComponent.cpp index 6e8797ace..966963c1d 100644 --- a/Gem/Code/Source/Components/NetworkRigidBodyComponent.cpp +++ b/Gem/Code/Source/Components/NetworkRigidBodyComponent.cpp @@ -77,7 +77,7 @@ namespace MultiplayerSample AZ::Transform rewoundTransform; const AZ::Transform& targetTransform = m_transform.Get(); - float blendFactor = Multiplayer::GetNetworkTime()->GetHostBlendFactor(); + const float blendFactor = Multiplayer::GetNetworkTime()->GetHostBlendFactor(); if (blendFactor < 1.f) { // If a blend factor was supplied, interpolate the transform appropriately From e02340b9ec66256375cf2bd717abe58ac085f27d Mon Sep 17 00:00:00 2001 From: kberg-amzn Date: Thu, 29 Jul 2021 16:24:17 -0700 Subject: [PATCH 16/64] Weapons are now marginally functional, can aim and shoot and stuff replicates over the network Signed-off-by: kberg-amzn --- .../NetworkWeaponsComponent.AutoComponent.xml | 5 +- .../Components/NetworkWeaponsComponent.cpp | 134 ++++++--- .../Components/NetworkWeaponsComponent.h | 18 +- .../MultiplayerSampleSystemComponent.cpp | 7 + Gem/Code/Source/MultiplayerSampleTypes.h | 5 + Gem/Code/Source/Weapons/BaseWeapon.cpp | 2 +- Gem/Code/Source/Weapons/BaseWeapon.h | 24 -- Gem/Code/Source/Weapons/IWeapon.h | 30 +- Gem/Code/Source/Weapons/ProjectileWeapon.h | 2 +- Gem/Code/Source/Weapons/TraceWeapon.cpp | 2 +- Gem/Code/Source/Weapons/TraceWeapon.h | 2 +- Gem/Code/Source/Weapons/WeaponTypes.cpp | 187 ++++++++++-- Gem/Code/Source/Weapons/WeaponTypes.h | 51 ++-- InputBindings/player.inputbindings | 207 ++++++++------ Prefabs/Player.prefab | 269 ++++++++++-------- 15 files changed, 607 insertions(+), 338 deletions(-) diff --git a/Gem/Code/Source/AutoGen/NetworkWeaponsComponent.AutoComponent.xml b/Gem/Code/Source/AutoGen/NetworkWeaponsComponent.AutoComponent.xml index 280d51751..3ef51889e 100644 --- a/Gem/Code/Source/AutoGen/NetworkWeaponsComponent.AutoComponent.xml +++ b/Gem/Code/Source/AutoGen/NetworkWeaponsComponent.AutoComponent.xml @@ -9,6 +9,7 @@ xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"> + @@ -20,8 +21,8 @@ - - + + diff --git a/Gem/Code/Source/Components/NetworkWeaponsComponent.cpp b/Gem/Code/Source/Components/NetworkWeaponsComponent.cpp index bcf0331ef..6b7242247 100644 --- a/Gem/Code/Source/Components/NetworkWeaponsComponent.cpp +++ b/Gem/Code/Source/Components/NetworkWeaponsComponent.cpp @@ -7,6 +7,7 @@ #include #include +#include #include namespace MultiplayerSample @@ -54,15 +55,20 @@ namespace MultiplayerSample { } - void NetworkWeaponsComponent::OnActivate([[maybe_unused]] const WeaponActivationInfo& activationInfo) + IWeapon* NetworkWeaponsComponent::GetWeapon(WeaponIndex weaponIndex) const { + return m_weapons[aznumeric_cast(weaponIndex)].get(); } - void NetworkWeaponsComponent::OnPredictHit([[maybe_unused]] const WeaponHitInfo& hitInfo) + void NetworkWeaponsComponent::OnWeaponActivate([[maybe_unused]] const WeaponActivationInfo& activationInfo) { } - void NetworkWeaponsComponent::OnConfirmHit([[maybe_unused]] const WeaponHitInfo& hitInfo) + void NetworkWeaponsComponent::OnWeaponPredictHit([[maybe_unused]] const WeaponHitInfo& hitInfo) + { + } + + void NetworkWeaponsComponent::OnWeaponConfirmHit([[maybe_unused]] const WeaponHitInfo& hitInfo) { } @@ -111,61 +117,117 @@ namespace MultiplayerSample const CharacterAnimState animState = CharacterAnimState::Shooting; GetNetworkAnimationComponentController()->ModifyActiveAnimStates().SetBit(aznumeric_cast(animState), weaponInput->m_firing.GetBit(weaponIndex)); } + + for (AZStd::size_t weaponIndex = 0; weaponIndex < MaxWeaponsPerComponent; ++weaponIndex) + { + if (weaponInput->m_firing.GetBit(weaponIndex)) + { + const AZ::Vector3& aimAngles = GetSimplePlayerCameraComponentController()->GetAimAngles(); + FireParams fireParams{ aimAngles, Multiplayer::InvalidNetEntityId }; + TryStartFire(aznumeric_cast(weaponIndex), fireParams); + } + } + + UpdateWeaponFiring(deltaTime); } void NetworkWeaponsComponentController::UpdateWeaponFiring([[maybe_unused]] float deltaTime) { - /* - WeaponsComponent::NetworkInput* weaponsInput = a_Input->FindInput(); - - pWeapon->UpdateWeaponState(weaponState, a_DeltaTime); - - if ((weaponState.GetStatus() == EWeaponStatus::Firing) && (weaponState.GetCooldownTime() <= 0.0f)) + for (AZStd::size_t weaponIndex = 0; weaponIndex < MaxWeaponsPerComponent; ++weaponIndex) { - AZLOG(NET_TraceWeapons, "Weapon predicted activation event for weapon index %u", iWeaponIndex); - - // Temp hack for weapon firing due to late ebus binding in 1.14 - if (m_FireBoneJointIds[iWeaponIndex] == NetworkAnimationComponent::k_InvalidBoneId) - { - const char* fireBoneName = GetFireBoneName(iWeaponIndex).GetString(); - m_FireBoneJointIds[iWeaponIndex] = GetNetworkAnimationComponentPredictable()->GetCommonParent().GetBoneIdByName(fireBoneName); - } + IWeapon* weapon = GetParent().GetWeapon(aznumeric_cast(weaponIndex)); - NovaNet::Transform fireBoneTransform; - if (!GetNetworkAnimationComponentPredictable()->GetCommonParent().GetJointTransformById(m_FireBoneJointIds[iWeaponIndex], fireBoneTransform)) + if ((weapon == nullptr) || !weapon->GetParams().m_locallyPredicted) { - NVLOG_WARN("Failed to get transform for fire bone %s, joint Id %u", GetFireBoneName(iWeaponIndex).GetString(), m_FireBoneJointIds[iWeaponIndex]); + continue; } - const FireParams& fireParams = pWeapon->GetFireParams(); - const Vec3 position = fireBoneTransform.m_Position; - const Quat orientation = Quat::CreateLookRotation((fireParams.GetTargetPosition() - position).Normalized()); - const Transform transform = Transform(position, orientation); + WeaponState& weaponState = ModifyWeaponStates(weaponIndex); - ActivateEvent activateEvent(transform, fireParams.GetTargetPosition(), GetNetId(), INVALID_ENTITY_ID); + weapon->UpdateWeaponState(weaponState, deltaTime); - DispatchActivateEvent(weaponsInput, a_DeltaTime, pWeapon, weaponState, activateEvent); + if ((weaponState.m_status == WeaponStatus::Firing) && (weaponState.m_cooldownTime <= 0.0f)) + { + AZLOG(NET_TraceWeapons, "Weapon predicted activation event for weapon index %u", aznumeric_cast(weaponIndex)); + + // Temp hack for weapon firing due to late ebus binding in 1.14 + if (m_fireBoneJointIds[weaponIndex] == InvalidBoneId) + { + const char* fireBoneName = GetFireBoneNames(weaponIndex).c_str(); + m_fireBoneJointIds[weaponIndex] = GetNetworkAnimationComponentController()->GetParent().GetBoneIdByName(fireBoneName); + } + + AZ::Transform fireBoneTransform; + if (!GetNetworkAnimationComponentController()->GetParent().GetJointTransformById(m_fireBoneJointIds[weaponIndex], fireBoneTransform)) + { + AZLOG_WARN("Failed to get transform for fire bone %s, joint Id %u", GetFireBoneNames(weaponIndex).c_str(), m_fireBoneJointIds[weaponIndex]); + } + + const FireParams& fireParams = weapon->GetFireParams(); + const AZ::Vector3 position = fireBoneTransform.GetTranslation(); + const AZ::Quaternion orientation = AZ::Quaternion::CreateShortestArc(AZ::Vector3::CreateAxisX(), (fireParams.m_targetPosition - position).GetNormalized()); + const AZ::Transform transform = AZ::Transform::CreateFromQuaternionAndTranslation(orientation, position); + ActivateEvent activateEvent{ transform, fireParams.m_targetPosition, GetNetEntityId(), Multiplayer::InvalidNetEntityId }; + + //if (cl_DebugDrawWeaponOrigin && (mp_DebugComponentAutonomous != nullptr)) + //{ + // mp_DebugComponentAutonomous->GetParent().ClientDrawSphere(a_ActivateEvent.GetInitialTransform().m_Position, 0.1f, NovaNet::Vec3(0.0f, 1.0f, 0.0f), 1.0f); + // mp_DebugComponentAutonomous->GetParent().ClientDrawSphere(a_ActivateEvent.GetTargetPosition(), 0.5f, NovaNet::Vec3(1.0f, 0.0f, 0.0f), 1.0f); + //} + + const bool isReplay = false;// PlayerNetworkInputComponent::IsReplayingInput(); + bool dispatchHitEvents = weapon->GetParams().m_locallyPredicted; + bool dispatchActivateEvents = weapon->GetParams().m_locallyPredicted; + bool skipGathers = false; + + if (IsAutonomous()) + { + //GetParent().ClearTriggeredPredictedHit(); + } + else if (IsAuthority()) + { + // If client didn't even predict a hit, don't bother checking + skipGathers = false;// (a_Input != nullptr) ? !a_Input->m_WeaponGatherRequests.GetBit(a_Weapon->GetWeaponIndex()) : false; + } + + weapon->Activate(deltaTime, weaponState, GetEntityHandle(), activateEvent, dispatchHitEvents, dispatchActivateEvents, skipGathers); + + if (IsAutonomous()) + { + // We predicted a local hit, in this case, let the server know so it can perform a test for this activation + //if (GetParent().HasTriggeredPredictedHit()) + //{ + // a_Input->m_WeaponGatherRequests.SetBit(a_Weapon->GetWeaponIndex(), true); + //} + } + else if (IsAuthority()) + { + SetActivationCounts(weaponIndex, weaponState.m_activationCount); + } + } } - */ } - - bool NetworkWeaponsComponentController::TryStartFire() + bool NetworkWeaponsComponentController::TryStartFire(WeaponIndex weaponIndex, const FireParams& fireParams) { - /* - AZLOG(NET_TraceWeapons, "Weapon attempting to fire"); + AZLOG(NET_TraceWeapons, "Weapon start fire on %u", aznumeric_cast(weaponIndex)); - WeaponState& weaponState = ModifyWeaponStates(*a_Input, a_WeaponIndex); + IWeapon* weapon = GetParent().GetWeapon(weaponIndex); - if (pWeapon->TryStartFire(weaponState, a_FireParams)) + if (weapon == nullptr) { - const uint32_t animBit = static_cast(pWeapon->GetParams().GetAnimFlag()); + return false; + } - GetNetworkAnimationComponentPredictable()->ModifyActiveAnimStates(*a_Input).SetBit(animBit, true); + WeaponState& weaponState = ModifyWeaponStates(aznumeric_cast(weaponIndex)); + if (weapon->TryStartFire(weaponState, fireParams)) + { + const uint32_t animBit = static_cast(weapon->GetParams().m_animFlag); + GetNetworkAnimationComponentController()->ModifyActiveAnimStates().SetBit(animBit, true); return true; } - */ + return false; } diff --git a/Gem/Code/Source/Components/NetworkWeaponsComponent.h b/Gem/Code/Source/Components/NetworkWeaponsComponent.h index e6d4fd51c..457ce6fef 100644 --- a/Gem/Code/Source/Components/NetworkWeaponsComponent.h +++ b/Gem/Code/Source/Components/NetworkWeaponsComponent.h @@ -14,9 +14,9 @@ namespace MultiplayerSample { // Input Event Ids for Player Controls - const StartingPointInput::InputEventNotificationId DrawEventId("draw"); - const StartingPointInput::InputEventNotificationId FirePrimaryEventId("firePrimary"); - const StartingPointInput::InputEventNotificationId FireSecondaryEventId("fireSecondary"); + const StartingPointInput::InputEventNotificationId DrawEventId("drawWeapon"); + const StartingPointInput::InputEventNotificationId FirePrimaryEventId("firePrimaryWeapon"); + const StartingPointInput::InputEventNotificationId FireSecondaryEventId("fireSecondaryWeapon"); const WeaponIndex PrimaryWeaponIndex = WeaponIndex{ 0 }; const WeaponIndex SecondaryWeaponIndex = WeaponIndex{ 1 }; @@ -37,12 +37,14 @@ namespace MultiplayerSample void HandleSendConfirmHit(AzNetworking::IConnection* invokingConnection, const WeaponIndex& WeaponIndex, const HitEvent& HitEvent) override; void HandleSendConfirmProjectileHit(AzNetworking::IConnection* invokingConnection, const WeaponIndex& WeaponIndex, const HitEvent& HitEvent) override; + IWeapon* GetWeapon(WeaponIndex weaponIndex) const; + private: //! WeaponListener interface //! @{ - void OnActivate(const WeaponActivationInfo& activationInfo) override; - void OnPredictHit(const WeaponHitInfo& hitInfo) override; - void OnConfirmHit(const WeaponHitInfo& hitInfo) override; + void OnWeaponActivate(const WeaponActivationInfo& activationInfo) override; + void OnWeaponPredictHit(const WeaponHitInfo& hitInfo) override; + void OnWeaponConfirmHit(const WeaponHitInfo& hitInfo) override; //! @} using WeaponPointer = AZStd::unique_ptr; @@ -70,7 +72,7 @@ namespace MultiplayerSample //! Starts a weapon with the frame id from the client //! @return boolean true on activate, false if the weapon failed to activate - virtual bool TryStartFire(); + virtual bool TryStartFire(WeaponIndex, const FireParams& fireParams); //! AZ::InputEventNotificationBus interface //! @{ @@ -81,5 +83,7 @@ namespace MultiplayerSample bool m_weaponDrawn = false; WeaponActivationBitset m_weaponFiring; + + AZStd::array m_fireBoneJointIds; }; } diff --git a/Gem/Code/Source/MultiplayerSampleSystemComponent.cpp b/Gem/Code/Source/MultiplayerSampleSystemComponent.cpp index fd7564f9b..934894753 100644 --- a/Gem/Code/Source/MultiplayerSampleSystemComponent.cpp +++ b/Gem/Code/Source/MultiplayerSampleSystemComponent.cpp @@ -15,6 +15,7 @@ #include #include +#include namespace MultiplayerSample { @@ -22,6 +23,12 @@ namespace MultiplayerSample void MultiplayerSampleSystemComponent::Reflect(AZ::ReflectContext* context) { + ReflectWeaponEnums(context); + ClientEffect::Reflect(context); + GatherParams::Reflect(context); + HitEffect::Reflect(context); + WeaponParams::Reflect(context); + if (AZ::SerializeContext* serialize = azrtti_cast(context)) { serialize->Class() diff --git a/Gem/Code/Source/MultiplayerSampleTypes.h b/Gem/Code/Source/MultiplayerSampleTypes.h index b6c4af163..024f65040 100644 --- a/Gem/Code/Source/MultiplayerSampleTypes.h +++ b/Gem/Code/Source/MultiplayerSampleTypes.h @@ -33,3 +33,8 @@ namespace MultiplayerSample }; using CharacterAnimStateBitset = AzNetworking::FixedSizeBitset(CharacterAnimState::MAX)>; } + +namespace AZ +{ + AZ_TYPE_INFO_SPECIALIZE(MultiplayerSample::CharacterAnimState, "{2DC36B4D-3B14-45A8-911A-60F8732F6A88}"); +} diff --git a/Gem/Code/Source/Weapons/BaseWeapon.cpp b/Gem/Code/Source/Weapons/BaseWeapon.cpp index a6090124f..af6c5ad9c 100644 --- a/Gem/Code/Source/Weapons/BaseWeapon.cpp +++ b/Gem/Code/Source/Weapons/BaseWeapon.cpp @@ -167,7 +167,7 @@ namespace MultiplayerSample } WeaponHitInfo hitInfo(*this, eventData.m_initialTransform.GetTranslation(), hitEvent); - m_weaponListener.OnPredictHit(hitInfo); + m_weaponListener.OnWeaponPredictHit(hitInfo); } WeaponActivationInfo::WeaponActivationInfo(const IWeapon& weapon, const ActivateEvent& activateEvent) diff --git a/Gem/Code/Source/Weapons/BaseWeapon.h b/Gem/Code/Source/Weapons/BaseWeapon.h index d9e3e467d..08d1a1ac7 100644 --- a/Gem/Code/Source/Weapons/BaseWeapon.h +++ b/Gem/Code/Source/Weapons/BaseWeapon.h @@ -70,30 +70,6 @@ namespace MultiplayerSample //! @param eventData specific data regarding the weapon activation void DispatchHitEvents(const IntersectResults& gatherResults, const ActivateEvent& eventData, const NetEntityIdSet& prefilteredNetEntityIds); - //! Internally called on every weapon activation. - //! @param deltaTime the time in seconds this activate event corresponds to - //! @param weaponState the weapons internal state structure - //! @param weaponOwner the weapons owning entity - //! @param eventData contains details of the activation event - //! @param dispatchHitEvents if true, the Activate call will invoke hit events for gathered entities - //! @param dispatchActivateEvents if true, the Activate call will invoke activate events for valid activations - //! @param forceSkipGather if true, skip the gather step of the activation - virtual void Activate - ( - float deltaTime, - WeaponState& weaponState, - const Multiplayer::ConstNetworkEntityHandle weaponOwner, - ActivateEvent& eventData, - bool dispatchHitEvents, - bool dispatchActivateEvents, - bool forceSkipGather - ) = 0; - - //! Ticks the active shots for this weapon. - //! @param weaponState reference to the predictive state for this weapon - //! @param deltaTime the amount of time we are ticking over - virtual void TickActiveShots(WeaponState& weaponState, float deltaTime) = 0; - // Do not allow assignment BaseWeapon& operator =(const BaseWeapon&) = delete; diff --git a/Gem/Code/Source/Weapons/IWeapon.h b/Gem/Code/Source/Weapons/IWeapon.h index fa49443fd..b060651aa 100644 --- a/Gem/Code/Source/Weapons/IWeapon.h +++ b/Gem/Code/Source/Weapons/IWeapon.h @@ -21,15 +21,15 @@ namespace MultiplayerSample public: //! Called whenever a weapon activates. //! @param activationInfo details of the weapon activation - virtual void OnActivate(const WeaponActivationInfo& activationInfo) = 0; + virtual void OnWeaponActivate(const WeaponActivationInfo& activationInfo) = 0; //! Invoked when the weapon predictively hits a target entity. //! @param hitInfo details of the weapon hit - virtual void OnPredictHit(const WeaponHitInfo& hitInfo) = 0; + virtual void OnWeaponPredictHit(const WeaponHitInfo& hitInfo) = 0; //! Invoked when the weapon gets confirmation from the server that it hit a target entity. //! @param hitInfo details of the weapon hit - virtual void OnConfirmHit(const WeaponHitInfo& hitInfo) = 0; + virtual void OnWeaponConfirmHit(const WeaponHitInfo& hitInfo) = 0; }; //! @class IWeapon @@ -74,6 +74,30 @@ namespace MultiplayerSample //! @fireParams structure containing the internal fire params virtual void SetFireParams(const FireParams& fireParams) = 0; + //! Internally called on every weapon activation. + //! @param deltaTime the time in seconds this activate event corresponds to + //! @param weaponState the weapons internal state structure + //! @param weaponOwner the weapons owning entity + //! @param eventData contains details of the activation event + //! @param dispatchHitEvents if true, the Activate call will invoke hit events for gathered entities + //! @param dispatchActivateEvents if true, the Activate call will invoke activate events for valid activations + //! @param forceSkipGather if true, skip the gather step of the activation + virtual void Activate + ( + float deltaTime, + WeaponState& weaponState, + const Multiplayer::ConstNetworkEntityHandle weaponOwner, + ActivateEvent& eventData, + bool dispatchHitEvents, + bool dispatchActivateEvents, + bool forceSkipGather + ) = 0; + + //! Ticks the active shots for this weapon. + //! @param weaponState reference to the predictive state for this weapon + //! @param deltaTime the amount of time we are ticking over + virtual void TickActiveShots(WeaponState& weaponState, float deltaTime) = 0; + //! Returns the activate effect bound to this weapon instance. //! @return reference to the activate effect bound to this weapon instance virtual const ClientEffect& GetActivateEffect() const = 0; diff --git a/Gem/Code/Source/Weapons/ProjectileWeapon.h b/Gem/Code/Source/Weapons/ProjectileWeapon.h index d0177d949..2c7923c24 100644 --- a/Gem/Code/Source/Weapons/ProjectileWeapon.h +++ b/Gem/Code/Source/Weapons/ProjectileWeapon.h @@ -25,7 +25,7 @@ namespace MultiplayerSample private: - //! BaseWeapon interface + //! IWeapon interface //! @{ void Activate ( diff --git a/Gem/Code/Source/Weapons/TraceWeapon.cpp b/Gem/Code/Source/Weapons/TraceWeapon.cpp index 5204b0f45..e63d4b167 100644 --- a/Gem/Code/Source/Weapons/TraceWeapon.cpp +++ b/Gem/Code/Source/Weapons/TraceWeapon.cpp @@ -37,7 +37,7 @@ namespace MultiplayerSample if (dispatchActivateEvents) { - m_weaponListener.OnActivate(WeaponActivationInfo(*this, eventData)); + m_weaponListener.OnWeaponActivate(WeaponActivationInfo(*this, eventData)); } const bool isMultiSegmented = (m_weaponParams.m_gatherParams.m_travelSpeed > 0.0f); diff --git a/Gem/Code/Source/Weapons/TraceWeapon.h b/Gem/Code/Source/Weapons/TraceWeapon.h index 8c9a02058..9342d7a95 100644 --- a/Gem/Code/Source/Weapons/TraceWeapon.h +++ b/Gem/Code/Source/Weapons/TraceWeapon.h @@ -25,7 +25,7 @@ namespace MultiplayerSample private: - //! BaseWeapon interface + //! IWeapon interface //! @{ void Activate ( diff --git a/Gem/Code/Source/Weapons/WeaponTypes.cpp b/Gem/Code/Source/Weapons/WeaponTypes.cpp index 5de20e2f6..be9641143 100644 --- a/Gem/Code/Source/Weapons/WeaponTypes.cpp +++ b/Gem/Code/Source/Weapons/WeaponTypes.cpp @@ -6,6 +6,9 @@ */ #include +#include +#include +#include namespace MultiplayerSample { @@ -79,6 +82,55 @@ namespace MultiplayerSample return "UNKNOWN"; } + void ReflectWeaponEnums(AZ::ReflectContext* context) + { + AZ::SerializeContext* serializeContext = azrtti_cast(context); + if (serializeContext) + { + AZ::EditContext* editContext = serializeContext->GetEditContext(); + if (editContext) + { + editContext->Enum("CharacterAnimState", "Various MultiplayerSample character animation states") + ->Value("Idle", CharacterAnimState::Idle) + ->Value("Sprinting", CharacterAnimState::Sprinting) + ->Value("Crouching", CharacterAnimState::Crouching) + ->Value("Jumping", CharacterAnimState::Jumping) + ->Value("Falling", CharacterAnimState::Falling) + ->Value("Landing", CharacterAnimState::Landing) + ->Value("Climbing", CharacterAnimState::Climbing) + ->Value("Aiming", CharacterAnimState::Aiming) + ->Value("Shooting", CharacterAnimState::Shooting) + ->Value("Hit", CharacterAnimState::Hit) + ->Value("Dying", CharacterAnimState::Dying); + + editContext->Enum("WeaponType", "Different weapon types in MultiplayerSample") + ->Value("None", WeaponType::None) + ->Value("Trace", WeaponType::Trace) + ->Value("Projectile", WeaponType::Projectile); + + editContext->Enum("WeaponStatus", "Status states for a MultiplayerSample weapon") + ->Value("Idle", WeaponStatus::Idle) + ->Value("Firing", WeaponStatus::Firing); + + editContext->Enum("GatherShape", "Different primitive shape types that can be used for a hit gather") + ->Value("Point", GatherShape::Point) + ->Value("Box", GatherShape::Box) + ->Value("Sphere", GatherShape::Sphere) + ->Value("Cylinder", GatherShape::Cylinder) + ->Value("Capsule", GatherShape::Capsule); + + editContext->Enum("GatherDirection", "Different types of entity gather directions") + ->Value("TargetDir", GatherDirection::TargetDir) + ->Value("ParentDir", GatherDirection::ParentDir); + + editContext->Enum("EffectDirection", "Set of weapon effect orientations") + ->Value("None", EffectDirection::None) + ->Value("WeaponDirection", EffectDirection::WeaponDirection) + ->Value("EntityDirection", EffectDirection::EntityDirection); + } + } + } + bool ClientEffect::Serialize(AzNetworking::ISerializer& serializer) { return serializer.Serialize(m_effectName, "EffectName") @@ -87,8 +139,30 @@ namespace MultiplayerSample && serializer.Serialize(m_effectDirection, "EffectDirection"); } - void ClientEffect::Reflect([[maybe_unused]] AZ::ReflectContext* context) + void ClientEffect::Reflect(AZ::ReflectContext* context) { + AZ::SerializeContext* serializeContext = azrtti_cast(context); + if (serializeContext) + { + serializeContext->Class() + ->Version(1) + ->Field("EffectName", &ClientEffect::m_effectName) + ->Field("Lifespan", &ClientEffect::m_lifespan) + ->Field("TravelToTarget", &ClientEffect::m_travelToTarget) + ->Field("EffectDirection", &ClientEffect::m_effectDirection); + + AZ::EditContext* editContext = serializeContext->GetEditContext(); + if (editContext) + { + editContext->Class("ClientEffect", "Parameters that control client effect spawning") + ->ClassElement(AZ::Edit::ClassElements::EditorData, "") + ->DataElement(AZ::Edit::UIHandlers::Default, &ClientEffect::m_effectName, "EffectName", "The effect to play upon weapon hit confirmation") + ->DataElement(AZ::Edit::UIHandlers::Default, &ClientEffect::m_lifespan, "Lifespan", "The lifespan value to provide the effects manager") + ->DataElement(AZ::Edit::UIHandlers::Default, &ClientEffect::m_travelToTarget, "TravelToTarget", "If true, effect will travel from origin to target position over it's lifetime") + ->DataElement(AZ::Edit::UIHandlers::ComboBox, &ClientEffect::m_effectDirection, "EffectDirection", "The orientation to use when spawning the effect") + ; + } + } } bool GatherParams::Serialize(AzNetworking::ISerializer& serializer) @@ -102,8 +176,35 @@ namespace MultiplayerSample && serializer.Serialize(m_hitMask, "HitMask"); } - void GatherParams::Reflect([[maybe_unused]] AZ::ReflectContext* context) + void GatherParams::Reflect(AZ::ReflectContext* context) { + AZ::SerializeContext* serializeContext = azrtti_cast(context); + if (serializeContext) + { + serializeContext->Class() + ->Version(1) + ->Field("GatherShape", &GatherParams::m_gatherShape) + ->Field("CastDistance", &GatherParams::m_castDistance) + ->Field("CastAngle", &GatherParams::m_castAngle) + ->Field("TravelSpeed", &GatherParams::m_travelSpeed) + ->Field("Multihit", &GatherParams::m_multiHit) + ->Field("BulletDrop", &GatherParams::m_ignoresGravity) + ->Field("HitMask", &GatherParams::m_hitMask); + + AZ::EditContext* editContext = serializeContext->GetEditContext(); + if (editContext) + { + editContext->Class("GatherParams", "Parameters that control entity gathers on weapon or projectile activates") + ->ClassElement(AZ::Edit::ClassElements::EditorData, "") + ->DataElement(AZ::Edit::UIHandlers::ComboBox, &GatherParams::m_gatherShape, "GatherShape", "The shape of the primitive to use for intersect queries during gathers") + ->DataElement(AZ::Edit::UIHandlers::Default, &GatherParams::m_castDistance, "CastDistance", "The cast distance or gather radius to use on hit or activate") + ->DataElement(AZ::Edit::UIHandlers::Default, &GatherParams::m_castAngle, "CastAngle", "The cast/gather angle to use on hit or activate") + ->DataElement(AZ::Edit::UIHandlers::Default, &GatherParams::m_travelSpeed, "TravelSpeed", "The 'speed' the cast should travel at for weapons that require target leading, 0 == instant hit (not projectile speed for projectile weapons!)") + ->DataElement(AZ::Edit::UIHandlers::Default, &GatherParams::m_multiHit, "Multihit", "If true, the gather will not stop at the first entity hit, and will continue gathering entities until blocked by blocker geo") + ->DataElement(AZ::Edit::UIHandlers::Default, &GatherParams::m_ignoresGravity, "BulletDrop", "If true, the gather shape will follow a parabolic arc simulating gravity") + ->DataElement(AZ::Edit::UIHandlers::Default, &GatherParams::m_hitMask, "HitMask", "The hit mask for this weapon"); + } + } } bool HitEffect::Serialize(AzNetworking::ISerializer& serializer) @@ -113,8 +214,27 @@ namespace MultiplayerSample && serializer.Serialize(m_hitExponent, "HitExponent"); } - void HitEffect::Reflect([[maybe_unused]] AZ::ReflectContext* context) + void HitEffect::Reflect(AZ::ReflectContext* context) { + AZ::SerializeContext* serializeContext = azrtti_cast(context); + if (serializeContext) + { + serializeContext->Class() + ->Version(1) + ->Field("HitMagnitude", &HitEffect::m_hitMagnitude) + ->Field("HitFalloff", &HitEffect::m_hitFalloff) + ->Field("HitExponent", &HitEffect::m_hitExponent); + + AZ::EditContext* editContext = serializeContext->GetEditContext(); + if (editContext) + { + editContext->Class("HitEffect", "Parameters controlling hit effect application and falloff, HitMagnitude * ((HitFalloff * (1 - Distance / MaxDistance)) ^ HitExponent)") + ->ClassElement(AZ::Edit::ClassElements::EditorData, "") + ->DataElement(AZ::Edit::UIHandlers::Default, &HitEffect::m_hitMagnitude, "HitMagnitude", "Base status amount to apply to hit entities") + ->DataElement(AZ::Edit::UIHandlers::Default, &HitEffect::m_hitFalloff, "HitFalloff", "Distance scalar to apply to hit entities") + ->DataElement(AZ::Edit::UIHandlers::Default, &HitEffect::m_hitExponent, "HitExponent", "Falloff exponent to apply to hit entities"); + } + } } bool WeaponParams::Serialize(AzNetworking::ISerializer& serializer) @@ -132,8 +252,43 @@ namespace MultiplayerSample && serializer.Serialize(m_damageEffect, "DamageEffect"); } - void WeaponParams::Reflect([[maybe_unused]] AZ::ReflectContext* context) + void WeaponParams::Reflect(AZ::ReflectContext* context) { + AZ::SerializeContext* serializeContext = azrtti_cast(context); + if (serializeContext) + { + serializeContext->Class() + ->Version(1) + ->Field("WeaponType", &WeaponParams::m_weaponType) + ->Field("CooldownTimeMs", &WeaponParams::m_cooldownTimeMs) + ->Field("AnimFlag", &WeaponParams::m_animFlag) + ->Field("ActivateFx", &WeaponParams::m_activateFx) + ->Field("ImpactFx", &WeaponParams::m_impactFx) + ->Field("DamageFx", &WeaponParams::m_damageFx) + ->Field("ProjectileAsset", &WeaponParams::m_projectileAsset) + ->Field("AmmoMaterialType", &WeaponParams::m_ammoMaterialType) + ->Field("GatherParams", &WeaponParams::m_gatherParams) + ->Field("DamageEffect", &WeaponParams::m_damageEffect) + ->Field("LocallyPredicted", &WeaponParams::m_locallyPredicted); + + AZ::EditContext* editContext = serializeContext->GetEditContext(); + if (editContext) + { + editContext->Class("WeaponParams", "Parameters that control the behaviour of a weapon") + ->ClassElement(AZ::Edit::ClassElements::EditorData, "") + ->DataElement(AZ::Edit::UIHandlers::ComboBox, &WeaponParams::m_weaponType, "WeaponType", "The basic type of weapon") + ->DataElement(AZ::Edit::UIHandlers::Default, &WeaponParams::m_cooldownTimeMs, "CooldownTimeMs", "The number of milliseconds needed before the weapon can activate again") + ->DataElement(AZ::Edit::UIHandlers::ComboBox, &WeaponParams::m_animFlag, "AnimFlag", "The animation flag to raise on the character when starting a fire sequence") + ->DataElement(AZ::Edit::UIHandlers::Default, &WeaponParams::m_activateFx, "ActivateFx", "The effect to play upon weapon activation") + ->DataElement(AZ::Edit::UIHandlers::Default, &WeaponParams::m_impactFx, "ImpactFx", "The effect to play at the point of impact upon weapon hit. Played predictively for autonomous clients, and authoritatively for simulated clients") + ->DataElement(AZ::Edit::UIHandlers::Default, &WeaponParams::m_damageFx, "DamageFx", "The effect to play for each hit entitiy. Played authoritatively only") + ->DataElement(AZ::Edit::UIHandlers::Default, &WeaponParams::m_projectileAsset, "ProjectileAsset", "If a projectile weapon, the archetype asset name for projectile properties") + ->DataElement(AZ::Edit::UIHandlers::Default, &WeaponParams::m_ammoMaterialType, "AmmoMaterialType", "The material type name (out of GameSDK/libs/materialeffects/surfacetypes.xml) to use for driving impact effects") + ->DataElement(AZ::Edit::UIHandlers::Default, &WeaponParams::m_gatherParams, "GatherParams", "The type of gather to perform for shape-cast weapons") + ->DataElement(AZ::Edit::UIHandlers::Default, &WeaponParams::m_damageEffect, "DamageEffect", "The modifier parameters to apply to hit entities for damage") + ->DataElement(AZ::Edit::UIHandlers::Default, &WeaponParams::m_locallyPredicted, "LocallyPredicted", "If true, autonomous clients predict activations and hits"); + } + } } bool ActiveShot::operator!=(const ActiveShot& rhs) const @@ -150,10 +305,6 @@ namespace MultiplayerSample && serializer.Serialize(m_lifetimeSeconds, "LifetimeSeconds"); } - void ActiveShot::Reflect([[maybe_unused]] AZ::ReflectContext* context) - { - } - bool WeaponState::operator!=(const WeaponState& rhs) const { return m_activationCount != rhs.m_activationCount @@ -170,10 +321,6 @@ namespace MultiplayerSample && serializer.Serialize(m_activeShots, "ActiveShots"); } - void WeaponState::Reflect([[maybe_unused]] AZ::ReflectContext* context) - { - } - bool ActivateEvent::Serialize(AzNetworking::ISerializer& serializer) { return serializer.Serialize(m_initialTransform, "InitialTransform") @@ -182,20 +329,12 @@ namespace MultiplayerSample && serializer.Serialize(m_projectileId, "ProjectileId"); } - void ActivateEvent::Reflect([[maybe_unused]] AZ::ReflectContext* context) - { - } - bool HitEntity::Serialize(AzNetworking::ISerializer& serializer) { return serializer.Serialize(m_hitPosition, "HitPosition") && serializer.Serialize(m_hitNetEntityId, "HitNetEntityId"); } - void HitEntity::Reflect([[maybe_unused]] AZ::ReflectContext* context) - { - } - bool HitEvent::Serialize(AzNetworking::ISerializer& serializer) { return serializer.Serialize(m_hitTransform, "HitTransform") @@ -203,10 +342,6 @@ namespace MultiplayerSample && serializer.Serialize(m_hitEntities, "HitEntities"); } - void HitEvent::Reflect([[maybe_unused]] AZ::ReflectContext* context) - { - } - bool FireParams::operator!=(const FireParams& rhs) const { return m_targetPosition.IsClose(rhs.m_targetPosition) @@ -218,8 +353,4 @@ namespace MultiplayerSample return serializer.Serialize(m_targetPosition, "TargetPosition") && serializer.Serialize(m_targetId, "TargetId"); } - - void FireParams::Reflect([[maybe_unused]] AZ::ReflectContext* context) - { - } } diff --git a/Gem/Code/Source/Weapons/WeaponTypes.h b/Gem/Code/Source/Weapons/WeaponTypes.h index 9c240a9fe..f1a1b7e49 100644 --- a/Gem/Code/Source/Weapons/WeaponTypes.h +++ b/Gem/Code/Source/Weapons/WeaponTypes.h @@ -68,13 +68,19 @@ namespace MultiplayerSample }; const char* GetEnumString(EffectDirection value); + static void ReflectWeaponEnums(AZ::ReflectContext* context); + + using AssetStringType = AZStd::string; //< @TODO, Replace with proper asset reference types + // @TODO: This needs to be hooked up to O3DE's effect system once it comes online //! Parameters that control client effect spawning. struct ClientEffect { - Multiplayer::LongNetworkString m_effectName; // The effect to play upon weapon hit confirmation - float m_lifespan = 1.0f; // The lifespan value to provide the effects manager - bool m_travelToTarget = false; // If true, effect will travel from origin to target position over it's lifetime + AZ_RTTI(ClientEffect, "{B0B4E78C-51EC-4103-BC57-4C54ED36E3DB}"); + + AssetStringType m_effectName; // The effect to play upon weapon hit confirmation + float m_lifespan = 1.0f; // The lifespan value to provide the effects manager + bool m_travelToTarget = false; // If true, effect will travel from origin to target position over it's lifetime EffectDirection m_effectDirection = EffectDirection::None; // The orientation to use when spawning the effect bool Serialize(AzNetworking::ISerializer& serializer); @@ -84,6 +90,8 @@ namespace MultiplayerSample //! Parameters that control entity gathers on weapon or projectile activates. struct GatherParams { + AZ_RTTI(GatherParams, "{A20999EE-8A32-4C85-B93B-FFBD0D795A58}"); + GatherShape m_gatherShape; // The shape of the primitive to use for intersect queries during gathers float m_castDistance = 1.0f; // The cast distance or gather radius to use on hit or activate float m_castAngle = 0.0f; // The cast/gather angle to use on hit or activate @@ -100,6 +108,8 @@ namespace MultiplayerSample //! Note that if you were wanting to implement melee mechanics, you might want additional attributes about stuns, knockbacks, etc.. here struct HitEffect { + AZ_RTTI(HitEffect, "{24233666-5726-4DDA-8CB5-6859CFC4F7C2}"); + float m_hitMagnitude = 0.0f; // Base status amount to apply to hit entities float m_hitFalloff = 1.0f; // Distance scalar to apply to hit entities float m_hitExponent = 0.0f; // Falloff exponent to apply to hit entities @@ -111,19 +121,19 @@ namespace MultiplayerSample //! Parameters that control the behaviour of a weapon. struct WeaponParams { - AZ_RTTI(WeaponParams, "{52FB7AC0-A1FB-40F7-89C9-FE1EDC79819D}"); + AZ_RTTI(WeaponParams, "{935FCBEB-F636-4D30-AB85-A1B225EA953F}"); - WeaponType m_weaponType = WeaponType::None; // The type of this weapon - bool m_locallyPredicted = true; // Whether or not this weapon is locally predicted or waits round trip to display on a client + WeaponType m_weaponType = WeaponType::None; // The type of this weapon AZ::TimeMs m_cooldownTimeMs = AZ::TimeMs{ 0 }; // The number of milliseconds needed before the weapon can activate again CharacterAnimState m_animFlag = CharacterAnimState::Shooting; // The animation flag to raise on the network animation when firing this weapon - Multiplayer::LongNetworkString m_activateFx; // The effect to play upon weapon activation - Multiplayer::LongNetworkString m_impactFx; // The effect to play at the point of impact upon weapon hit. Played predictively for autonomous clients, and authoritatively for simulated clients - Multiplayer::LongNetworkString m_damageFx; // The effect to play for each hit entitiy. Played authoritatively only - Multiplayer::LongNetworkString m_projectileAsset; // If a projectile weapon, the prefab asset name for the projectile entity - Multiplayer::LongNetworkString m_ammoMaterialType; // The effects material type of the ammo for bullet decals and other material effects (@TODO: Requires a replacement for the material effects system) - GatherParams m_gatherParams; // The type of gather to perform for trace weapons - HitEffect m_damageEffect; + AssetStringType m_activateFx; // The effect to play upon weapon activation + AssetStringType m_impactFx; // The effect to play at the point of impact upon weapon hit. Played predictively for autonomous clients, and authoritatively for simulated clients + AssetStringType m_damageFx; // The effect to play for each hit entitiy. Played authoritatively only + AssetStringType m_projectileAsset; // If a projectile weapon, the prefab asset name for the projectile entity + AssetStringType m_ammoMaterialType; // The effects material type of the ammo for bullet decals and other material effects (@TODO: Requires a replacement for the material effects system) + GatherParams m_gatherParams; // The type of gather to perform for trace weapons + HitEffect m_damageEffect; // Parameters controlling damage distribution on hit + bool m_locallyPredicted = true; // Whether or not this weapon is locally predicted or waits round trip to display on a client bool Serialize(AzNetworking::ISerializer& serializer); static void Reflect(AZ::ReflectContext* context); @@ -140,7 +150,6 @@ namespace MultiplayerSample bool operator!=(const ActiveShot& rhs) const; bool Serialize(AzNetworking::ISerializer& serializer); - static void Reflect(AZ::ReflectContext* context); }; using ActiveShots = AZStd::fixed_vector; @@ -154,7 +163,6 @@ namespace MultiplayerSample bool operator!=(const WeaponState& rhs) const; bool Serialize(AzNetworking::ISerializer& serializer); - static void Reflect(AZ::ReflectContext* context); }; //! Structure containing details for a single weapon activation. @@ -166,7 +174,6 @@ namespace MultiplayerSample Multiplayer::NetEntityId m_projectileId = Multiplayer::InvalidNetEntityId; // NetEntityId of the projectile, or InvalidNetEntityId if a trace weapon bool Serialize(AzNetworking::ISerializer& serializer); - static void Reflect(AZ::ReflectContext* context); }; //! Single hit entity in a weapon hit event. @@ -176,7 +183,6 @@ namespace MultiplayerSample Multiplayer::NetEntityId m_hitNetEntityId = Multiplayer::InvalidNetEntityId; // Entity Id of the entity which was hit bool Serialize(AzNetworking::ISerializer& serializer); - static void Reflect(AZ::ReflectContext* context); }; using HitEntities = AZStd::fixed_vector; @@ -189,7 +195,6 @@ namespace MultiplayerSample HitEntities m_hitEntities; // Information about the entities that were hit bool Serialize(AzNetworking::ISerializer& serializer); - static void Reflect(AZ::ReflectContext* context); }; //! Structure containing details for a single fire event. @@ -200,8 +205,16 @@ namespace MultiplayerSample bool operator!=(const FireParams& rhs) const; bool Serialize(AzNetworking::ISerializer& serializer); - static void Reflect(AZ::ReflectContext* context); }; } +namespace AZ +{ + AZ_TYPE_INFO_SPECIALIZE(MultiplayerSample::WeaponType, "{46FBBE01-25CE-4F25-82C1-8CCC95F3700F}"); + AZ_TYPE_INFO_SPECIALIZE(MultiplayerSample::WeaponStatus, "{7AF237A0-E3FD-4742-92C3-1ED82D4E0546}"); + AZ_TYPE_INFO_SPECIALIZE(MultiplayerSample::GatherShape, "{A10A1338-C08F-498E-815C-6410ADF7DFEC}"); + AZ_TYPE_INFO_SPECIALIZE(MultiplayerSample::GatherDirection, "{FB7C2937-E19F-47B5-9870-DDBCB9B39D18}"); + AZ_TYPE_INFO_SPECIALIZE(MultiplayerSample::EffectDirection, "{AF585331-AF80-4CEE-BE6C-55E9E21F0A88}"); +} + AZ_TYPE_SAFE_INTEGRAL_SERIALIZEBINDING(MultiplayerSample::WeaponIndex); diff --git a/InputBindings/player.inputbindings b/InputBindings/player.inputbindings index 3bcdbdaa2..1a3054ca5 100644 --- a/InputBindings/player.inputbindings +++ b/InputBindings/player.inputbindings @@ -1,127 +1,150 @@ - - - - - - - - - - - - + + + + + + + + + + + + + - - - - - - - - + + + + + + + + + - - - - - - - - + + + + + + + + + - - - - - - - - + + + + + + + + + - - - - - - - - + + + + + + + + + - - - - - - - - + + + + + + + + + - - - - - - - - + + + + + + + + + - - - - - - - - + + + + + + + + + - - - - - - - - + + + + + + + + + - - - - - - - - + + + + + + + + + - - - - - - - - + + + + + + + + + + + + + + + + + + + + + diff --git a/Prefabs/Player.prefab b/Prefabs/Player.prefab index cfc3c637c..1869cce26 100644 --- a/Prefabs/Player.prefab +++ b/Prefabs/Player.prefab @@ -38,8 +38,7 @@ "Component_[3452999764137394831]": { "$type": "{27F1E1A1-8D9D-4C3B-BD3A-AFB9762449C0} TransformComponent", "Id": 3452999764137394831, - "Parent Entity": "", - "Cached World Transform Parent": "" + "Parent Entity": "" }, "Component_[5342528680800760201]": { "$type": "EditorVisibilityComponent", @@ -49,14 +48,26 @@ "$type": "EditorEntitySortComponent", "Id": 9544742750209915924 } - }, - "IsDependencyReady": true + } }, "Entities": { "Entity_[1423682492746]": { "Id": "Entity_[1423682492746]", "Name": "Player", "Components": { + "Component_[10731928891422556040]": { + "$type": "GenericComponentWrapper", + "Id": 10731928891422556040, + "m_template": { + "$type": "InputConfigurationComponent", + "Input Event Bindings": { + "assetId": { + "guid": "{C67E0526-85F2-525B-A44B-04855474A5BE}" + }, + "assetHint": "inputbindings/player.inputbindings" + } + } + }, "Component_[10752091759919038477]": { "$type": "EditorInspectorComponent", "Id": 10752091759919038477, @@ -74,6 +85,50 @@ "$type": "SelectionComponent", "Id": 11366312871180321311 }, + "Component_[11996978980717063697]": { + "$type": "GenericComponentWrapper", + "Id": 11996978980717063697, + "m_template": { + "$type": "MultiplayerSample::NetworkAnimationComponent", + "VelocityParamName": "movement_direction", + "AimTargetParamName": "target_position", + "CrouchParamName": "crouch", + "AimingParamName": "aiming", + "ShootParamName": "shoot", + "JumpParamName": "jump", + "FallParamName": "fall", + "LandParamName": "land", + "HitParamName": "hit", + "DeathParamName": "death_state_index" + } + }, + "Component_[12008415632399015100]": { + "$type": "GenericComponentWrapper", + "Id": 12008415632399015100, + "m_template": { + "$type": "MultiplayerSample::WasdPlayerMovementComponent" + } + }, + "Component_[13362124592556856876]": { + "$type": "GenericComponentWrapper", + "Id": 13362124592556856876, + "m_template": { + "$type": "MultiplayerSample::NetworkHitVolumesComponent" + } + }, + "Component_[14925070260434397195]": { + "$type": "EditorCharacterControllerComponent", + "Id": 14925070260434397195, + "Configuration": { + "entityId": "", + "Material": { + "MaterialIds": [ + {} + ] + }, + "ApplyMoveOnPhysicsTick": false + } + }, "Component_[16870214955717717317]": { "$type": "EditorEntitySortComponent", "Id": 16870214955717717317 @@ -97,38 +152,6 @@ "$type": "NetBindComponent" } }, - "Component_[3873700008294568875]": { - "$type": "EditorPendingCompositionComponent", - "Id": 3873700008294568875 - }, - "Component_[7411749707748254874]": { - "$type": "EditorVisibilityComponent", - "Id": 7411749707748254874 - }, - "Component_[7478691996646188034]": { - "$type": "EditorEntityIconComponent", - "Id": 7478691996646188034 - }, - "Component_[7672425355040569134]": { - "$type": "{27F1E1A1-8D9D-4C3B-BD3A-AFB9762449C0} TransformComponent", - "Id": 7672425355040569134, - "Parent Entity": "Entity_[1419387525450]", - "Cached World Transform": { - "Translation": [ - -0.013710042461752892, - 19.999990463256837, - 0.01370984222739935 - ] - }, - "Cached World Transform Parent": "Entity_[1419387525450]" - }, - "Component_[6252367322126438780]": { - "$type": "GenericComponentWrapper", - "Id": 6252367322126438780, - "m_template": { - "$type": "Multiplayer::NetworkTransformComponent" - } - }, "Component_[3191544009700536030]": { "$type": "GenericComponentWrapper", "Id": 3191544009700536030, @@ -136,72 +159,9 @@ "$type": "Multiplayer::LocalPredictionPlayerInputComponent" } }, - "Component_[5329091026602047821]": { - "$type": "EditorActorComponent", - "Id": 5329091026602047821, - "AttachmentTarget": "", - "ActorAsset": { - "loadBehavior": "QueueLoad", - "assetId": { - "guid": "{85A4DFBC-18C2-5D1B-8066-F82FBF31E794}", - "subId": 526701631 - }, - "assetHint": "burt/burtactor.actor" - }, - "MaterialPerActor": { - "AssetPath": "burt/burtactor.mtl" - }, - "MaterialPerLOD": [ - { - "AssetPath": "burt/burtactor.mtl" - }, - { - "AssetPath": "burt/burtactor.mtl" - }, - { - "AssetPath": "burt/burtactor.mtl" - }, - { - "AssetPath": "burt/burtactor.mtl" - } - ] - }, - "Component_[7398251875150394377]": { - "$type": "GenericComponentWrapper", - "Id": 7398251875150394377, - "m_template": { - "$type": "MultiplayerSample::NetworkCharacterComponent", - "WalkSpeed": 3.0, - "SprintSpeed": 5.0, - "CrouchSpeed": 1.5, - "ReverseSpeed": 2.0 - } - }, - "Component_[10731928891422556040]": { - "$type": "GenericComponentWrapper", - "Id": 10731928891422556040, - "m_template": { - "$type": "InputConfigurationComponent", - "Input Event Bindings": { - "assetId": { - "guid": "{C67E0526-85F2-525B-A44B-04855474A5BE}" - }, - "assetHint": "inputbindings/player.inputbindings" - } - } - }, - "Component_[14925070260434397195]": { - "$type": "EditorCharacterControllerComponent", - "Id": 14925070260434397195, - "Configuration": { - "entityId": "", - "Material": { - "MaterialIds": [ - {} - ] - }, - "ApplyMoveOnPhysicsTick": false - } + "Component_[3873700008294568875]": { + "$type": "EditorPendingCompositionComponent", + "Id": 3873700008294568875 }, "Component_[4186588317358117667]": { "$type": "EditorAnimGraphComponent", @@ -331,30 +291,67 @@ ] } }, - "Component_[13362124592556856876]": { + "Component_[5329091026602047821]": { + "$type": "EditorActorComponent", + "Id": 5329091026602047821, + "ActorAsset": { + "assetId": { + "guid": "{85A4DFBC-18C2-5D1B-8066-F82FBF31E794}", + "subId": 526701631 + }, + "loadBehavior": "QueueLoad", + "assetHint": "burt/burtactor.actor" + }, + "MaterialPerLOD": [ + { + "AssetPath": "burt/burtactor.mtl" + }, + { + "AssetPath": "burt/burtactor.mtl" + }, + { + "AssetPath": "burt/burtactor.mtl" + }, + { + "AssetPath": "burt/burtactor.mtl" + } + ], + "MaterialPerActor": { + "AssetPath": "burt/burtactor.mtl" + }, + "AttachmentTarget": "" + }, + "Component_[6252367322126438780]": { "$type": "GenericComponentWrapper", - "Id": 13362124592556856876, + "Id": 6252367322126438780, "m_template": { - "$type": "MultiplayerSample::NetworkHitVolumesComponent" + "$type": "Multiplayer::NetworkTransformComponent" } }, - "Component_[11996978980717063697]": { + "Component_[7398251875150394377]": { "$type": "GenericComponentWrapper", - "Id": 11996978980717063697, + "Id": 7398251875150394377, "m_template": { - "$type": "MultiplayerSample::NetworkAnimationComponent", - "VelocityParamName": "movement_direction", - "AimTargetParamName": "target_position", - "CrouchParamName": "crouch", - "AimingParamName": "aiming", - "ShootParamName": "shoot", - "JumpParamName": "jump", - "FallParamName": "fall", - "LandParamName": "land", - "HitParamName": "hit", - "DeathParamName": "death_state_index" + "$type": "MultiplayerSample::NetworkCharacterComponent", + "WalkSpeed": 3.0, + "SprintSpeed": 5.0, + "ReverseSpeed": 2.0, + "CrouchSpeed": 1.5 } }, + "Component_[7411749707748254874]": { + "$type": "EditorVisibilityComponent", + "Id": 7411749707748254874 + }, + "Component_[7478691996646188034]": { + "$type": "EditorEntityIconComponent", + "Id": 7478691996646188034 + }, + "Component_[7672425355040569134]": { + "$type": "{27F1E1A1-8D9D-4C3B-BD3A-AFB9762449C0} TransformComponent", + "Id": 7672425355040569134, + "Parent Entity": "Entity_[1419387525450]" + }, "Component_[8068531680783328727]": { "$type": "GenericComponentWrapper", "Id": 8068531680783328727, @@ -362,15 +359,41 @@ "$type": "MultiplayerSample::SimplePlayerCameraComponent" } }, - "Component_[12008415632399015100]": { + "Component_[85365725485717905]": { "$type": "GenericComponentWrapper", - "Id": 12008415632399015100, + "Id": 85365725485717905, "m_template": { - "$type": "MultiplayerSample::WasdPlayerMovementComponent" + "$type": "MultiplayerSample::NetworkWeaponsComponent", + "WeaponParams": [ + { + "WeaponType": 1, + "CooldownTimeMs": 350, + "GatherParams": { + "BulletDrop": true + }, + "DamageEffect": { + "HitMagnitude": 10.0 + } + }, + { + "WeaponType": 2, + "CooldownTimeMs": 2000, + "GatherParams": { + "GatherShape": 2, + "BulletDrop": true + }, + "DamageEffect": { + "HitMagnitude": 50.0 + } + } + ], + "FireBoneNames": [ + "RightHand", + "RightHand" + ] } } - }, - "IsDependencyReady": true + } } } } \ No newline at end of file From debd40561268b7ce78a6a036bd1c1699743b4349 Mon Sep 17 00:00:00 2001 From: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com> Date: Tue, 3 Aug 2021 12:15:26 -0700 Subject: [PATCH 17/64] Fix for w4267 (#45) Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com> --- .../Components/NetworkAnimationComponent.cpp | 20 +++++++++---------- .../Components/NetworkWeaponsComponent.cpp | 12 +++++------ .../WasdPlayerMovementComponent.cpp | 6 +++--- 3 files changed, 19 insertions(+), 19 deletions(-) diff --git a/Gem/Code/Source/Components/NetworkAnimationComponent.cpp b/Gem/Code/Source/Components/NetworkAnimationComponent.cpp index 136a812c3..3413650bb 100644 --- a/Gem/Code/Source/Components/NetworkAnimationComponent.cpp +++ b/Gem/Code/Source/Components/NetworkAnimationComponent.cpp @@ -59,7 +59,7 @@ namespace MultiplayerSample { if (m_actorRequests != nullptr) { - return m_actorRequests->GetJointIndexByName(boneName); + return static_cast(m_actorRequests->GetJointIndexByName(boneName)); } return InvalidBoneId; } @@ -70,7 +70,7 @@ namespace MultiplayerSample { return false; } - const int32_t jointId = m_actorRequests->GetJointIndexByName(jointName); + const int32_t jointId = static_cast(m_actorRequests->GetJointIndexByName(jointName)); return GetJointTransformById(jointId, outJointTransform); } @@ -133,49 +133,49 @@ namespace MultiplayerSample if (m_crouchParamId != InvalidParamIndex) { - const bool crouching = GetActiveAnimStates().GetBit(aznumeric_cast(CharacterAnimState::Crouching)); + const bool crouching = GetActiveAnimStates().GetBit(aznumeric_cast(CharacterAnimState::Crouching)); m_animationGraph->SetParameterBool(m_crouchParamId, crouching); } if (m_aimingParamId != InvalidParamIndex) { - const bool aiming = GetActiveAnimStates().GetBit(aznumeric_cast(CharacterAnimState::Aiming)); + const bool aiming = GetActiveAnimStates().GetBit(aznumeric_cast(CharacterAnimState::Aiming)); m_animationGraph->SetParameterBool(m_aimingParamId, aiming); } if (m_shootParamId != InvalidParamIndex) { - const bool shooting = GetActiveAnimStates().GetBit(aznumeric_cast(CharacterAnimState::Shooting)); + const bool shooting = GetActiveAnimStates().GetBit(aznumeric_cast(CharacterAnimState::Shooting)); m_animationGraph->SetParameterBool(m_shootParamId, shooting); } if (m_jumpParamId != InvalidParamIndex) { - const bool jumping = GetActiveAnimStates().GetBit(aznumeric_cast(CharacterAnimState::Jumping)); + const bool jumping = GetActiveAnimStates().GetBit(aznumeric_cast(CharacterAnimState::Jumping)); m_animationGraph->SetParameterBool(m_jumpParamId, jumping); } if (m_fallParamId != InvalidParamIndex) { - const bool falling = GetActiveAnimStates().GetBit(aznumeric_cast(CharacterAnimState::Falling)); + const bool falling = GetActiveAnimStates().GetBit(aznumeric_cast(CharacterAnimState::Falling)); m_animationGraph->SetParameterBool(m_fallParamId, falling); } if (m_landParamId != InvalidParamIndex) { - const bool landing = GetActiveAnimStates().GetBit(aznumeric_cast(CharacterAnimState::Landing)); + const bool landing = GetActiveAnimStates().GetBit(aznumeric_cast(CharacterAnimState::Landing)); m_animationGraph->SetParameterBool(m_landParamId, landing); } if (m_hitParamId != InvalidParamIndex) { - const bool hit = GetActiveAnimStates().GetBit(aznumeric_cast(CharacterAnimState::Hit)); + const bool hit = GetActiveAnimStates().GetBit(aznumeric_cast(CharacterAnimState::Hit)); m_animationGraph->SetParameterBool(m_hitParamId, hit); } if (m_deathParamId != InvalidParamIndex) { - const bool dead = GetActiveAnimStates().GetBit(aznumeric_cast(CharacterAnimState::Dying)); + const bool dead = GetActiveAnimStates().GetBit(aznumeric_cast(CharacterAnimState::Dying)); m_animationGraph->SetParameterBool(m_deathParamId, dead); } } diff --git a/Gem/Code/Source/Components/NetworkWeaponsComponent.cpp b/Gem/Code/Source/Components/NetworkWeaponsComponent.cpp index bcf0331ef..27fd97477 100644 --- a/Gem/Code/Source/Components/NetworkWeaponsComponent.cpp +++ b/Gem/Code/Source/Components/NetworkWeaponsComponent.cpp @@ -104,12 +104,12 @@ namespace MultiplayerSample void NetworkWeaponsComponentController::ProcessInput(Multiplayer::NetworkInput& input, [[maybe_unused]] float deltaTime) { NetworkWeaponsComponentNetworkInput* weaponInput = input.FindComponentInput(); - GetNetworkAnimationComponentController()->ModifyActiveAnimStates().SetBit(aznumeric_cast(CharacterAnimState::Aiming), weaponInput->m_draw); + GetNetworkAnimationComponentController()->ModifyActiveAnimStates().SetBit(aznumeric_cast(CharacterAnimState::Aiming), weaponInput->m_draw); for (AZStd::size_t weaponIndex = 0; weaponIndex < MaxWeaponsPerComponent; ++weaponIndex) { const CharacterAnimState animState = CharacterAnimState::Shooting; - GetNetworkAnimationComponentController()->ModifyActiveAnimStates().SetBit(aznumeric_cast(animState), weaponInput->m_firing.GetBit(weaponIndex)); + GetNetworkAnimationComponentController()->ModifyActiveAnimStates().SetBit(aznumeric_cast(animState), weaponInput->m_firing.GetBit(static_cast(weaponIndex))); } } @@ -183,11 +183,11 @@ namespace MultiplayerSample } else if (*inputId == FirePrimaryEventId) { - m_weaponFiring.SetBit(aznumeric_cast(PrimaryWeaponIndex), true); + m_weaponFiring.SetBit(aznumeric_cast(PrimaryWeaponIndex), true); } else if (*inputId == FireSecondaryEventId) { - m_weaponFiring.SetBit(aznumeric_cast(SecondaryWeaponIndex), true); + m_weaponFiring.SetBit(aznumeric_cast(SecondaryWeaponIndex), true); } } @@ -201,11 +201,11 @@ namespace MultiplayerSample } else if (*inputId == FirePrimaryEventId) { - m_weaponFiring.SetBit(aznumeric_cast(PrimaryWeaponIndex), false); + m_weaponFiring.SetBit(aznumeric_cast(PrimaryWeaponIndex), false); } else if (*inputId == FireSecondaryEventId) { - m_weaponFiring.SetBit(aznumeric_cast(SecondaryWeaponIndex), false); + m_weaponFiring.SetBit(aznumeric_cast(SecondaryWeaponIndex), false); } } diff --git a/Gem/Code/Source/Components/WasdPlayerMovementComponent.cpp b/Gem/Code/Source/Components/WasdPlayerMovementComponent.cpp index 2bf3f8ed5..c2472cbb3 100644 --- a/Gem/Code/Source/Components/WasdPlayerMovementComponent.cpp +++ b/Gem/Code/Source/Components/WasdPlayerMovementComponent.cpp @@ -98,9 +98,9 @@ namespace MultiplayerSample return; } - GetNetworkAnimationComponentController()->ModifyActiveAnimStates().SetBit(aznumeric_cast(CharacterAnimState::Sprinting), wasdInput->m_sprint); - GetNetworkAnimationComponentController()->ModifyActiveAnimStates().SetBit(aznumeric_cast(CharacterAnimState::Jumping), wasdInput->m_jump); - GetNetworkAnimationComponentController()->ModifyActiveAnimStates().SetBit(aznumeric_cast(CharacterAnimState::Crouching), wasdInput->m_crouch); + GetNetworkAnimationComponentController()->ModifyActiveAnimStates().SetBit(aznumeric_cast(CharacterAnimState::Sprinting), wasdInput->m_sprint); + GetNetworkAnimationComponentController()->ModifyActiveAnimStates().SetBit(aznumeric_cast(CharacterAnimState::Jumping), wasdInput->m_jump); + GetNetworkAnimationComponentController()->ModifyActiveAnimStates().SetBit(aznumeric_cast(CharacterAnimState::Crouching), wasdInput->m_crouch); // Update orientation AZ::Vector3 aimAngles = GetSimplePlayerCameraComponentController()->GetAimAngles(); From eb122881d1dba8c4e0c0e319228c2fc347671f74 Mon Sep 17 00:00:00 2001 From: kberg-amzn Date: Tue, 3 Aug 2021 13:27:42 -0700 Subject: [PATCH 18/64] Minor updates to weapons Signed-off-by: kberg-amzn --- Gem/Code/Source/Components/NetworkWeaponsComponent.cpp | 2 +- Gem/Code/Source/Components/NetworkWeaponsComponent.h | 2 +- 2 files changed, 2 insertions(+), 2 deletions(-) diff --git a/Gem/Code/Source/Components/NetworkWeaponsComponent.cpp b/Gem/Code/Source/Components/NetworkWeaponsComponent.cpp index 6b7242247..b5a2adee2 100644 --- a/Gem/Code/Source/Components/NetworkWeaponsComponent.cpp +++ b/Gem/Code/Source/Components/NetworkWeaponsComponent.cpp @@ -175,7 +175,7 @@ namespace MultiplayerSample // mp_DebugComponentAutonomous->GetParent().ClientDrawSphere(a_ActivateEvent.GetTargetPosition(), 0.5f, NovaNet::Vec3(1.0f, 0.0f, 0.0f), 1.0f); //} - const bool isReplay = false;// PlayerNetworkInputComponent::IsReplayingInput(); + const bool isReplay = GetNetBindComponent()->IsReprocessingInput(); bool dispatchHitEvents = weapon->GetParams().m_locallyPredicted; bool dispatchActivateEvents = weapon->GetParams().m_locallyPredicted; bool skipGathers = false; diff --git a/Gem/Code/Source/Components/NetworkWeaponsComponent.h b/Gem/Code/Source/Components/NetworkWeaponsComponent.h index 457ce6fef..fb57fa46e 100644 --- a/Gem/Code/Source/Components/NetworkWeaponsComponent.h +++ b/Gem/Code/Source/Components/NetworkWeaponsComponent.h @@ -72,7 +72,7 @@ namespace MultiplayerSample //! Starts a weapon with the frame id from the client //! @return boolean true on activate, false if the weapon failed to activate - virtual bool TryStartFire(WeaponIndex, const FireParams& fireParams); + virtual bool TryStartFire(WeaponIndex weaponIndex, const FireParams& fireParams); //! AZ::InputEventNotificationBus interface //! @{ From c362c9e1168e2f651d58fdc49f9693dd821973d1 Mon Sep 17 00:00:00 2001 From: puvvadar Date: Wed, 4 Aug 2021 15:03:50 -0700 Subject: [PATCH 19/64] Add roughed out NetworkHealthComponent Signed-off-by: puvvadar --- .../NetworkHealthComponent.AutoComponent.xml | 15 ++++ .../Components/NetworkHealthComponent.cpp | 70 +++++++++++++++++++ .../Components/NetworkHealthComponent.h | 47 +++++++++++++ Gem/Code/multiplayersample_files.cmake | 3 + 4 files changed, 135 insertions(+) create mode 100644 Gem/Code/Source/AutoGen/NetworkHealthComponent.AutoComponent.xml create mode 100644 Gem/Code/Source/Components/NetworkHealthComponent.cpp create mode 100644 Gem/Code/Source/Components/NetworkHealthComponent.h diff --git a/Gem/Code/Source/AutoGen/NetworkHealthComponent.AutoComponent.xml b/Gem/Code/Source/AutoGen/NetworkHealthComponent.AutoComponent.xml new file mode 100644 index 000000000..42d46657a --- /dev/null +++ b/Gem/Code/Source/AutoGen/NetworkHealthComponent.AutoComponent.xml @@ -0,0 +1,15 @@ + + + + + + + + + diff --git a/Gem/Code/Source/Components/NetworkHealthComponent.cpp b/Gem/Code/Source/Components/NetworkHealthComponent.cpp new file mode 100644 index 000000000..6f661b98d --- /dev/null +++ b/Gem/Code/Source/Components/NetworkHealthComponent.cpp @@ -0,0 +1,70 @@ +/* + * 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. + * + * SPDX-License-Identifier: Apache-2.0 OR MIT + * + */ + +#include + +namespace MultiplayerSample +{ + void NetworkHealthComponent::NetworkHealthComponent::Reflect(AZ::ReflectContext* context) + { + AZ::SerializeContext* serializeContext = azrtti_cast(context); + if (serializeContext) + { + serializeContext->Class() + ->Version(1); + } + NetworkHealthComponentBase::Reflect(context); + } + + NetworkHealthComponent::NetworkHealthComponent() + : m_healthEventHandler([this](const uint8_t& health) { OnHealthChangedEvent(health); }) + { + ; + } + + void NetworkHealthComponent::OnInit() + { + ; + } + + void NetworkHealthComponent::OnActivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating) + { + HealthAddEvent(m_healthEventHandler); + } + + void NetworkHealthComponent::OnDeactivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating) + { + ; + } + + void NetworkHealthComponent::SetHealth(uint8_t updatedHealth) + { + updatedHealth = AZStd::min(updatedHealth, GetMaxHealth()); + static_cast(GetController())->SetHealth(updatedHealth); + } + + void NetworkHealthComponent::OnHealthChangedEvent([[maybe_unused]] const uint8_t& health) + { + // Hook for gameplay events such as player death, player revive, showing damage numbers, etc. + ; + } + + NetworkHealthComponentController::NetworkHealthComponentController(NetworkHealthComponent& parent) + : NetworkHealthComponentControllerBase(parent) + { + } + + void NetworkHealthComponentController::OnActivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating) + { + ; + } + + void NetworkHealthComponentController::OnDeactivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating) + { + ; + } +} diff --git a/Gem/Code/Source/Components/NetworkHealthComponent.h b/Gem/Code/Source/Components/NetworkHealthComponent.h new file mode 100644 index 000000000..ab7a433ba --- /dev/null +++ b/Gem/Code/Source/Components/NetworkHealthComponent.h @@ -0,0 +1,47 @@ +/* + * 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. + * + * SPDX-License-Identifier: Apache-2.0 OR MIT + * + */ + +#pragma once + +#include + +namespace MultiplayerSample +{ + class NetworkHealthComponent + : public NetworkHealthComponentBase + { + public: + AZ_MULTIPLAYER_COMPONENT(MultiplayerSample::NetworkHealthComponent, s_networkHealthComponentConcreteUuid, MultiplayerSample::NetworkHealthComponentBase); + + static void Reflect(AZ::ReflectContext* context); + + NetworkHealthComponent(); + + void OnInit() override; + void OnActivate(Multiplayer::EntityIsMigrating entityIsMigrating) override; + void OnDeactivate(Multiplayer::EntityIsMigrating entityIsMigrating) override; + + //! Component accessor to set health, accounting for a configurable max and floor of 0 + //! @param updatedHealth the new health value + void SetHealth(uint8_t updatedHealth); + + private: + void OnHealthChangedEvent(const uint8_t& health); + + AZ::Event::Handler m_healthEventHandler; + }; + + class NetworkHealthComponentController + : public NetworkHealthComponentControllerBase + { + public: + NetworkHealthComponentController(NetworkHealthComponent& parent); + + void OnActivate(Multiplayer::EntityIsMigrating entityIsMigrating) override; + void OnDeactivate(Multiplayer::EntityIsMigrating entityIsMigrating) override; + }; +} diff --git a/Gem/Code/multiplayersample_files.cmake b/Gem/Code/multiplayersample_files.cmake index c2fbda224..5690502d7 100644 --- a/Gem/Code/multiplayersample_files.cmake +++ b/Gem/Code/multiplayersample_files.cmake @@ -8,6 +8,7 @@ set(FILES Source/AutoGen/NetworkAnimationComponent.AutoComponent.xml Source/AutoGen/NetworkCharacterComponent.AutoComponent.xml + Source/AutoGen/NetworkHealthComponent.AutoComponent.xml Source/AutoGen/NetworkHitVolumesComponent.AutoComponent.xml Source/AutoGen/NetworkPlayerSpawnerComponent.AutoComponent.xml Source/AutoGen/NetworkRigidBodyComponent.AutoComponent.xml @@ -20,6 +21,8 @@ set(FILES Source/Components/NetworkAnimationComponent.h Source/Components/NetworkCharacterComponent.cpp Source/Components/NetworkCharacterComponent.h + Source/Components/NetworkHealthComponent.cpp + Source/Components/NetworkHealthComponent.h Source/Components/NetworkHitVolumesComponent.cpp Source/Components/NetworkHitVolumesComponent.h Source/Components/NetworkPlayerSpawnerComponent.cpp From 71fe3012512538627c5ddf8ba904c4265cc99a4f Mon Sep 17 00:00:00 2001 From: puvvadar Date: Thu, 5 Aug 2021 15:03:23 -0700 Subject: [PATCH 20/64] Start integrating weapon and health components Signed-off-by: puvvadar --- .../NetworkHealthComponent.AutoComponent.xml | 4 +-- .../Components/NetworkHealthComponent.cpp | 8 ++--- .../Components/NetworkHealthComponent.h | 6 ++-- .../Components/NetworkWeaponsComponent.cpp | 32 +++++++++++++++++++ 4 files changed, 41 insertions(+), 9 deletions(-) diff --git a/Gem/Code/Source/AutoGen/NetworkHealthComponent.AutoComponent.xml b/Gem/Code/Source/AutoGen/NetworkHealthComponent.AutoComponent.xml index 42d46657a..83f10d6d3 100644 --- a/Gem/Code/Source/AutoGen/NetworkHealthComponent.AutoComponent.xml +++ b/Gem/Code/Source/AutoGen/NetworkHealthComponent.AutoComponent.xml @@ -8,8 +8,8 @@ OverrideInclude="Source/Components/NetworkHealthComponent.h" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"> - + - + diff --git a/Gem/Code/Source/Components/NetworkHealthComponent.cpp b/Gem/Code/Source/Components/NetworkHealthComponent.cpp index 6f661b98d..987afbcf8 100644 --- a/Gem/Code/Source/Components/NetworkHealthComponent.cpp +++ b/Gem/Code/Source/Components/NetworkHealthComponent.cpp @@ -21,7 +21,7 @@ namespace MultiplayerSample } NetworkHealthComponent::NetworkHealthComponent() - : m_healthEventHandler([this](const uint8_t& health) { OnHealthChangedEvent(health); }) + : m_healthEventHandler([this](const float& health) { OnHealthChangedEvent(health); }) { ; } @@ -41,13 +41,13 @@ namespace MultiplayerSample ; } - void NetworkHealthComponent::SetHealth(uint8_t updatedHealth) + void NetworkHealthComponent::SetHealth(float updatedHealth) { - updatedHealth = AZStd::min(updatedHealth, GetMaxHealth()); + updatedHealth = AZStd::max(0.f, AZStd::min(updatedHealth, GetMaxHealth())); static_cast(GetController())->SetHealth(updatedHealth); } - void NetworkHealthComponent::OnHealthChangedEvent([[maybe_unused]] const uint8_t& health) + void NetworkHealthComponent::OnHealthChangedEvent([[maybe_unused]] const float& health) { // Hook for gameplay events such as player death, player revive, showing damage numbers, etc. ; diff --git a/Gem/Code/Source/Components/NetworkHealthComponent.h b/Gem/Code/Source/Components/NetworkHealthComponent.h index ab7a433ba..133f1c9f7 100644 --- a/Gem/Code/Source/Components/NetworkHealthComponent.h +++ b/Gem/Code/Source/Components/NetworkHealthComponent.h @@ -27,12 +27,12 @@ namespace MultiplayerSample //! Component accessor to set health, accounting for a configurable max and floor of 0 //! @param updatedHealth the new health value - void SetHealth(uint8_t updatedHealth); + void SetHealth(float updatedHealth); private: - void OnHealthChangedEvent(const uint8_t& health); + void OnHealthChangedEvent(const float& health); - AZ::Event::Handler m_healthEventHandler; + AZ::Event::Handler m_healthEventHandler; }; class NetworkHealthComponentController diff --git a/Gem/Code/Source/Components/NetworkWeaponsComponent.cpp b/Gem/Code/Source/Components/NetworkWeaponsComponent.cpp index 27fd97477..6351cebf2 100644 --- a/Gem/Code/Source/Components/NetworkWeaponsComponent.cpp +++ b/Gem/Code/Source/Components/NetworkWeaponsComponent.cpp @@ -7,6 +7,7 @@ #include #include +#include #include namespace MultiplayerSample @@ -64,6 +65,37 @@ namespace MultiplayerSample void NetworkWeaponsComponent::OnConfirmHit([[maybe_unused]] const WeaponHitInfo& hitInfo) { + if (IsNetEntityRoleAuthority()) + { + for (const HitEntity& hitEntity : hitInfo.m_hitEvent.m_hitEntities) + { + Multiplayer::ConstNetworkEntityHandle entityHandle = Multiplayer::GetMultiplayer()->GetNetworkEntityManager()->GetEntity(hitEntity.m_hitNetEntityId); + + if (entityHandle != nullptr) + { + [[maybe_unused]] const AZ::Vector3& hitCenter = hitInfo.m_hitEvent.m_hitTransform.GetTranslation(); + [[maybe_unused]] const AZ::Vector3& hitPoint = hitEntity.m_hitPosition; + + // Look for physics rigid body component and make impact updates + + // Look for health component and directly update health based on hit parameters + NetworkHealthComponent* healthComponent = FindComponent(); + if (healthComponent) + { + const WeaponParams& weaponParams = hitInfo.m_weapon.GetParams(); + const HitEffect effect = weaponParams.m_damageEffect; + + // Presently set to 1 until we capture falloff range + float hitDistance = 1.f; + float maxDistance = 1.f; + float damage = effect.m_hitMagnitude * powf((effect.m_hitFalloff * (1.0f - hitDistance / maxDistance)), effect.m_hitExponent); + const float& originalHealth = healthComponent->GetHealth(); + + healthComponent->SetHealth(originalHealth - damage); + } + } + } + } } From cc38a6ebc53465e3e25c3fb8738b712f2bdd5aaa Mon Sep 17 00:00:00 2001 From: puvvadar Date: Mon, 9 Aug 2021 10:29:53 -0700 Subject: [PATCH 21/64] Add NetworkRandomComponent Signed-off-by: puvvadar --- .../NetworkRandomComponent.AutoComponent.xml | 14 +++ .../Components/NetworkRandomComponent.cpp | 88 +++++++++++++++++++ .../Components/NetworkRandomComponent.h | 49 +++++++++++ Gem/Code/multiplayersample_files.cmake | 3 + 4 files changed, 154 insertions(+) create mode 100644 Gem/Code/Source/AutoGen/NetworkRandomComponent.AutoComponent.xml create mode 100644 Gem/Code/Source/Components/NetworkRandomComponent.cpp create mode 100644 Gem/Code/Source/Components/NetworkRandomComponent.h diff --git a/Gem/Code/Source/AutoGen/NetworkRandomComponent.AutoComponent.xml b/Gem/Code/Source/AutoGen/NetworkRandomComponent.AutoComponent.xml new file mode 100644 index 000000000..70079f4d6 --- /dev/null +++ b/Gem/Code/Source/AutoGen/NetworkRandomComponent.AutoComponent.xml @@ -0,0 +1,14 @@ + + + + + + + + diff --git a/Gem/Code/Source/Components/NetworkRandomComponent.cpp b/Gem/Code/Source/Components/NetworkRandomComponent.cpp new file mode 100644 index 000000000..60245492c --- /dev/null +++ b/Gem/Code/Source/Components/NetworkRandomComponent.cpp @@ -0,0 +1,88 @@ +/* + * 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. + * + * SPDX-License-Identifier: Apache-2.0 OR MIT + * + */ + +#include + +namespace MultiplayerSample +{ + void NetworkRandomComponent::NetworkRandomComponent::Reflect(AZ::ReflectContext* context) + { + AZ::SerializeContext* serializeContext = azrtti_cast(context); + if (serializeContext) + { + serializeContext->Class() + ->Version(1); + } + NetworkRandomComponentBase::Reflect(context); + } + + NetworkRandomComponent::NetworkRandomComponent() + : m_seedEventHandler([this](const uint64_t& seed) { OnSeedChangedEvent(seed); }) + { + if (IsNetEntityRoleAuthority()) + { + // Setup seed on authority for proxies to pull + AZ::BetterPseudoRandom seedGenerator; + uint64_t seed = 0; + seedGenerator.GetRandom(seed); + static_cast(GetController())->SetSeed(seed); + m_simpleRng.SetSeed(seed); + m_seedInitialized = true; + }; + } + + void NetworkRandomComponent::OnInit() + { + + } + + void NetworkRandomComponent::OnActivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating) + { + SeedAddEvent(m_seedEventHandler); + } + + void NetworkRandomComponent::OnDeactivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating) + { + ; + } + + void NetworkRandomComponent::RollRandom() + { + Multiplayer::INetworkTime* networkTime = Multiplayer::GetNetworkTime(); + // We should not need to roll rands in the past, history should be relied upon instead + if (!networkTime->IsTimeRewound()) + { + AZ_Assert(m_seedInitialized, "RNG Seed not initialized"); + int rand = m_simpleRng.GetRandom(); + static_cast(GetController())->SetRandom(rand); + } + } + + void NetworkRandomComponent::OnSeedChangedEvent([[maybe_unused]] const uint64_t& seed) + { + // Proxy hook to set rng seed + static_cast(GetController())->SetSeed(seed); + m_simpleRng.SetSeed(seed); + m_seedInitialized = true; + } + + NetworkRandomComponentController::NetworkRandomComponentController(NetworkRandomComponent& parent) + : NetworkRandomComponentControllerBase(parent) + { + ; + } + + void NetworkRandomComponentController::OnActivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating) + { + ; + } + + void NetworkRandomComponentController::OnDeactivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating) + { + ; + } +} diff --git a/Gem/Code/Source/Components/NetworkRandomComponent.h b/Gem/Code/Source/Components/NetworkRandomComponent.h new file mode 100644 index 000000000..3a5d4add6 --- /dev/null +++ b/Gem/Code/Source/Components/NetworkRandomComponent.h @@ -0,0 +1,49 @@ +/* + * 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. + * + * SPDX-License-Identifier: Apache-2.0 OR MIT + * + */ + +#pragma once + +#include + +#include + +namespace MultiplayerSample +{ + class NetworkRandomComponent + : public NetworkRandomComponentBase + { + public: + AZ_MULTIPLAYER_COMPONENT(MultiplayerSample::NetworkRandomComponent, s_networkRandomComponentConcreteUuid, MultiplayerSample::NetworkRandomComponentBase); + + static void Reflect(AZ::ReflectContext* context); + + NetworkRandomComponent(); + + void OnInit() override; + void OnActivate(Multiplayer::EntityIsMigrating entityIsMigrating) override; + void OnDeactivate(Multiplayer::EntityIsMigrating entityIsMigrating) override; + + void RollRandom(); + + private: + void OnSeedChangedEvent(const uint64_t& seed); + + AZ::Event::Handler m_seedEventHandler; + AZ::SimpleLcgRandom m_simpleRng; + bool m_seedInitialized = false; + }; + + class NetworkRandomComponentController + : public NetworkRandomComponentControllerBase + { + public: + NetworkRandomComponentController(NetworkRandomComponent& parent); + + void OnActivate(Multiplayer::EntityIsMigrating entityIsMigrating) override; + void OnDeactivate(Multiplayer::EntityIsMigrating entityIsMigrating) override; + }; +} diff --git a/Gem/Code/multiplayersample_files.cmake b/Gem/Code/multiplayersample_files.cmake index 5690502d7..1040c57dc 100644 --- a/Gem/Code/multiplayersample_files.cmake +++ b/Gem/Code/multiplayersample_files.cmake @@ -11,6 +11,7 @@ set(FILES Source/AutoGen/NetworkHealthComponent.AutoComponent.xml Source/AutoGen/NetworkHitVolumesComponent.AutoComponent.xml Source/AutoGen/NetworkPlayerSpawnerComponent.AutoComponent.xml + Source/AutoGen/NetworkRandomComponent.AutoComponent.xml Source/AutoGen/NetworkRigidBodyComponent.AutoComponent.xml Source/AutoGen/NetworkWeaponsComponent.AutoComponent.xml Source/AutoGen/SimplePlayerCameraComponent.AutoComponent.xml @@ -27,6 +28,8 @@ set(FILES Source/Components/NetworkHitVolumesComponent.h Source/Components/NetworkPlayerSpawnerComponent.cpp Source/Components/NetworkPlayerSpawnerComponent.h + Source/Components/NetworkRandomComponent.cpp + Source/Components/NetworkRandomComponent.h Source/Components/NetworkRigidBodyComponent.cpp Source/Components/NetworkRigidBodyComponent.h Source/Components/NetworkWeaponsComponent.cpp From 9453852fd990bb42eae206bc84314031cce6aa7e Mon Sep 17 00:00:00 2001 From: kberg-amzn Date: Mon, 9 Aug 2021 16:28:53 -0700 Subject: [PATCH 22/64] Minor fixes for initial weapon state causing hashing asserts Signed-off-by: kberg-amzn --- .../AutoGen/NetworkWeaponsComponent.AutoComponent.xml | 8 ++++---- Gem/Code/Source/Weapons/WeaponTypes.h | 8 ++++---- 2 files changed, 8 insertions(+), 8 deletions(-) diff --git a/Gem/Code/Source/AutoGen/NetworkWeaponsComponent.AutoComponent.xml b/Gem/Code/Source/AutoGen/NetworkWeaponsComponent.AutoComponent.xml index 3ef51889e..f48c50a7f 100644 --- a/Gem/Code/Source/AutoGen/NetworkWeaponsComponent.AutoComponent.xml +++ b/Gem/Code/Source/AutoGen/NetworkWeaponsComponent.AutoComponent.xml @@ -16,10 +16,10 @@ - - - - + + + + diff --git a/Gem/Code/Source/Weapons/WeaponTypes.h b/Gem/Code/Source/Weapons/WeaponTypes.h index f1a1b7e49..26e31903d 100644 --- a/Gem/Code/Source/Weapons/WeaponTypes.h +++ b/Gem/Code/Source/Weapons/WeaponTypes.h @@ -179,7 +179,7 @@ namespace MultiplayerSample //! Single hit entity in a weapon hit event. struct HitEntity { - AZ::Vector3 m_hitPosition; // Location where the entity was hit, NOT the location of the projectile or weapon in the case of area damage + AZ::Vector3 m_hitPosition = AZ::Vector3::CreateZero(); // Location where the entity was hit, NOT the location of the projectile or weapon in the case of area damage Multiplayer::NetEntityId m_hitNetEntityId = Multiplayer::InvalidNetEntityId; // Entity Id of the entity which was hit bool Serialize(AzNetworking::ISerializer& serializer); @@ -189,10 +189,10 @@ namespace MultiplayerSample //! Structure containing details for a single weapon hit event. struct HitEvent { - AZ::Transform m_hitTransform; // Transform of the hit event, NOT the location of the entity that was hit in the case of area damage + AZ::Transform m_hitTransform = AZ::Transform::CreateIdentity(); // Transform of the hit event, NOT the location of the entity that was hit in the case of area damage Multiplayer::NetEntityId m_shooterNetEntityId = Multiplayer::InvalidNetEntityId; // Entity Id of the shooter Multiplayer::NetEntityId m_projectileNetEntityId = Multiplayer::InvalidNetEntityId; // Entity Id of the projectile, InvalidNetEntityId if this was a trace weapon hit - HitEntities m_hitEntities; // Information about the entities that were hit + HitEntities m_hitEntities; // Information about the entities that were hit bool Serialize(AzNetworking::ISerializer& serializer); }; @@ -200,7 +200,7 @@ namespace MultiplayerSample //! Structure containing details for a single fire event. struct FireParams { - AZ::Vector3 m_targetPosition; // Location of the activate event. + AZ::Vector3 m_targetPosition = AZ::Vector3::CreateZero(); // Location of the activate event. Multiplayer::NetEntityId m_targetId = Multiplayer::InvalidNetEntityId; // Entity Id of the target (for homing weapons) bool operator!=(const FireParams& rhs) const; From 7801a2447c8a85068df1c515c9cf971116fa3b6b Mon Sep 17 00:00:00 2001 From: puvvadar Date: Tue, 10 Aug 2021 14:17:20 -0700 Subject: [PATCH 23/64] Update network rand to be non-rewindable and properly sync seed Signed-off-by: puvvadar --- .../NetworkRandomComponent.AutoComponent.xml | 1 - .../Components/NetworkRandomComponent.cpp | 37 ++++++++++++++----- .../Components/NetworkRandomComponent.h | 4 +- 3 files changed, 31 insertions(+), 11 deletions(-) diff --git a/Gem/Code/Source/AutoGen/NetworkRandomComponent.AutoComponent.xml b/Gem/Code/Source/AutoGen/NetworkRandomComponent.AutoComponent.xml index 70079f4d6..cbdf3bfa5 100644 --- a/Gem/Code/Source/AutoGen/NetworkRandomComponent.AutoComponent.xml +++ b/Gem/Code/Source/AutoGen/NetworkRandomComponent.AutoComponent.xml @@ -9,6 +9,5 @@ xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"> - diff --git a/Gem/Code/Source/Components/NetworkRandomComponent.cpp b/Gem/Code/Source/Components/NetworkRandomComponent.cpp index 60245492c..4438a5f5c 100644 --- a/Gem/Code/Source/Components/NetworkRandomComponent.cpp +++ b/Gem/Code/Source/Components/NetworkRandomComponent.cpp @@ -50,16 +50,35 @@ namespace MultiplayerSample ; } - void NetworkRandomComponent::RollRandom() + uint64_t NetworkRandomComponent::GetRandomUint64() { - Multiplayer::INetworkTime* networkTime = Multiplayer::GetNetworkTime(); - // We should not need to roll rands in the past, history should be relied upon instead - if (!networkTime->IsTimeRewound()) - { - AZ_Assert(m_seedInitialized, "RNG Seed not initialized"); - int rand = m_simpleRng.GetRandom(); - static_cast(GetController())->SetRandom(rand); - } + AZ_Assert(m_seedInitialized, "RNG Seed not initialized"); + uint64_t seed = m_simpleRng.Getu64Random(); + static_cast(GetController())->SetSeed(seed); + return seed; + } + + int NetworkRandomComponent::GetRandomInt() + { + // Reimplements SimpleLcgRandom's rand int with a synchronized seed + AZ_Assert(m_seedInitialized, "RNG Seed not initialized"); + return static_cast(GetRandomUint64() >> 16); + } + + float NetworkRandomComponent::GetRandomFloat() + { + // Reimplements SimpleLcgRandom's rand float with a synchronized seed + AZ_Assert(m_seedInitialized, "RNG Seed not initialized"); + unsigned int r = GetRandomInt(); + r &= 0x007fffff; //sets mantissa to random bits + r |= 0x3f800000; //result is in [1,2), uniformly distributed + union + { + float f; + unsigned int i; + } u; + u.i = r; + return u.f - 1.0f; } void NetworkRandomComponent::OnSeedChangedEvent([[maybe_unused]] const uint64_t& seed) diff --git a/Gem/Code/Source/Components/NetworkRandomComponent.h b/Gem/Code/Source/Components/NetworkRandomComponent.h index 3a5d4add6..b7b291a3e 100644 --- a/Gem/Code/Source/Components/NetworkRandomComponent.h +++ b/Gem/Code/Source/Components/NetworkRandomComponent.h @@ -27,7 +27,9 @@ namespace MultiplayerSample void OnActivate(Multiplayer::EntityIsMigrating entityIsMigrating) override; void OnDeactivate(Multiplayer::EntityIsMigrating entityIsMigrating) override; - void RollRandom(); + uint64_t GetRandomUint64(); + int GetRandomInt(); + float GetRandomFloat(); private: void OnSeedChangedEvent(const uint64_t& seed); From 3fa76c9949b640af7fed725e9464d79af8c51cd3 Mon Sep 17 00:00:00 2001 From: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com> Date: Tue, 10 Aug 2021 14:55:19 -0700 Subject: [PATCH 24/64] fix for w4018 (#52) * fix for w4018 Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com> * changing type of parameter indexes Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com> --- .../Components/NetworkAnimationComponent.h | 26 +++++++++---------- 1 file changed, 13 insertions(+), 13 deletions(-) diff --git a/Gem/Code/Source/Components/NetworkAnimationComponent.h b/Gem/Code/Source/Components/NetworkAnimationComponent.h index 10bdac268..a8e7feb11 100644 --- a/Gem/Code/Source/Components/NetworkAnimationComponent.h +++ b/Gem/Code/Source/Components/NetworkAnimationComponent.h @@ -24,9 +24,9 @@ namespace EMotionFX namespace MultiplayerSample { - // This is not documented, you kind of have to jump into mcore to find this, but invalid parameter index values are max uint32_t - // See MCORE_INVALIDINDEX32 in Gems/EMotionFX/Code/MCore/Source/Config.h - constexpr uint32_t InvalidParamIndex = 0xFFFFFFFF; + // This is not documented, you kind of have to jump into EMotionFX's private headers to find this, invalid parameter index values are max size_t + // See InvalidIndex in Gems\EMotionFX\Code\EMotionFX\Source\EMotionFXConfig.h + constexpr size_t InvalidParamIndex = 0xffffffffffffffff; constexpr int32_t InvalidBoneId = -1; class NetworkAnimationComponent @@ -71,15 +71,15 @@ namespace MultiplayerSample EMotionFX::Integration::AnimGraphComponentRequests* m_animationGraph = nullptr; // Hardcoded parameters, be nice if this was flexible and configurable from within the editor - uint32_t m_velocityParamId = InvalidParamIndex; - uint32_t m_aimTargetParamId = InvalidParamIndex; - uint32_t m_crouchParamId = InvalidParamIndex; - uint32_t m_aimingParamId = InvalidParamIndex; - uint32_t m_shootParamId = InvalidParamIndex; - uint32_t m_jumpParamId = InvalidParamIndex; - uint32_t m_fallParamId = InvalidParamIndex; - uint32_t m_landParamId = InvalidParamIndex; - uint32_t m_hitParamId = InvalidParamIndex; - uint32_t m_deathParamId = InvalidParamIndex; + size_t m_velocityParamId = InvalidParamIndex; + size_t m_aimTargetParamId = InvalidParamIndex; + size_t m_crouchParamId = InvalidParamIndex; + size_t m_aimingParamId = InvalidParamIndex; + size_t m_shootParamId = InvalidParamIndex; + size_t m_jumpParamId = InvalidParamIndex; + size_t m_fallParamId = InvalidParamIndex; + size_t m_landParamId = InvalidParamIndex; + size_t m_hitParamId = InvalidParamIndex; + size_t m_deathParamId = InvalidParamIndex; }; } From 8aa3c0a282e5166110db04a1a6f21d5d4a4e5e6b Mon Sep 17 00:00:00 2001 From: puvvadar Date: Wed, 11 Aug 2021 11:57:36 -0700 Subject: [PATCH 25/64] Clean up and simplify health and random components Signed-off-by: puvvadar --- .../NetworkHealthComponent.AutoComponent.xml | 2 +- .../NetworkRandomComponent.AutoComponent.xml | 4 +- .../Components/NetworkHealthComponent.cpp | 15 ---- .../Components/NetworkHealthComponent.h | 10 --- .../Components/NetworkRandomComponent.cpp | 72 ++++--------------- .../Components/NetworkRandomComponent.h | 28 +------- 6 files changed, 20 insertions(+), 111 deletions(-) diff --git a/Gem/Code/Source/AutoGen/NetworkHealthComponent.AutoComponent.xml b/Gem/Code/Source/AutoGen/NetworkHealthComponent.AutoComponent.xml index 83f10d6d3..2ddbe997c 100644 --- a/Gem/Code/Source/AutoGen/NetworkHealthComponent.AutoComponent.xml +++ b/Gem/Code/Source/AutoGen/NetworkHealthComponent.AutoComponent.xml @@ -4,7 +4,7 @@ Name="NetworkHealthComponent" Namespace="MultiplayerSample" OverrideComponent="true" - OverrideController="true" + OverrideController="false" OverrideInclude="Source/Components/NetworkHealthComponent.h" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"> diff --git a/Gem/Code/Source/AutoGen/NetworkRandomComponent.AutoComponent.xml b/Gem/Code/Source/AutoGen/NetworkRandomComponent.AutoComponent.xml index cbdf3bfa5..aa04231a5 100644 --- a/Gem/Code/Source/AutoGen/NetworkRandomComponent.AutoComponent.xml +++ b/Gem/Code/Source/AutoGen/NetworkRandomComponent.AutoComponent.xml @@ -3,11 +3,11 @@ - + diff --git a/Gem/Code/Source/Components/NetworkHealthComponent.cpp b/Gem/Code/Source/Components/NetworkHealthComponent.cpp index 987afbcf8..5cd8e83de 100644 --- a/Gem/Code/Source/Components/NetworkHealthComponent.cpp +++ b/Gem/Code/Source/Components/NetworkHealthComponent.cpp @@ -52,19 +52,4 @@ namespace MultiplayerSample // Hook for gameplay events such as player death, player revive, showing damage numbers, etc. ; } - - NetworkHealthComponentController::NetworkHealthComponentController(NetworkHealthComponent& parent) - : NetworkHealthComponentControllerBase(parent) - { - } - - void NetworkHealthComponentController::OnActivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating) - { - ; - } - - void NetworkHealthComponentController::OnDeactivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating) - { - ; - } } diff --git a/Gem/Code/Source/Components/NetworkHealthComponent.h b/Gem/Code/Source/Components/NetworkHealthComponent.h index 133f1c9f7..b8604bd0e 100644 --- a/Gem/Code/Source/Components/NetworkHealthComponent.h +++ b/Gem/Code/Source/Components/NetworkHealthComponent.h @@ -34,14 +34,4 @@ namespace MultiplayerSample AZ::Event::Handler m_healthEventHandler; }; - - class NetworkHealthComponentController - : public NetworkHealthComponentControllerBase - { - public: - NetworkHealthComponentController(NetworkHealthComponent& parent); - - void OnActivate(Multiplayer::EntityIsMigrating entityIsMigrating) override; - void OnDeactivate(Multiplayer::EntityIsMigrating entityIsMigrating) override; - }; } diff --git a/Gem/Code/Source/Components/NetworkRandomComponent.cpp b/Gem/Code/Source/Components/NetworkRandomComponent.cpp index 4438a5f5c..cca6c0f1b 100644 --- a/Gem/Code/Source/Components/NetworkRandomComponent.cpp +++ b/Gem/Code/Source/Components/NetworkRandomComponent.cpp @@ -9,66 +9,23 @@ namespace MultiplayerSample { - void NetworkRandomComponent::NetworkRandomComponent::Reflect(AZ::ReflectContext* context) + uint64_t NetworkRandomComponentController::GetRandomUint64() { - AZ::SerializeContext* serializeContext = azrtti_cast(context); - if (serializeContext) - { - serializeContext->Class() - ->Version(1); - } - NetworkRandomComponentBase::Reflect(context); - } - - NetworkRandomComponent::NetworkRandomComponent() - : m_seedEventHandler([this](const uint64_t& seed) { OnSeedChangedEvent(seed); }) - { - if (IsNetEntityRoleAuthority()) - { - // Setup seed on authority for proxies to pull - AZ::BetterPseudoRandom seedGenerator; - uint64_t seed = 0; - seedGenerator.GetRandom(seed); - static_cast(GetController())->SetSeed(seed); - m_simpleRng.SetSeed(seed); - m_seedInitialized = true; - }; - } - - void NetworkRandomComponent::OnInit() - { - - } - - void NetworkRandomComponent::OnActivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating) - { - SeedAddEvent(m_seedEventHandler); - } - - void NetworkRandomComponent::OnDeactivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating) - { - ; - } - - uint64_t NetworkRandomComponent::GetRandomUint64() - { - AZ_Assert(m_seedInitialized, "RNG Seed not initialized"); - uint64_t seed = m_simpleRng.Getu64Random(); - static_cast(GetController())->SetSeed(seed); + // Reimplements SimpleLcgRandom's rand int with a synchronized seed + uint64_t& seed = ModifySeed(); + seed = (GetSeed() * 0x5DEECE66DLL + 0xBLL) & ((1LL << 48) - 1); return seed; } - int NetworkRandomComponent::GetRandomInt() + int NetworkRandomComponentController::GetRandomInt() { // Reimplements SimpleLcgRandom's rand int with a synchronized seed - AZ_Assert(m_seedInitialized, "RNG Seed not initialized"); return static_cast(GetRandomUint64() >> 16); } - float NetworkRandomComponent::GetRandomFloat() + float NetworkRandomComponentController::GetRandomFloat() { // Reimplements SimpleLcgRandom's rand float with a synchronized seed - AZ_Assert(m_seedInitialized, "RNG Seed not initialized"); unsigned int r = GetRandomInt(); r &= 0x007fffff; //sets mantissa to random bits r |= 0x3f800000; //result is in [1,2), uniformly distributed @@ -81,18 +38,17 @@ namespace MultiplayerSample return u.f - 1.0f; } - void NetworkRandomComponent::OnSeedChangedEvent([[maybe_unused]] const uint64_t& seed) - { - // Proxy hook to set rng seed - static_cast(GetController())->SetSeed(seed); - m_simpleRng.SetSeed(seed); - m_seedInitialized = true; - } - NetworkRandomComponentController::NetworkRandomComponentController(NetworkRandomComponent& parent) : NetworkRandomComponentControllerBase(parent) { - ; + if (IsAuthority()) + { + // Setup seed on authority for proxies to pull + AZ::BetterPseudoRandom seedGenerator; + uint64_t seed = 0; + seedGenerator.GetRandom(seed); + SetSeed(seed); + }; } void NetworkRandomComponentController::OnActivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating) diff --git a/Gem/Code/Source/Components/NetworkRandomComponent.h b/Gem/Code/Source/Components/NetworkRandomComponent.h index b7b291a3e..9e25218b8 100644 --- a/Gem/Code/Source/Components/NetworkRandomComponent.h +++ b/Gem/Code/Source/Components/NetworkRandomComponent.h @@ -13,39 +13,17 @@ namespace MultiplayerSample { - class NetworkRandomComponent - : public NetworkRandomComponentBase + class NetworkRandomComponentController + : public NetworkRandomComponentControllerBase { public: - AZ_MULTIPLAYER_COMPONENT(MultiplayerSample::NetworkRandomComponent, s_networkRandomComponentConcreteUuid, MultiplayerSample::NetworkRandomComponentBase); - - static void Reflect(AZ::ReflectContext* context); - - NetworkRandomComponent(); + NetworkRandomComponentController(NetworkRandomComponent& parent); - void OnInit() override; void OnActivate(Multiplayer::EntityIsMigrating entityIsMigrating) override; void OnDeactivate(Multiplayer::EntityIsMigrating entityIsMigrating) override; uint64_t GetRandomUint64(); int GetRandomInt(); float GetRandomFloat(); - - private: - void OnSeedChangedEvent(const uint64_t& seed); - - AZ::Event::Handler m_seedEventHandler; - AZ::SimpleLcgRandom m_simpleRng; - bool m_seedInitialized = false; - }; - - class NetworkRandomComponentController - : public NetworkRandomComponentControllerBase - { - public: - NetworkRandomComponentController(NetworkRandomComponent& parent); - - void OnActivate(Multiplayer::EntityIsMigrating entityIsMigrating) override; - void OnDeactivate(Multiplayer::EntityIsMigrating entityIsMigrating) override; }; } From 04da899f17d73dfacf845dede218fb9cebe7c1f3 Mon Sep 17 00:00:00 2001 From: kberg-amzn Date: Fri, 13 Aug 2021 10:00:18 -0700 Subject: [PATCH 26/64] Lots of debug code, some fixes, and debug draw for networked weapons Signed-off-by: kberg-amzn --- BURT/Motions/Shoot.fbx.assetinfo | 43 ++++++++++ BURT/burtactor.material | 2 +- Gem/Code/CMakeLists.txt | 2 + .../NetworkWeaponsComponent.AutoComponent.xml | 5 -- .../Components/NetworkAnimationComponent.h | 22 ++--- .../Components/NetworkWeaponsComponent.cpp | 84 ++++++++++--------- .../Components/NetworkWeaponsComponent.h | 5 +- .../WasdPlayerMovementComponent.cpp | 2 +- Gem/Code/Source/Weapons/BaseWeapon.cpp | 1 + Gem/Code/Source/Weapons/ProjectileWeapon.cpp | 1 + Gem/Code/Source/Weapons/TraceWeapon.cpp | 20 ++--- Gem/Code/Source/Weapons/WeaponGathers.cpp | 29 ++++++- Gem/Code/Source/Weapons/WeaponTypes.cpp | 7 +- Gem/Code/Source/Weapons/WeaponTypes.h | 2 +- Prefabs/Player.prefab | 6 ++ 15 files changed, 153 insertions(+), 78 deletions(-) create mode 100644 BURT/Motions/Shoot.fbx.assetinfo diff --git a/BURT/Motions/Shoot.fbx.assetinfo b/BURT/Motions/Shoot.fbx.assetinfo new file mode 100644 index 000000000..84bafc17a --- /dev/null +++ b/BURT/Motions/Shoot.fbx.assetinfo @@ -0,0 +1,43 @@ +{ + "values": [ + { + "$type": "MotionGroup", + "name": "Shoot", + "selectedRootBone": "RootNode.Reference", + "id": "{F69091E5-675E-5DAF-B592-1EB7953100B7}", + "rules": { + "rules": [ + { + "$type": "MotionSamplingRule" + }, + { + "$type": "EMotionFX::Pipeline::Rule::MotionMetaDataRule", + "data": { + "motionEventTable": { + "tracks": [ + { + "$type": "AnimGraphSyncTrack", + "name": "Sync", + "deletable": false, + "events": [ + { + "eventDatas": [ + { + "$type": "TwoStringEventData", + "subject": "Shoot" + } + ], + "startTime": 0.0006489999941550195, + "endTime": 0.0006489999941550195 + } + ] + } + ] + } + } + } + ] + } + } + ] +} \ No newline at end of file diff --git a/BURT/burtactor.material b/BURT/burtactor.material index 8a29746ba..f594231f5 100644 --- a/BURT/burtactor.material +++ b/BURT/burtactor.material @@ -33,7 +33,7 @@ "roughness": { "factor": 0.0, "useTexture": false, - "textureMap": "EngineAssets/TextureMsg/DefaultNoUVs_spec.tif" + "textureMap": "" }, "specularF0": { "factor": 0.49102089, diff --git a/Gem/Code/CMakeLists.txt b/Gem/Code/CMakeLists.txt index cae2e4da0..d33588034 100644 --- a/Gem/Code/CMakeLists.txt +++ b/Gem/Code/CMakeLists.txt @@ -28,10 +28,12 @@ ly_add_target( Gem::EMotionFXStaticLib Gem::PhysX Gem::StartingPointInput + Gem::DebugDraw PRIVATE Gem::LmbrCentral.Static Gem::Multiplayer.Static Gem::PhysX.Static + Gem::DebugDraw.Static AUTOGEN_RULES *.AutoComponent.xml,AutoComponent_Header.jinja,$path/$fileprefix.AutoComponent.h *.AutoComponent.xml,AutoComponent_Source.jinja,$path/$fileprefix.AutoComponent.cpp diff --git a/Gem/Code/Source/AutoGen/NetworkWeaponsComponent.AutoComponent.xml b/Gem/Code/Source/AutoGen/NetworkWeaponsComponent.AutoComponent.xml index f48c50a7f..94203cf6b 100644 --- a/Gem/Code/Source/AutoGen/NetworkWeaponsComponent.AutoComponent.xml +++ b/Gem/Code/Source/AutoGen/NetworkWeaponsComponent.AutoComponent.xml @@ -28,9 +28,4 @@ - - - - - diff --git a/Gem/Code/Source/Components/NetworkAnimationComponent.h b/Gem/Code/Source/Components/NetworkAnimationComponent.h index 10bdac268..66fe5259b 100644 --- a/Gem/Code/Source/Components/NetworkAnimationComponent.h +++ b/Gem/Code/Source/Components/NetworkAnimationComponent.h @@ -26,7 +26,7 @@ namespace MultiplayerSample { // This is not documented, you kind of have to jump into mcore to find this, but invalid parameter index values are max uint32_t // See MCORE_INVALIDINDEX32 in Gems/EMotionFX/Code/MCore/Source/Config.h - constexpr uint32_t InvalidParamIndex = 0xFFFFFFFF; + constexpr AZStd::size_t InvalidParamIndex = 0xffffffffffffffff; constexpr int32_t InvalidBoneId = -1; class NetworkAnimationComponent @@ -71,15 +71,15 @@ namespace MultiplayerSample EMotionFX::Integration::AnimGraphComponentRequests* m_animationGraph = nullptr; // Hardcoded parameters, be nice if this was flexible and configurable from within the editor - uint32_t m_velocityParamId = InvalidParamIndex; - uint32_t m_aimTargetParamId = InvalidParamIndex; - uint32_t m_crouchParamId = InvalidParamIndex; - uint32_t m_aimingParamId = InvalidParamIndex; - uint32_t m_shootParamId = InvalidParamIndex; - uint32_t m_jumpParamId = InvalidParamIndex; - uint32_t m_fallParamId = InvalidParamIndex; - uint32_t m_landParamId = InvalidParamIndex; - uint32_t m_hitParamId = InvalidParamIndex; - uint32_t m_deathParamId = InvalidParamIndex; + AZStd::size_t m_velocityParamId = InvalidParamIndex; + AZStd::size_t m_aimTargetParamId = InvalidParamIndex; + AZStd::size_t m_crouchParamId = InvalidParamIndex; + AZStd::size_t m_aimingParamId = InvalidParamIndex; + AZStd::size_t m_shootParamId = InvalidParamIndex; + AZStd::size_t m_jumpParamId = InvalidParamIndex; + AZStd::size_t m_fallParamId = InvalidParamIndex; + AZStd::size_t m_landParamId = InvalidParamIndex; + AZStd::size_t m_hitParamId = InvalidParamIndex; + AZStd::size_t m_deathParamId = InvalidParamIndex; }; } diff --git a/Gem/Code/Source/Components/NetworkWeaponsComponent.cpp b/Gem/Code/Source/Components/NetworkWeaponsComponent.cpp index 72dbb1285..a432acfdd 100644 --- a/Gem/Code/Source/Components/NetworkWeaponsComponent.cpp +++ b/Gem/Code/Source/Components/NetworkWeaponsComponent.cpp @@ -4,14 +4,18 @@ * SPDX-License-Identifier: Apache-2.0 OR MIT * */ - +#pragma optimize("", off) #include #include #include #include +#include +#include namespace MultiplayerSample { + AZ_CVAR(bool, cl_WeaponsDrawDebug, true, nullptr, AZ::ConsoleFunctorFlags::Null, "If enabled, weapons will debug draw various important events"); + void NetworkWeaponsComponent::NetworkWeaponsComponent::Reflect(AZ::ReflectContext* context) { AZ::SerializeContext* serializeContext = azrtti_cast(context); @@ -41,6 +45,11 @@ namespace MultiplayerSample m_weapons[weaponIndex] = AZStd::move(CreateWeapon(constructParams)); } + + if (m_debugDraw == nullptr) + { + m_debugDraw = DebugDraw::DebugDrawRequestBus::FindFirstHandler(); + } } void NetworkWeaponsComponent::OnDeactivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating) @@ -51,10 +60,6 @@ namespace MultiplayerSample { } - void NetworkWeaponsComponent::HandleSendConfirmProjectileHit([[maybe_unused]] AzNetworking::IConnection* invokingConnection, [[maybe_unused]] const WeaponIndex& WeaponIndex, [[maybe_unused]] const HitEvent& HitEvent) - { - } - IWeapon* NetworkWeaponsComponent::GetWeapon(WeaponIndex weaponIndex) const { return m_weapons[aznumeric_cast(weaponIndex)].get(); @@ -62,6 +67,24 @@ namespace MultiplayerSample void NetworkWeaponsComponent::OnWeaponActivate([[maybe_unused]] const WeaponActivationInfo& activationInfo) { + if (cl_WeaponsDrawDebug && m_debugDraw) + { + m_debugDraw->DrawSphereAtLocation + ( + activationInfo.m_activateEvent.m_initialTransform.GetTranslation(), + 0.5f, + AZ::Colors::GreenYellow, + 10.0f + ); + + m_debugDraw->DrawSphereAtLocation + ( + activationInfo.m_activateEvent.m_targetPosition, + 0.5f, + AZ::Colors::Crimson, + 10.0f + ); + } } void NetworkWeaponsComponent::OnWeaponPredictHit([[maybe_unused]] const WeaponHitInfo& hitInfo) @@ -76,6 +99,7 @@ namespace MultiplayerSample NetworkWeaponsComponentController::NetworkWeaponsComponentController(NetworkWeaponsComponent& parent) : NetworkWeaponsComponentControllerBase(parent) { + AZStd::uninitialized_fill_n(m_fireBoneJointIds.data(), MaxWeaponsPerComponent, InvalidBoneId); } void NetworkWeaponsComponentController::OnActivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating) @@ -118,12 +142,18 @@ namespace MultiplayerSample GetNetworkAnimationComponentController()->ModifyActiveAnimStates().SetBit(aznumeric_cast(animState), weaponInput->m_firing.GetBit(static_cast(weaponIndex))); } + const AZ::Transform worldTm = GetParent().GetEntity()->GetTransform()->GetWorldTM(); + for (AZStd::size_t weaponIndex = 0; weaponIndex < MaxWeaponsPerComponent; ++weaponIndex) { - if (weaponInput->m_firing.GetBit(weaponIndex)) + if (weaponInput->m_firing.GetBit(aznumeric_cast(weaponIndex))) { const AZ::Vector3& aimAngles = GetSimplePlayerCameraComponentController()->GetAimAngles(); - FireParams fireParams{ aimAngles, Multiplayer::InvalidNetEntityId }; + const AZ::Quaternion aimRotation = AZ::Quaternion::CreateRotationZ(aimAngles.GetZ()) * AZ::Quaternion::CreateRotationX(aimAngles.GetX()); + // TODO: This should probably be a physx raycast out to some maxDistance + const AZ::Vector3 fwd = AZ::Vector3::CreateAxisY(); + const AZ::Vector3 aimTarget = worldTm.GetTranslation() + aimRotation.TransformVector(fwd * 5.0f); + FireParams fireParams{ aimTarget, Multiplayer::InvalidNetEntityId }; TryStartFire(aznumeric_cast(weaponIndex), fireParams); } } @@ -142,10 +172,7 @@ namespace MultiplayerSample continue; } - WeaponState& weaponState = ModifyWeaponStates(weaponIndex); - - weapon->UpdateWeaponState(weaponState, deltaTime); - + WeaponState& weaponState = ModifyWeaponStates(aznumeric_cast(weaponIndex)); if ((weaponState.m_status == WeaponStatus::Firing) && (weaponState.m_cooldownTime <= 0.0f)) { AZLOG(NET_TraceWeapons, "Weapon predicted activation event for weapon index %u", aznumeric_cast(weaponIndex)); @@ -153,14 +180,14 @@ namespace MultiplayerSample // Temp hack for weapon firing due to late ebus binding in 1.14 if (m_fireBoneJointIds[weaponIndex] == InvalidBoneId) { - const char* fireBoneName = GetFireBoneNames(weaponIndex).c_str(); + const char* fireBoneName = GetFireBoneNames(aznumeric_cast(weaponIndex)).c_str(); m_fireBoneJointIds[weaponIndex] = GetNetworkAnimationComponentController()->GetParent().GetBoneIdByName(fireBoneName); } AZ::Transform fireBoneTransform; if (!GetNetworkAnimationComponentController()->GetParent().GetJointTransformById(m_fireBoneJointIds[weaponIndex], fireBoneTransform)) { - AZLOG_WARN("Failed to get transform for fire bone %s, joint Id %u", GetFireBoneNames(weaponIndex).c_str(), m_fireBoneJointIds[weaponIndex]); + AZLOG_WARN("Failed to get transform for fire bone %s, joint Id %u", GetFireBoneNames(aznumeric_cast(weaponIndex)).c_str(), m_fireBoneJointIds[weaponIndex]); } const FireParams& fireParams = weapon->GetFireParams(); @@ -169,42 +196,21 @@ namespace MultiplayerSample const AZ::Transform transform = AZ::Transform::CreateFromQuaternionAndTranslation(orientation, position); ActivateEvent activateEvent{ transform, fireParams.m_targetPosition, GetNetEntityId(), Multiplayer::InvalidNetEntityId }; - //if (cl_DebugDrawWeaponOrigin && (mp_DebugComponentAutonomous != nullptr)) - //{ - // mp_DebugComponentAutonomous->GetParent().ClientDrawSphere(a_ActivateEvent.GetInitialTransform().m_Position, 0.1f, NovaNet::Vec3(0.0f, 1.0f, 0.0f), 1.0f); - // mp_DebugComponentAutonomous->GetParent().ClientDrawSphere(a_ActivateEvent.GetTargetPosition(), 0.5f, NovaNet::Vec3(1.0f, 0.0f, 0.0f), 1.0f); - //} - const bool isReplay = GetNetBindComponent()->IsReprocessingInput(); bool dispatchHitEvents = weapon->GetParams().m_locallyPredicted; bool dispatchActivateEvents = weapon->GetParams().m_locallyPredicted; bool skipGathers = false; - if (IsAutonomous()) - { - //GetParent().ClearTriggeredPredictedHit(); - } - else if (IsAuthority()) - { - // If client didn't even predict a hit, don't bother checking - skipGathers = false;// (a_Input != nullptr) ? !a_Input->m_WeaponGatherRequests.GetBit(a_Weapon->GetWeaponIndex()) : false; - } - weapon->Activate(deltaTime, weaponState, GetEntityHandle(), activateEvent, dispatchHitEvents, dispatchActivateEvents, skipGathers); + AZ_TracePrintf("gathers", "activting weapon %d", (uint32_t)weaponIndex); - if (IsAutonomous()) + if (IsAuthority()) { - // We predicted a local hit, in this case, let the server know so it can perform a test for this activation - //if (GetParent().HasTriggeredPredictedHit()) - //{ - // a_Input->m_WeaponGatherRequests.SetBit(a_Weapon->GetWeaponIndex(), true); - //} - } - else if (IsAuthority()) - { - SetActivationCounts(weaponIndex, weaponState.m_activationCount); + SetActivationCounts(aznumeric_cast(weaponIndex), weaponState.m_activationCount); } } + AZ_TracePrintf("gathers", "updating weapon state %d", (uint32_t)weaponIndex); + weapon->UpdateWeaponState(weaponState, deltaTime); } } diff --git a/Gem/Code/Source/Components/NetworkWeaponsComponent.h b/Gem/Code/Source/Components/NetworkWeaponsComponent.h index fb57fa46e..60693f6ba 100644 --- a/Gem/Code/Source/Components/NetworkWeaponsComponent.h +++ b/Gem/Code/Source/Components/NetworkWeaponsComponent.h @@ -11,6 +11,8 @@ #include #include +namespace DebugDraw { class DebugDrawRequests; } + namespace MultiplayerSample { // Input Event Ids for Player Controls @@ -35,7 +37,6 @@ namespace MultiplayerSample void OnDeactivate(Multiplayer::EntityIsMigrating entityIsMigrating) override; void HandleSendConfirmHit(AzNetworking::IConnection* invokingConnection, const WeaponIndex& WeaponIndex, const HitEvent& HitEvent) override; - void HandleSendConfirmProjectileHit(AzNetworking::IConnection* invokingConnection, const WeaponIndex& WeaponIndex, const HitEvent& HitEvent) override; IWeapon* GetWeapon(WeaponIndex weaponIndex) const; @@ -49,6 +50,8 @@ namespace MultiplayerSample using WeaponPointer = AZStd::unique_ptr; AZStd::array m_weapons; + + DebugDraw::DebugDrawRequests* m_debugDraw = nullptr; }; class NetworkWeaponsComponentController diff --git a/Gem/Code/Source/Components/WasdPlayerMovementComponent.cpp b/Gem/Code/Source/Components/WasdPlayerMovementComponent.cpp index c2472cbb3..a1616fb6d 100644 --- a/Gem/Code/Source/Components/WasdPlayerMovementComponent.cpp +++ b/Gem/Code/Source/Components/WasdPlayerMovementComponent.cpp @@ -106,7 +106,7 @@ namespace MultiplayerSample AZ::Vector3 aimAngles = GetSimplePlayerCameraComponentController()->GetAimAngles(); aimAngles.SetZ(NormalizeHeading(aimAngles.GetZ() - wasdInput->m_viewYaw * cl_AimStickScaleZ)); aimAngles.SetX(NormalizeHeading(aimAngles.GetX() - wasdInput->m_viewPitch * cl_AimStickScaleX)); - aimAngles.SetX(NormalizeHeading(AZ::GetClamp(aimAngles.GetX(), -AZ::Constants::QuarterPi * 0.5f, AZ::Constants::QuarterPi * 0.5f))); + aimAngles.SetX(NormalizeHeading(AZ::GetClamp(aimAngles.GetX(), -AZ::Constants::QuarterPi * 0.75f, AZ::Constants::QuarterPi * 0.75f))); GetSimplePlayerCameraComponentController()->SetAimAngles(aimAngles); const AZ::Quaternion newOrientation = AZ::Quaternion::CreateRotationZ(aimAngles.GetZ()); diff --git a/Gem/Code/Source/Weapons/BaseWeapon.cpp b/Gem/Code/Source/Weapons/BaseWeapon.cpp index af6c5ad9c..0d318624f 100644 --- a/Gem/Code/Source/Weapons/BaseWeapon.cpp +++ b/Gem/Code/Source/Weapons/BaseWeapon.cpp @@ -4,6 +4,7 @@ * SPDX-License-Identifier: Apache-2.0 OR MIT * */ +#pragma optimize("", off) #include #include diff --git a/Gem/Code/Source/Weapons/ProjectileWeapon.cpp b/Gem/Code/Source/Weapons/ProjectileWeapon.cpp index 3848fba9c..564ec0f6a 100644 --- a/Gem/Code/Source/Weapons/ProjectileWeapon.cpp +++ b/Gem/Code/Source/Weapons/ProjectileWeapon.cpp @@ -4,6 +4,7 @@ * SPDX-License-Identifier: Apache-2.0 OR MIT * */ +#pragma optimize("", off) #include diff --git a/Gem/Code/Source/Weapons/TraceWeapon.cpp b/Gem/Code/Source/Weapons/TraceWeapon.cpp index e63d4b167..7437238eb 100644 --- a/Gem/Code/Source/Weapons/TraceWeapon.cpp +++ b/Gem/Code/Source/Weapons/TraceWeapon.cpp @@ -4,6 +4,7 @@ * SPDX-License-Identifier: Apache-2.0 OR MIT * */ +#pragma optimize("", off) #include @@ -17,7 +18,7 @@ namespace MultiplayerSample void TraceWeapon::Activate ( - float deltaTime, + [[maybe_unused]] float deltaTime, WeaponState& weaponState, [[maybe_unused]] const Multiplayer::ConstNetworkEntityHandle weaponOwner, ActivateEvent& eventData, @@ -46,18 +47,7 @@ namespace MultiplayerSample if (isMultiSegmented) { ActiveShot activeShot{ eventData.m_initialTransform, eventData.m_targetPosition, LifetimeSec{ 0.0f } }; - - const ShotResult result = GatherEntitiesMultisegment(deltaTime, activeShot, gatherResults); - - // If this activation did not immediately terminate this frame, then push back the new shot to track - if (result == ShotResult::ShouldTerminate) - { - DispatchHitEvents(gatherResults, eventData, m_gatheredNetEntityIds); - } - else - { - weaponState.m_activeShots.emplace_back(activeShot); - } + weaponState.m_activeShots.emplace_back(activeShot); } else if (!forceSkipGather) { @@ -72,10 +62,11 @@ namespace MultiplayerSample void TraceWeapon::TickActiveShots(WeaponState& weaponState, float deltaTime) { AZStd::size_t numActiveShots = weaponState.m_activeShots.size(); - + AZ_TracePrintf("gathers", "ticking %d active shots", (uint32_t)numActiveShots); for (AZStd::size_t i = 0; i < numActiveShots; ++i) { ActiveShot& activeShot = weaponState.m_activeShots[i]; + AZ_TracePrintf("gathers", "ticking active shot %d", (uint32_t)i); IntersectResults gatherResults; const ShotResult result = GatherEntitiesMultisegment(deltaTime, activeShot, gatherResults); @@ -83,6 +74,7 @@ namespace MultiplayerSample // If expired, dispatch hit events, swap and pop if (result == ShotResult::ShouldTerminate) { + AZ_TracePrintf("gathers", "active shot %d should terminate", (uint32_t)i); ActivateEvent eventData{ activeShot.m_initialTransform, activeShot.m_targetPosition, Multiplayer::InvalidNetEntityId, Multiplayer::InvalidNetEntityId }; DispatchHitEvents(gatherResults, eventData, m_gatheredNetEntityIds); diff --git a/Gem/Code/Source/Weapons/WeaponGathers.cpp b/Gem/Code/Source/Weapons/WeaponGathers.cpp index 923e578f7..dcf5e4b14 100644 --- a/Gem/Code/Source/Weapons/WeaponGathers.cpp +++ b/Gem/Code/Source/Weapons/WeaponGathers.cpp @@ -4,9 +4,14 @@ * SPDX-License-Identifier: Apache-2.0 OR MIT * */ +#pragma optimize("", off) #include #include +#include +#include +#include +#include namespace MultiplayerSample { @@ -49,7 +54,16 @@ namespace MultiplayerSample [[maybe_unused]] const GatherShape& intersectShape = gatherParams.m_gatherShape; IntersectFilter filter(startTransform, sweep, HitStatic::Yes, HitDynamic::Yes, hitMultiple, filteredNetEntityIds); + //gNovaGame->GetNetworkPhysicalWorld().WorldIntersect(intersectShape, filter, outResultList); + DebugDraw::DebugDrawRequestBus::Broadcast + ( + &DebugDraw::DebugDrawRequests::DrawLineLocationToLocation, + eventData.m_initialTransform.GetTranslation(), + eventData.m_targetPosition, + AZ::Colors::Red, + 10.0f + ); return true; } @@ -72,8 +86,9 @@ namespace MultiplayerSample const AZ::Vector3 sweep = (inOutActiveShot.m_targetPosition - startTransform.GetTranslation()).GetNormalized(); // World gravity for our current location (making the currently safe assumption that it's constant over the duration of our trace) - //const AZ::Vector3& gravity = gatherParams.m_bulletDrop ? gNovaGame->GetNetworkPhysicalWorld().GetWorldGravity(a_InOutActiveShot.GetInitialTransform().m_Position) : AZ::Vector3::CreateZero(); - const AZ::Vector3& gravity = AZ::Vector3::CreateZero(); + AzPhysics::SceneInterface* sceneInterface = AZ::Interface::Get(); + AzPhysics::SceneHandle sceneHandle = sceneInterface->GetSceneHandle(AzPhysics::DefaultPhysicsSceneName); + const AZ::Vector3& gravity = gatherParams.m_bulletDrop ? sceneInterface->GetGravity(sceneHandle) : AZ::Vector3::CreateZero(); const float segmentTickSize = deltaTime / bg_MultitraceNumTraceSegments; // Duration in seconds of each cast segment const AZ::Vector3 segmentStepOffset = sweep * gatherParams.m_travelSpeed; // Displacement (disregarding gravity) of our bullet over one second const float maxTravelDistanceSq = gatherParams.m_castDistance * gatherParams.m_castDistance; @@ -97,6 +112,15 @@ namespace MultiplayerSample IntersectFilter filter(currSegTransform, segSweep, HitStatic::Yes, HitDynamic::Yes, hitMultiple, filteredNetEntityIds); //gNovaGame->GetNetworkPhysicalWorld().WorldIntersect(gatherParams.m_gatherShape, filter, a_OutResultList); + DebugDraw::DebugDrawRequestBus::Broadcast + ( + &DebugDraw::DebugDrawRequests::DrawLineLocationToLocation, + currSegmentPosition, + nextSegmentPosition, + AZ::Colors::Red, + 10.0f + ); + // Terminate the loop if we hit something if (((outResults.size() > 0) && !gatherParams.m_multiHit) || (travelDistance.GetLengthSq() > maxTravelDistanceSq)) { @@ -109,6 +133,7 @@ namespace MultiplayerSample } inOutActiveShot.m_lifetimeSeconds = LifetimeSec(inOutActiveShot.m_lifetimeSeconds + deltaTime); + AZ_TracePrintf("gathers", "Ticking active shot, deltaTime=%f, lifetime=%f", deltaTime, (float)(inOutActiveShot.m_lifetimeSeconds)); return result; } diff --git a/Gem/Code/Source/Weapons/WeaponTypes.cpp b/Gem/Code/Source/Weapons/WeaponTypes.cpp index be9641143..3176412c9 100644 --- a/Gem/Code/Source/Weapons/WeaponTypes.cpp +++ b/Gem/Code/Source/Weapons/WeaponTypes.cpp @@ -4,6 +4,7 @@ * SPDX-License-Identifier: Apache-2.0 OR MIT * */ +#pragma optimize("", off) #include #include @@ -172,7 +173,7 @@ namespace MultiplayerSample && serializer.Serialize(m_castAngle, "CastAngle") && serializer.Serialize(m_travelSpeed, "TravelSpeed") && serializer.Serialize(m_multiHit, "Multihit") - && serializer.Serialize(m_ignoresGravity, "IgnoresGravity") + && serializer.Serialize(m_bulletDrop, "BulletDrop") && serializer.Serialize(m_hitMask, "HitMask"); } @@ -188,7 +189,7 @@ namespace MultiplayerSample ->Field("CastAngle", &GatherParams::m_castAngle) ->Field("TravelSpeed", &GatherParams::m_travelSpeed) ->Field("Multihit", &GatherParams::m_multiHit) - ->Field("BulletDrop", &GatherParams::m_ignoresGravity) + ->Field("BulletDrop", &GatherParams::m_bulletDrop) ->Field("HitMask", &GatherParams::m_hitMask); AZ::EditContext* editContext = serializeContext->GetEditContext(); @@ -201,7 +202,7 @@ namespace MultiplayerSample ->DataElement(AZ::Edit::UIHandlers::Default, &GatherParams::m_castAngle, "CastAngle", "The cast/gather angle to use on hit or activate") ->DataElement(AZ::Edit::UIHandlers::Default, &GatherParams::m_travelSpeed, "TravelSpeed", "The 'speed' the cast should travel at for weapons that require target leading, 0 == instant hit (not projectile speed for projectile weapons!)") ->DataElement(AZ::Edit::UIHandlers::Default, &GatherParams::m_multiHit, "Multihit", "If true, the gather will not stop at the first entity hit, and will continue gathering entities until blocked by blocker geo") - ->DataElement(AZ::Edit::UIHandlers::Default, &GatherParams::m_ignoresGravity, "BulletDrop", "If true, the gather shape will follow a parabolic arc simulating gravity") + ->DataElement(AZ::Edit::UIHandlers::Default, &GatherParams::m_bulletDrop, "BulletDrop", "If true, the gather shape will follow a parabolic arc simulating gravity") ->DataElement(AZ::Edit::UIHandlers::Default, &GatherParams::m_hitMask, "HitMask", "The hit mask for this weapon"); } } diff --git a/Gem/Code/Source/Weapons/WeaponTypes.h b/Gem/Code/Source/Weapons/WeaponTypes.h index 26e31903d..3f5aea5d6 100644 --- a/Gem/Code/Source/Weapons/WeaponTypes.h +++ b/Gem/Code/Source/Weapons/WeaponTypes.h @@ -97,7 +97,7 @@ namespace MultiplayerSample float m_castAngle = 0.0f; // The cast/gather angle to use on hit or activate float m_travelSpeed = 0.0f; // The 'speed' the cast should travel at for weapons that require target leading, 0 == instant hit (not projectile speed for projectile weapons!) bool m_multiHit = false; // If true, the gather will not stop at the first entity hit, and will continue gathering entities until blocked by blocker geo - bool m_ignoresGravity = false; // If false, the gather shape will follow a parabolic arc simulating gravity + bool m_bulletDrop = true; // If true, the gather shape will follow a parabolic arc simulating gravity uint64_t m_hitMask = 0; // The hit mask for this weapon (@TODO: What's the physics filter type with the new physics API?) bool Serialize(AzNetworking::ISerializer& serializer); diff --git a/Prefabs/Player.prefab b/Prefabs/Player.prefab index 1869cce26..b7fde4172 100644 --- a/Prefabs/Player.prefab +++ b/Prefabs/Player.prefab @@ -369,6 +369,9 @@ "WeaponType": 1, "CooldownTimeMs": 350, "GatherParams": { + "GatherShape": 425, + "CastDistance": 1000.0, + "TravelSpeed": 200.0, "BulletDrop": true }, "DamageEffect": { @@ -380,6 +383,9 @@ "CooldownTimeMs": 2000, "GatherParams": { "GatherShape": 2, + "CastDistance": 100.0, + "TravelSpeed": 50.0, + "Multihit": true, "BulletDrop": true }, "DamageEffect": { From 3407eb86da4e0f896b7727a6738f8f1a64f88173 Mon Sep 17 00:00:00 2001 From: pereslav Date: Fri, 13 Aug 2021 20:23:33 +0100 Subject: [PATCH 27/64] Build fix + removed unused code from the system component Signed-off-by: pereslav --- Gem/Code/Source/Components/NetworkWeaponsComponent.cpp | 4 ++-- Gem/Code/Source/MultiplayerSampleSystemComponent.cpp | 2 -- Gem/Code/Source/MultiplayerSampleSystemComponent.h | 8 -------- Gem/Code/Source/Weapons/IWeapon.h | 1 + Gem/Code/Source/Weapons/WeaponTypes.h | 2 +- 5 files changed, 4 insertions(+), 13 deletions(-) diff --git a/Gem/Code/Source/Components/NetworkWeaponsComponent.cpp b/Gem/Code/Source/Components/NetworkWeaponsComponent.cpp index a432acfdd..04a25a88d 100644 --- a/Gem/Code/Source/Components/NetworkWeaponsComponent.cpp +++ b/Gem/Code/Source/Components/NetworkWeaponsComponent.cpp @@ -144,7 +144,7 @@ namespace MultiplayerSample const AZ::Transform worldTm = GetParent().GetEntity()->GetTransform()->GetWorldTM(); - for (AZStd::size_t weaponIndex = 0; weaponIndex < MaxWeaponsPerComponent; ++weaponIndex) + for (uint32_t weaponIndex = 0; weaponIndex < MaxWeaponsPerComponent; ++weaponIndex) { if (weaponInput->m_firing.GetBit(aznumeric_cast(weaponIndex))) { @@ -163,7 +163,7 @@ namespace MultiplayerSample void NetworkWeaponsComponentController::UpdateWeaponFiring([[maybe_unused]] float deltaTime) { - for (AZStd::size_t weaponIndex = 0; weaponIndex < MaxWeaponsPerComponent; ++weaponIndex) + for (uint32_t weaponIndex = 0; weaponIndex < MaxWeaponsPerComponent; ++weaponIndex) { IWeapon* weapon = GetParent().GetWeapon(aznumeric_cast(weaponIndex)); diff --git a/Gem/Code/Source/MultiplayerSampleSystemComponent.cpp b/Gem/Code/Source/MultiplayerSampleSystemComponent.cpp index 934894753..a0e4e9633 100644 --- a/Gem/Code/Source/MultiplayerSampleSystemComponent.cpp +++ b/Gem/Code/Source/MultiplayerSampleSystemComponent.cpp @@ -12,8 +12,6 @@ #include #include -#include - #include #include diff --git a/Gem/Code/Source/MultiplayerSampleSystemComponent.h b/Gem/Code/Source/MultiplayerSampleSystemComponent.h index 07002fdb5..9e273c1a1 100644 --- a/Gem/Code/Source/MultiplayerSampleSystemComponent.h +++ b/Gem/Code/Source/MultiplayerSampleSystemComponent.h @@ -10,11 +10,6 @@ #include #include -namespace AzNetworking -{ - class INetworkInterface; -} - namespace MultiplayerSample { class MultiplayerSampleSystemComponent @@ -43,8 +38,5 @@ namespace MultiplayerSample void OnTick(float deltaTime, AZ::ScriptTimePoint time) override; int GetTickOrder() override; //////////////////////////////////////////////////////////////////////// - - private: - AzNetworking::INetworkInterface* m_networkInterface = nullptr; }; } diff --git a/Gem/Code/Source/Weapons/IWeapon.h b/Gem/Code/Source/Weapons/IWeapon.h index b060651aa..68585c59c 100644 --- a/Gem/Code/Source/Weapons/IWeapon.h +++ b/Gem/Code/Source/Weapons/IWeapon.h @@ -8,6 +8,7 @@ #pragma once #include +#include "Multiplayer/NetworkEntity/NetworkEntityHandle.h" namespace MultiplayerSample { diff --git a/Gem/Code/Source/Weapons/WeaponTypes.h b/Gem/Code/Source/Weapons/WeaponTypes.h index 3f5aea5d6..c433e4c3e 100644 --- a/Gem/Code/Source/Weapons/WeaponTypes.h +++ b/Gem/Code/Source/Weapons/WeaponTypes.h @@ -68,7 +68,7 @@ namespace MultiplayerSample }; const char* GetEnumString(EffectDirection value); - static void ReflectWeaponEnums(AZ::ReflectContext* context); + void ReflectWeaponEnums(AZ::ReflectContext* context); using AssetStringType = AZStd::string; //< @TODO, Replace with proper asset reference types From c03564700a159b945878da5d6f9ab559c47353d8 Mon Sep 17 00:00:00 2001 From: kberg-amzn Date: Fri, 13 Aug 2021 16:59:04 -0700 Subject: [PATCH 28/64] Removing debug code Signed-off-by: kberg-amzn --- Gem/Code/Source/Components/NetworkWeaponsComponent.cpp | 4 +--- Gem/Code/Source/Weapons/BaseWeapon.cpp | 1 - Gem/Code/Source/Weapons/ProjectileWeapon.cpp | 1 - Gem/Code/Source/Weapons/TraceWeapon.cpp | 4 ---- Gem/Code/Source/Weapons/WeaponGathers.cpp | 3 --- Gem/Code/Source/Weapons/WeaponTypes.cpp | 1 - 6 files changed, 1 insertion(+), 13 deletions(-) diff --git a/Gem/Code/Source/Components/NetworkWeaponsComponent.cpp b/Gem/Code/Source/Components/NetworkWeaponsComponent.cpp index a432acfdd..51d563b9d 100644 --- a/Gem/Code/Source/Components/NetworkWeaponsComponent.cpp +++ b/Gem/Code/Source/Components/NetworkWeaponsComponent.cpp @@ -4,7 +4,7 @@ * SPDX-License-Identifier: Apache-2.0 OR MIT * */ -#pragma optimize("", off) + #include #include #include @@ -202,14 +202,12 @@ namespace MultiplayerSample bool skipGathers = false; weapon->Activate(deltaTime, weaponState, GetEntityHandle(), activateEvent, dispatchHitEvents, dispatchActivateEvents, skipGathers); - AZ_TracePrintf("gathers", "activting weapon %d", (uint32_t)weaponIndex); if (IsAuthority()) { SetActivationCounts(aznumeric_cast(weaponIndex), weaponState.m_activationCount); } } - AZ_TracePrintf("gathers", "updating weapon state %d", (uint32_t)weaponIndex); weapon->UpdateWeaponState(weaponState, deltaTime); } } diff --git a/Gem/Code/Source/Weapons/BaseWeapon.cpp b/Gem/Code/Source/Weapons/BaseWeapon.cpp index 0d318624f..af6c5ad9c 100644 --- a/Gem/Code/Source/Weapons/BaseWeapon.cpp +++ b/Gem/Code/Source/Weapons/BaseWeapon.cpp @@ -4,7 +4,6 @@ * SPDX-License-Identifier: Apache-2.0 OR MIT * */ -#pragma optimize("", off) #include #include diff --git a/Gem/Code/Source/Weapons/ProjectileWeapon.cpp b/Gem/Code/Source/Weapons/ProjectileWeapon.cpp index 564ec0f6a..3848fba9c 100644 --- a/Gem/Code/Source/Weapons/ProjectileWeapon.cpp +++ b/Gem/Code/Source/Weapons/ProjectileWeapon.cpp @@ -4,7 +4,6 @@ * SPDX-License-Identifier: Apache-2.0 OR MIT * */ -#pragma optimize("", off) #include diff --git a/Gem/Code/Source/Weapons/TraceWeapon.cpp b/Gem/Code/Source/Weapons/TraceWeapon.cpp index 7437238eb..8ca5fcc4c 100644 --- a/Gem/Code/Source/Weapons/TraceWeapon.cpp +++ b/Gem/Code/Source/Weapons/TraceWeapon.cpp @@ -4,7 +4,6 @@ * SPDX-License-Identifier: Apache-2.0 OR MIT * */ -#pragma optimize("", off) #include @@ -62,11 +61,9 @@ namespace MultiplayerSample void TraceWeapon::TickActiveShots(WeaponState& weaponState, float deltaTime) { AZStd::size_t numActiveShots = weaponState.m_activeShots.size(); - AZ_TracePrintf("gathers", "ticking %d active shots", (uint32_t)numActiveShots); for (AZStd::size_t i = 0; i < numActiveShots; ++i) { ActiveShot& activeShot = weaponState.m_activeShots[i]; - AZ_TracePrintf("gathers", "ticking active shot %d", (uint32_t)i); IntersectResults gatherResults; const ShotResult result = GatherEntitiesMultisegment(deltaTime, activeShot, gatherResults); @@ -74,7 +71,6 @@ namespace MultiplayerSample // If expired, dispatch hit events, swap and pop if (result == ShotResult::ShouldTerminate) { - AZ_TracePrintf("gathers", "active shot %d should terminate", (uint32_t)i); ActivateEvent eventData{ activeShot.m_initialTransform, activeShot.m_targetPosition, Multiplayer::InvalidNetEntityId, Multiplayer::InvalidNetEntityId }; DispatchHitEvents(gatherResults, eventData, m_gatheredNetEntityIds); diff --git a/Gem/Code/Source/Weapons/WeaponGathers.cpp b/Gem/Code/Source/Weapons/WeaponGathers.cpp index dcf5e4b14..7aaa11e86 100644 --- a/Gem/Code/Source/Weapons/WeaponGathers.cpp +++ b/Gem/Code/Source/Weapons/WeaponGathers.cpp @@ -4,7 +4,6 @@ * SPDX-License-Identifier: Apache-2.0 OR MIT * */ -#pragma optimize("", off) #include #include @@ -133,8 +132,6 @@ namespace MultiplayerSample } inOutActiveShot.m_lifetimeSeconds = LifetimeSec(inOutActiveShot.m_lifetimeSeconds + deltaTime); - AZ_TracePrintf("gathers", "Ticking active shot, deltaTime=%f, lifetime=%f", deltaTime, (float)(inOutActiveShot.m_lifetimeSeconds)); - return result; } } diff --git a/Gem/Code/Source/Weapons/WeaponTypes.cpp b/Gem/Code/Source/Weapons/WeaponTypes.cpp index 3176412c9..17e1067dd 100644 --- a/Gem/Code/Source/Weapons/WeaponTypes.cpp +++ b/Gem/Code/Source/Weapons/WeaponTypes.cpp @@ -4,7 +4,6 @@ * SPDX-License-Identifier: Apache-2.0 OR MIT * */ -#pragma optimize("", off) #include #include From c6f84a6d17f62aa92b7fdcfd88719ce993f3492c Mon Sep 17 00:00:00 2001 From: puvvadar Date: Wed, 18 Aug 2021 14:36:49 -0700 Subject: [PATCH 29/64] Update health component to use an RPC to communicate damage Signed-off-by: puvvadar --- .../NetworkHealthComponent.AutoComponent.xml | 8 +++- .../Components/NetworkHealthComponent.cpp | 38 ++++--------------- .../Components/NetworkHealthComponent.h | 20 ++-------- .../Components/NetworkWeaponsComponent.cpp | 7 ++-- 4 files changed, 21 insertions(+), 52 deletions(-) diff --git a/Gem/Code/Source/AutoGen/NetworkHealthComponent.AutoComponent.xml b/Gem/Code/Source/AutoGen/NetworkHealthComponent.AutoComponent.xml index 2ddbe997c..4b2e017e2 100644 --- a/Gem/Code/Source/AutoGen/NetworkHealthComponent.AutoComponent.xml +++ b/Gem/Code/Source/AutoGen/NetworkHealthComponent.AutoComponent.xml @@ -3,8 +3,8 @@ @@ -12,4 +12,8 @@ + + + + diff --git a/Gem/Code/Source/Components/NetworkHealthComponent.cpp b/Gem/Code/Source/Components/NetworkHealthComponent.cpp index 5cd8e83de..eb9981ac3 100644 --- a/Gem/Code/Source/Components/NetworkHealthComponent.cpp +++ b/Gem/Code/Source/Components/NetworkHealthComponent.cpp @@ -9,47 +9,25 @@ namespace MultiplayerSample { - void NetworkHealthComponent::NetworkHealthComponent::Reflect(AZ::ReflectContext* context) + NetworkHealthComponentController::NetworkHealthComponentController(NetworkHealthComponent& parent) + : NetworkHealthComponentControllerBase(parent) { - AZ::SerializeContext* serializeContext = azrtti_cast(context); - if (serializeContext) - { - serializeContext->Class() - ->Version(1); - } - NetworkHealthComponentBase::Reflect(context); } - NetworkHealthComponent::NetworkHealthComponent() - : m_healthEventHandler([this](const float& health) { OnHealthChangedEvent(health); }) + void NetworkHealthComponentController::OnActivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating) { ; } - void NetworkHealthComponent::OnInit() + void NetworkHealthComponentController::OnDeactivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating) { ; } - void NetworkHealthComponent::OnActivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating) + void NetworkHealthComponentController::HandleSendHealthDelta([[maybe_unused]] AzNetworking::IConnection* invokingConnection, const float& healthDelta) { - HealthAddEvent(m_healthEventHandler); - } - - void NetworkHealthComponent::OnDeactivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating) - { - ; - } - - void NetworkHealthComponent::SetHealth(float updatedHealth) - { - updatedHealth = AZStd::max(0.f, AZStd::min(updatedHealth, GetMaxHealth())); - static_cast(GetController())->SetHealth(updatedHealth); - } - - void NetworkHealthComponent::OnHealthChangedEvent([[maybe_unused]] const float& health) - { - // Hook for gameplay events such as player death, player revive, showing damage numbers, etc. - ; + float health = GetHealth(); + health = AZStd::max(0.0f, AZStd::min(GetMaxHealth(), health + healthDelta)); + SetHealth(health); } } diff --git a/Gem/Code/Source/Components/NetworkHealthComponent.h b/Gem/Code/Source/Components/NetworkHealthComponent.h index b8604bd0e..9207dbd46 100644 --- a/Gem/Code/Source/Components/NetworkHealthComponent.h +++ b/Gem/Code/Source/Components/NetworkHealthComponent.h @@ -11,27 +11,15 @@ namespace MultiplayerSample { - class NetworkHealthComponent - : public NetworkHealthComponentBase + class NetworkHealthComponentController + : public NetworkHealthComponentControllerBase { public: - AZ_MULTIPLAYER_COMPONENT(MultiplayerSample::NetworkHealthComponent, s_networkHealthComponentConcreteUuid, MultiplayerSample::NetworkHealthComponentBase); + NetworkHealthComponentController(NetworkHealthComponent& parent); - static void Reflect(AZ::ReflectContext* context); - - NetworkHealthComponent(); - - void OnInit() override; void OnActivate(Multiplayer::EntityIsMigrating entityIsMigrating) override; void OnDeactivate(Multiplayer::EntityIsMigrating entityIsMigrating) override; - //! Component accessor to set health, accounting for a configurable max and floor of 0 - //! @param updatedHealth the new health value - void SetHealth(float updatedHealth); - - private: - void OnHealthChangedEvent(const float& health); - - AZ::Event::Handler m_healthEventHandler; + void HandleSendHealthDelta(AzNetworking::IConnection* invokingConnection, const float& healthDelta) override; }; } diff --git a/Gem/Code/Source/Components/NetworkWeaponsComponent.cpp b/Gem/Code/Source/Components/NetworkWeaponsComponent.cpp index 16d9f2263..88ebbd254 100644 --- a/Gem/Code/Source/Components/NetworkWeaponsComponent.cpp +++ b/Gem/Code/Source/Components/NetworkWeaponsComponent.cpp @@ -100,7 +100,7 @@ namespace MultiplayerSample { Multiplayer::ConstNetworkEntityHandle entityHandle = Multiplayer::GetMultiplayer()->GetNetworkEntityManager()->GetEntity(hitEntity.m_hitNetEntityId); - if (entityHandle != nullptr) + if (entityHandle != nullptr && entityHandle.GetEntity() != nullptr) { [[maybe_unused]] const AZ::Vector3& hitCenter = hitInfo.m_hitEvent.m_hitTransform.GetTranslation(); [[maybe_unused]] const AZ::Vector3& hitPoint = hitEntity.m_hitPosition; @@ -108,7 +108,7 @@ namespace MultiplayerSample // Look for physics rigid body component and make impact updates // Look for health component and directly update health based on hit parameters - NetworkHealthComponent* healthComponent = FindComponent(); + NetworkHealthComponent* healthComponent = entityHandle.GetEntity()->FindComponent(); if (healthComponent) { const WeaponParams& weaponParams = hitInfo.m_weapon.GetParams(); @@ -118,9 +118,8 @@ namespace MultiplayerSample float hitDistance = 1.f; float maxDistance = 1.f; float damage = effect.m_hitMagnitude * powf((effect.m_hitFalloff * (1.0f - hitDistance / maxDistance)), effect.m_hitExponent); - const float& originalHealth = healthComponent->GetHealth(); + healthComponent->SendHealthDelta(damage * -1.0f); - healthComponent->SetHealth(originalHealth - damage); } } } From b04d92baf4e12545a023607c67bbc99026d14377 Mon Sep 17 00:00:00 2001 From: pereslav Date: Thu, 19 Aug 2021 16:50:28 +0100 Subject: [PATCH 30/64] Added support for physics scene queries in the weapon system Signed-off-by: pereslav --- Gem/Code/Source/Weapons/SceneQuery.cpp | 138 ++++++++++++++++++++++ Gem/Code/Source/Weapons/SceneQuery.h | 18 +++ Gem/Code/Source/Weapons/WeaponGathers.cpp | 19 +-- Gem/Code/Source/Weapons/WeaponGathers.h | 5 +- Gem/Code/Source/Weapons/WeaponTypes.cpp | 17 ++- Gem/Code/Source/Weapons/WeaponTypes.h | 5 +- Gem/Code/multiplayersample_files.cmake | 2 + 7 files changed, 192 insertions(+), 12 deletions(-) create mode 100644 Gem/Code/Source/Weapons/SceneQuery.cpp create mode 100644 Gem/Code/Source/Weapons/SceneQuery.h diff --git a/Gem/Code/Source/Weapons/SceneQuery.cpp b/Gem/Code/Source/Weapons/SceneQuery.cpp new file mode 100644 index 000000000..12b404ef1 --- /dev/null +++ b/Gem/Code/Source/Weapons/SceneQuery.cpp @@ -0,0 +1,138 @@ +/* + * 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. + * + * SPDX-License-Identifier: Apache-2.0 OR MIT + * + */ +#include +#include +#include +#include +#include +#include + +namespace MultiplayerSample +{ + namespace SceneQuery + { + static AZStd::shared_ptr GatherShapeToPhysicsShape(const GatherShape& gatherShape) + { + const float defaultValue = 1.0f; // TODO: Pass via gather params + + switch (gatherShape) + { + case GatherShape::Box: + return AZStd::make_unique(AZ::Vector3(defaultValue)); + break; + case GatherShape::Sphere: + return AZStd::make_unique(defaultValue); + break; + case GatherShape::Capsule: + return AZStd::make_unique(defaultValue, defaultValue); + break; + default: + AZ_Warning("", false, "Only box, sphere, and capsule conversions are supported."); + return nullptr; + } + + } + + static AzPhysics::SceneQuery::QueryType GetQueryTypeFromFilter(const IntersectFilter& filter) + { + // There's no "None" type for the scene query type, using "Static" by default. + AzPhysics::SceneQuery::QueryType queryType = AzPhysics::SceneQuery::QueryType::Static; + + if (filter.m_intersectStatic == HitStatic::Yes && filter.m_intersectDynamic == HitDynamic::Yes) + { + queryType = AzPhysics::SceneQuery::QueryType::StaticAndDynamic; + } + else if (filter.m_intersectDynamic == HitDynamic::Yes) + { + queryType = AzPhysics::SceneQuery::QueryType::Dynamic; + } + + return queryType; + } + + static void CollectHits(AzPhysics::SceneQueryHits& result, IntersectResults& outResults) + { + auto* networkEntityManager = AZ::Interface::Get(); + + for (const AzPhysics::SceneQueryHit& hit : result.m_hits) + { + IntersectResult intersectResult; + intersectResult.m_position = hit.m_position; + intersectResult.m_normal = hit.m_normal; + intersectResult.m_materialName = hit.m_material->GetSurfaceTypeName(); + intersectResult.m_netEntityId = networkEntityManager->GetNetEntityIdById(hit.m_entityId); + outResults.emplace_back(intersectResult); + } + } + + void WorldIntersect(const GatherShape& intersectShape, const IntersectFilter& filter, IntersectResults& outResults) + { + auto* sceneInterface = AZ::Interface::Get(); + AZ_Assert(sceneInterface, "Physics system must be initialized"); + + AzPhysics::SceneHandle sceneHandle = sceneInterface->GetSceneHandle(AzPhysics::DefaultPhysicsSceneName); + AZ_Assert(sceneHandle != AzPhysics::InvalidSceneHandle, "Default Physics world must be created"); + + auto* networkEntityManager = AZ::Interface::Get(); + AZ_Assert(networkEntityManager, "Multiplayer entity manager must be initialized"); + + AzPhysics::SceneQuery::QueryType queryType = GetQueryTypeFromFilter(filter); + + auto ignoreEntitiesFilterCallback = + [&filter, networkEntityManager](const AzPhysics::SimulatedBody* body, [[maybe_unused]] const Physics::Shape* shape) + { + // Exclude the bodies from another rewind frame + if (body->GetFrameId() != static_cast(filter.m_rewindFrameId)) + { + return AzPhysics::SceneQuery::QueryHitType::None; + } + + // Find the net entity ID for this body + AZ::EntityId bodyEntityId = body->GetEntityId(); + Multiplayer::NetEntityId bodyNetEntityId = networkEntityManager->GetNetEntityIdById(bodyEntityId); + + // Ignore the body from the filtered net entities + if (bodyNetEntityId != Multiplayer::InvalidNetEntityId && filter.m_filteredNetEntityIds.count(bodyNetEntityId) == 1) + { + // Allow static/non-net entities to hit + return AzPhysics::SceneQuery::QueryHitType::None; + } + + return AzPhysics::SceneQuery::QueryHitType::Touch; + }; + + if (intersectShape == GatherShape::Point) + { + // Perform raycast + AzPhysics::RayCastRequest request; + request.m_collisionGroup = filter.m_collisionGroup; + request.m_start = filter.m_initialPose.GetTranslation(); + request.m_direction = filter.m_sweep.GetNormalized(); + request.m_distance = filter.m_sweep.GetLength(); + request.m_queryType = queryType; + request.m_filterCallback = AZStd::move(ignoreEntitiesFilterCallback); + + AzPhysics::SceneQueryHits result = sceneInterface->QueryScene(sceneHandle, &request); + CollectHits(result, outResults); + } + else + { + AzPhysics::ShapeCastRequest request; + request.m_collisionGroup = filter.m_collisionGroup; + request.m_start = filter.m_initialPose; + request.m_direction = filter.m_sweep.GetNormalized(); + request.m_distance = filter.m_sweep.GetLength(); + request.m_shapeConfiguration = GatherShapeToPhysicsShape(intersectShape); + request.m_queryType = queryType; + request.m_filterCallback = AZStd::move(ignoreEntitiesFilterCallback); + + AzPhysics::SceneQueryHits result = sceneInterface->QueryScene(sceneHandle, &request); + CollectHits(result, outResults); + } + } + } +} diff --git a/Gem/Code/Source/Weapons/SceneQuery.h b/Gem/Code/Source/Weapons/SceneQuery.h new file mode 100644 index 000000000..8214d5abd --- /dev/null +++ b/Gem/Code/Source/Weapons/SceneQuery.h @@ -0,0 +1,18 @@ +/* + * 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. + * + * SPDX-License-Identifier: Apache-2.0 OR MIT + * + */ + +#pragma once + +#include + +namespace MultiplayerSample +{ + namespace SceneQuery + { + void WorldIntersect(const GatherShape& intersectShape, const IntersectFilter& filter, IntersectResults& outResults); + } +} diff --git a/Gem/Code/Source/Weapons/WeaponGathers.cpp b/Gem/Code/Source/Weapons/WeaponGathers.cpp index 7aaa11e86..79110acc8 100644 --- a/Gem/Code/Source/Weapons/WeaponGathers.cpp +++ b/Gem/Code/Source/Weapons/WeaponGathers.cpp @@ -11,6 +11,7 @@ #include #include #include +#include namespace MultiplayerSample { @@ -22,7 +23,8 @@ namespace MultiplayerSample const AZ::Vector3& sweep, HitStatic intersectStatic, HitDynamic intersectDynamic, - HitMultiple intersectMultiple, + HitMultiple intersectMultiple, + const AzPhysics::CollisionGroup& collisionGroup, const NetEntityIdSet& filteredNetEntityIds ) : m_initialPose(initialPose) @@ -30,6 +32,7 @@ namespace MultiplayerSample , m_intersectStatic(intersectStatic) , m_intersectDynamic(intersectDynamic) , m_intersectMultiple(intersectMultiple) + , m_collisionGroup(collisionGroup) , m_filteredNetEntityIds(filteredNetEntityIds) { Multiplayer::INetworkTime* networkTime = Multiplayer::GetNetworkTime(); @@ -44,17 +47,18 @@ namespace MultiplayerSample const GatherParams& gatherParams, const ActivateEvent& eventData, const NetEntityIdSet& filteredNetEntityIds, - [[maybe_unused]] IntersectResults& outResults + IntersectResults& outResults ) { const AZ::Transform& startTransform = eventData.m_initialTransform; const AZ::Vector3 sweep = eventData.m_targetPosition - startTransform.GetTranslation(); const HitMultiple hitMultiple = gatherParams.m_multiHit ? HitMultiple::Yes : HitMultiple::No; - [[maybe_unused]] const GatherShape& intersectShape = gatherParams.m_gatherShape; + const AzPhysics::CollisionGroup collisionGroup(gatherParams.m_hitMask); + const GatherShape& intersectShape = gatherParams.m_gatherShape; - IntersectFilter filter(startTransform, sweep, HitStatic::Yes, HitDynamic::Yes, hitMultiple, filteredNetEntityIds); + IntersectFilter filter(startTransform, sweep, HitStatic::Yes, HitDynamic::Yes, hitMultiple, collisionGroup, filteredNetEntityIds); + SceneQuery::WorldIntersect(intersectShape, filter, outResults); - //gNovaGame->GetNetworkPhysicalWorld().WorldIntersect(intersectShape, filter, outResultList); DebugDraw::DebugDrawRequestBus::Broadcast ( &DebugDraw::DebugDrawRequests::DrawLineLocationToLocation, @@ -96,6 +100,7 @@ namespace MultiplayerSample // Any such adjustments, estimates for how fast the bullet is spinning due to muzzle exit velocity and the rifling of the gun, air density, temperature, etc... const HitMultiple hitMultiple = gatherParams.m_multiHit ? HitMultiple::Yes : HitMultiple::No; + const AzPhysics::CollisionGroup collisionGroup(gatherParams.m_hitMask); float currSegmentStartTime = inOutActiveShot.m_lifetimeSeconds; AZ::Vector3 currSegmentPosition = inOutActiveShot.m_initialTransform.GetTranslation() + (segmentStepOffset * currSegmentStartTime) + (gravity * 0.5f * currSegmentStartTime * currSegmentStartTime); @@ -108,8 +113,8 @@ namespace MultiplayerSample const AZ::Transform currSegTransform = AZ::Transform::CreateFromQuaternionAndTranslation(inOutActiveShot.m_initialTransform.GetRotation(), currSegmentPosition); const AZ::Vector3 segSweep = nextSegmentPosition - currSegmentPosition; - IntersectFilter filter(currSegTransform, segSweep, HitStatic::Yes, HitDynamic::Yes, hitMultiple, filteredNetEntityIds); - //gNovaGame->GetNetworkPhysicalWorld().WorldIntersect(gatherParams.m_gatherShape, filter, a_OutResultList); + IntersectFilter filter(currSegTransform, segSweep, HitStatic::Yes, HitDynamic::Yes, hitMultiple, collisionGroup, filteredNetEntityIds); + SceneQuery::WorldIntersect(gatherParams.m_gatherShape, filter, outResults); DebugDraw::DebugDrawRequestBus::Broadcast ( diff --git a/Gem/Code/Source/Weapons/WeaponGathers.h b/Gem/Code/Source/Weapons/WeaponGathers.h index a128fbd5e..c12d6c279 100644 --- a/Gem/Code/Source/Weapons/WeaponGathers.h +++ b/Gem/Code/Source/Weapons/WeaponGathers.h @@ -9,6 +9,7 @@ #include #include +#include namespace MultiplayerSample { @@ -34,7 +35,8 @@ namespace MultiplayerSample const AZ::Vector3& sweep, HitStatic intersectStatic, HitDynamic intersectDynamic, - HitMultiple intersectMultiple, + HitMultiple intersectMultiple, + const AzPhysics::CollisionGroup& collisionGroup, const NetEntityIdSet& filteredEntityIds ); @@ -45,6 +47,7 @@ namespace MultiplayerSample HitDynamic m_intersectDynamic; HitMultiple m_intersectMultiple; NetEntityIdSet m_filteredNetEntityIds; + AzPhysics::CollisionGroup m_collisionGroup; IntersectFilter& operator=(const IntersectFilter&) = delete; }; diff --git a/Gem/Code/Source/Weapons/WeaponTypes.cpp b/Gem/Code/Source/Weapons/WeaponTypes.cpp index 17e1067dd..8ca667712 100644 --- a/Gem/Code/Source/Weapons/WeaponTypes.cpp +++ b/Gem/Code/Source/Weapons/WeaponTypes.cpp @@ -9,6 +9,7 @@ #include #include #include +#include "AzFramework/Physics/CollisionBus.h" namespace MultiplayerSample { @@ -189,7 +190,9 @@ namespace MultiplayerSample ->Field("TravelSpeed", &GatherParams::m_travelSpeed) ->Field("Multihit", &GatherParams::m_multiHit) ->Field("BulletDrop", &GatherParams::m_bulletDrop) - ->Field("HitMask", &GatherParams::m_hitMask); + ->Field("HitMask", &GatherParams::m_hitMask) + ->Field("EditorCollisionGroupId", &GatherParams::m_editorCollisionGroupId) + ; AZ::EditContext* editContext = serializeContext->GetEditContext(); if (editContext) @@ -202,11 +205,21 @@ namespace MultiplayerSample ->DataElement(AZ::Edit::UIHandlers::Default, &GatherParams::m_travelSpeed, "TravelSpeed", "The 'speed' the cast should travel at for weapons that require target leading, 0 == instant hit (not projectile speed for projectile weapons!)") ->DataElement(AZ::Edit::UIHandlers::Default, &GatherParams::m_multiHit, "Multihit", "If true, the gather will not stop at the first entity hit, and will continue gathering entities until blocked by blocker geo") ->DataElement(AZ::Edit::UIHandlers::Default, &GatherParams::m_bulletDrop, "BulletDrop", "If true, the gather shape will follow a parabolic arc simulating gravity") - ->DataElement(AZ::Edit::UIHandlers::Default, &GatherParams::m_hitMask, "HitMask", "The hit mask for this weapon"); + ->DataElement(AZ::Edit::UIHandlers::Default, &GatherParams::m_editorCollisionGroupId, "EditorCollisionGroupId", "The collision group hit mask for this weapon") + ->Attribute(AZ::Edit::Attributes::ChangeNotify, &GatherParams::OnCollisionGroupChanged) + ; } } } + void GatherParams::OnCollisionGroupChanged() + { + AzPhysics::CollisionGroup collisionGroup; + Physics::CollisionRequestBus::BroadcastResult( + collisionGroup, &Physics::CollisionRequests::GetCollisionGroupById, m_editorCollisionGroupId); + m_hitMask = collisionGroup.GetMask(); + } + bool HitEffect::Serialize(AzNetworking::ISerializer& serializer) { return serializer.Serialize(m_hitMagnitude, "HitMagnitude") diff --git a/Gem/Code/Source/Weapons/WeaponTypes.h b/Gem/Code/Source/Weapons/WeaponTypes.h index c433e4c3e..605699ed5 100644 --- a/Gem/Code/Source/Weapons/WeaponTypes.h +++ b/Gem/Code/Source/Weapons/WeaponTypes.h @@ -98,10 +98,11 @@ namespace MultiplayerSample float m_travelSpeed = 0.0f; // The 'speed' the cast should travel at for weapons that require target leading, 0 == instant hit (not projectile speed for projectile weapons!) bool m_multiHit = false; // If true, the gather will not stop at the first entity hit, and will continue gathering entities until blocked by blocker geo bool m_bulletDrop = true; // If true, the gather shape will follow a parabolic arc simulating gravity - uint64_t m_hitMask = 0; // The hit mask for this weapon (@TODO: What's the physics filter type with the new physics API?) - + uint64_t m_hitMask = 0; // The hit mask for this weapon + AzPhysics::CollisionGroups::Id m_editorCollisionGroupId; // Editor reflection of CollisionGroups works only with UUID. This is Editor-only data and is not serialized over network. bool Serialize(AzNetworking::ISerializer& serializer); static void Reflect(AZ::ReflectContext* context); + void OnCollisionGroupChanged(); }; //! Parameters controlling hit effect application and falloff, HitMagnitude * ((HitFalloff * (1 - Distance / MaxDistance)) ^ HitExponent). diff --git a/Gem/Code/multiplayersample_files.cmake b/Gem/Code/multiplayersample_files.cmake index c2fbda224..42289287a 100644 --- a/Gem/Code/multiplayersample_files.cmake +++ b/Gem/Code/multiplayersample_files.cmake @@ -43,6 +43,8 @@ set(FILES Source/Weapons/WeaponGathers.h Source/Weapons/WeaponTypes.cpp Source/Weapons/WeaponTypes.h + Source/Weapons/SceneQuery.cpp + Source/Weapons/SceneQuery.h Source/MultiplayerSampleSystemComponent.cpp Source/MultiplayerSampleSystemComponent.h Source/MultiplayerSampleTypes.h From 5c5710bafd13d561c6e24db823c58cd57af7db08 Mon Sep 17 00:00:00 2001 From: kberg-amzn Date: Thu, 19 Aug 2021 20:08:48 -0700 Subject: [PATCH 31/64] Some fixes for simulated client weapon activations, although target position is still not replicating correctly Signed-off-by: kberg-amzn --- .../NetworkWeaponsComponent.AutoComponent.xml | 5 +- .../Components/NetworkAnimationComponent.h | 4 +- .../Components/NetworkWeaponsComponent.cpp | 244 ++++- .../Components/NetworkWeaponsComponent.h | 13 +- .../WasdPlayerMovementComponent.cpp | 2 +- Gem/Code/Source/Weapons/BaseWeapon.cpp | 5 +- Gem/Code/Source/Weapons/IWeapon.h | 30 +- Gem/Code/Source/Weapons/ProjectileWeapon.cpp | 5 +- Gem/Code/Source/Weapons/ProjectileWeapon.h | 5 +- Gem/Code/Source/Weapons/TraceWeapon.cpp | 26 +- Gem/Code/Source/Weapons/TraceWeapon.h | 7 +- Levels/SampleBase/SampleBase.prefab | 900 +++++++++--------- 12 files changed, 694 insertions(+), 552 deletions(-) diff --git a/Gem/Code/Source/AutoGen/NetworkWeaponsComponent.AutoComponent.xml b/Gem/Code/Source/AutoGen/NetworkWeaponsComponent.AutoComponent.xml index 94203cf6b..16318be1c 100644 --- a/Gem/Code/Source/AutoGen/NetworkWeaponsComponent.AutoComponent.xml +++ b/Gem/Code/Source/AutoGen/NetworkWeaponsComponent.AutoComponent.xml @@ -7,7 +7,7 @@ OverrideController="true" OverrideInclude="Source/Components/NetworkWeaponsComponent.h" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"> - + @@ -16,9 +16,8 @@ - - + diff --git a/Gem/Code/Source/Components/NetworkAnimationComponent.h b/Gem/Code/Source/Components/NetworkAnimationComponent.h index a8e7feb11..0bbd0a588 100644 --- a/Gem/Code/Source/Components/NetworkAnimationComponent.h +++ b/Gem/Code/Source/Components/NetworkAnimationComponent.h @@ -47,8 +47,8 @@ namespace MultiplayerSample int32_t GetBoneIdByName(const char* boneName) const; - bool GetJointTransformByName(const char* a_BoneName, AZ::Transform& outJointTransform) const; - bool GetJointTransformById(int32_t a_BoneId, AZ::Transform& outJointTransform) const; + bool GetJointTransformByName(const char* boneName, AZ::Transform& outJointTransform) const; + bool GetJointTransformById(int32_t boneId, AZ::Transform& outJointTransform) const; private: void OnPreRender(float deltaTime, float blendFactor); diff --git a/Gem/Code/Source/Components/NetworkWeaponsComponent.cpp b/Gem/Code/Source/Components/NetworkWeaponsComponent.cpp index b2c6dbd6b..9c16c6cdc 100644 --- a/Gem/Code/Source/Components/NetworkWeaponsComponent.cpp +++ b/Gem/Code/Source/Components/NetworkWeaponsComponent.cpp @@ -27,8 +27,16 @@ namespace MultiplayerSample NetworkWeaponsComponentBase::Reflect(context); } + NetworkWeaponsComponent::NetworkWeaponsComponent() + : NetworkWeaponsComponentBase() + , m_activationCountHandler([this](int32_t index, uint8_t value) { OnUpdateActivationCounts(index, value); }) + { + ; + } + void NetworkWeaponsComponent::OnInit() { + AZStd::uninitialized_fill_n(m_fireBoneJointIds.data(), MaxWeaponsPerComponent, InvalidBoneId); } void NetworkWeaponsComponent::OnActivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating) @@ -46,6 +54,11 @@ namespace MultiplayerSample m_weapons[weaponIndex] = AZStd::move(CreateWeapon(constructParams)); } + if (IsNetEntityRoleClient()) + { + ActivationCountsAddEvent(m_activationCountHandler); + } + if (m_debugDraw == nullptr) { m_debugDraw = DebugDraw::DebugDrawRequestBus::FindFirstHandler(); @@ -54,10 +67,45 @@ namespace MultiplayerSample void NetworkWeaponsComponent::OnDeactivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating) { + ; } - void NetworkWeaponsComponent::HandleSendConfirmHit([[maybe_unused]] AzNetworking::IConnection* invokingConnection, [[maybe_unused]] const WeaponIndex& WeaponIndex, [[maybe_unused]] const HitEvent& HitEvent) + void NetworkWeaponsComponent::HandleSendConfirmHit([[maybe_unused]] AzNetworking::IConnection* invokingConnection, const WeaponIndex& weaponIndex, const HitEvent& hitEvent) { + if (GetWeapon(weaponIndex) == nullptr) + { + AZLOG_ERROR("Got confirmed hit for null weapon index"); + return; + } + + WeaponHitInfo weaponHitInfo(*GetWeapon(weaponIndex), hitEvent); + OnWeaponConfirmHit(weaponHitInfo); + } + + void NetworkWeaponsComponent::ActivateWeaponWithParams(WeaponIndex weaponIndex, WeaponState& weaponState, const FireParams& fireParams, bool validateActivations) + { + const uint32_t weaponIndexInt = aznumeric_cast(weaponIndex); + + // Temp hack for weapon firing due to late ebus binding in 1.14 + if (m_fireBoneJointIds[weaponIndexInt] == InvalidBoneId) + { + const char* fireBoneName = GetFireBoneNames(weaponIndexInt).c_str(); + m_fireBoneJointIds[weaponIndexInt] = GetNetworkAnimationComponent()->GetBoneIdByName(fireBoneName); + } + + AZ::Transform fireBoneTransform; + if (!GetNetworkAnimationComponent()->GetJointTransformById(m_fireBoneJointIds[weaponIndexInt], fireBoneTransform)) + { + AZLOG_WARN("Failed to get transform for fire bone %s, joint Id %u", GetFireBoneNames(weaponIndexInt).c_str(), m_fireBoneJointIds[weaponIndexInt]); + } + + const AZ::Vector3 position = fireBoneTransform.GetTranslation(); + const AZ::Quaternion orientation = AZ::Quaternion::CreateShortestArc(AZ::Vector3::CreateAxisX(), (fireParams.m_targetPosition - position).GetNormalized()); + const AZ::Transform transform = AZ::Transform::CreateFromQuaternionAndTranslation(orientation, position); + ActivateEvent activateEvent{ transform, fireParams.m_targetPosition, GetNetEntityId(), Multiplayer::InvalidNetEntityId }; + + IWeapon* weapon = GetWeapon(weaponIndex); + weapon->Activate(weaponState, GetEntityHandle(), activateEvent, validateActivations); } IWeapon* NetworkWeaponsComponent::GetWeapon(WeaponIndex weaponIndex) const @@ -67,12 +115,18 @@ namespace MultiplayerSample void NetworkWeaponsComponent::OnWeaponActivate([[maybe_unused]] const WeaponActivationInfo& activationInfo) { + // If we're replaying inputs then early out + if (GetNetBindComponent()->IsReprocessingInput()) + { + return; + } + if (cl_WeaponsDrawDebug && m_debugDraw) { m_debugDraw->DrawSphereAtLocation ( activationInfo.m_activateEvent.m_initialTransform.GetTranslation(), - 0.5f, + 0.25f, AZ::Colors::GreenYellow, 10.0f ); @@ -80,26 +134,138 @@ namespace MultiplayerSample m_debugDraw->DrawSphereAtLocation ( activationInfo.m_activateEvent.m_targetPosition, - 0.5f, + 0.25f, AZ::Colors::Crimson, 10.0f ); } + + AZLOG + ( + NET_TraceWeapons, + "Weapon activated with target position %f x %f x %f", + activationInfo.m_activateEvent.m_targetPosition.GetX(), + activationInfo.m_activateEvent.m_targetPosition.GetY(), + activationInfo.m_activateEvent.m_targetPosition.GetZ() + ); + } - void NetworkWeaponsComponent::OnWeaponPredictHit([[maybe_unused]] const WeaponHitInfo& hitInfo) + void NetworkWeaponsComponent::OnWeaponPredictHit(const WeaponHitInfo& hitInfo) { + // If we're replaying inputs then early out + if (GetNetBindComponent()->IsReprocessingInput()) + { + return; + } + + for (uint32_t i = 0; i < hitInfo.m_hitEvent.m_hitEntities.size(); ++i) + { + const HitEntity& hitEntity = hitInfo.m_hitEvent.m_hitEntities[i]; + + if (cl_WeaponsDrawDebug && m_debugDraw) + { + m_debugDraw->DrawSphereAtLocation + ( + hitEntity.m_hitPosition, + 1.0f, + AZ::Colors::OrangeRed, + 10.0f + ); + } + + AZLOG + ( + NET_TraceWeapons, + "Predicted hit on entity %u at position %f x %f x %f", + hitEntity.m_hitNetEntityId, + hitEntity.m_hitPosition.GetX(), + hitEntity.m_hitPosition.GetY(), + hitEntity.m_hitPosition.GetZ() + ); + } } - void NetworkWeaponsComponent::OnWeaponConfirmHit([[maybe_unused]] const WeaponHitInfo& hitInfo) + void NetworkWeaponsComponent::OnWeaponConfirmHit(const WeaponHitInfo& hitInfo) { + // If we're replaying inputs then early out + if (GetNetBindComponent()->IsReprocessingInput()) + { + return; + } + + // If we're a simulated weapon, or if the weapon is not predictive, then issue material hit effects since the predicted callback above will not get triggered + [[maybe_unused]] bool shouldIssueMaterialEffects = !HasController() || !hitInfo.m_weapon.GetParams().m_locallyPredicted; + + for (uint32_t i = 0; i < hitInfo.m_hitEvent.m_hitEntities.size(); ++i) + { + const HitEntity& hitEntity = hitInfo.m_hitEvent.m_hitEntities[i]; + + if (cl_WeaponsDrawDebug && m_debugDraw) + { + m_debugDraw->DrawSphereAtLocation + ( + hitEntity.m_hitPosition, + 1.0f, + AZ::Colors::Red, + 10.0f + ); + } + + AZLOG + ( + NET_TraceWeapons, + "Confirmed hit on entity %u at position %f x %f x %f", + hitEntity.m_hitNetEntityId, + hitEntity.m_hitPosition.GetX(), + hitEntity.m_hitPosition.GetY(), + hitEntity.m_hitPosition.GetZ() + ); + } + } + + void NetworkWeaponsComponent::OnUpdateActivationCounts(int32_t index, uint8_t value) + { + IWeapon* weapon = GetWeapon(aznumeric_cast(index)); + + if (weapon == nullptr) + { + return; + } + + if (HasController() && weapon->GetParams().m_locallyPredicted) + { + // If this is a predicted weapon, exit out because autonomous weapons predict activations + return; + } + + AZLOG(NET_TraceWeapons, "Client activation event for weapon index %u", index); + + WeaponState& weaponState = m_simulatedWeaponStates[index]; + const FireParams& fireParams = GetActivationParams(index); + weapon->SetFireParams(fireParams); + + AZLOG + ( + NET_TraceWeapons, + "UpdateActivationCounts fire params target %f x %f x %f", + fireParams.m_targetPosition.GetX(), + fireParams.m_targetPosition.GetY(), + fireParams.m_targetPosition.GetZ() + ); + + while (weaponState.m_activationCount != value) + { + const bool validateActivations = false; + ActivateWeaponWithParams(aznumeric_cast(index), weaponState, fireParams, validateActivations); + } } NetworkWeaponsComponentController::NetworkWeaponsComponentController(NetworkWeaponsComponent& parent) : NetworkWeaponsComponentControllerBase(parent) { - AZStd::uninitialized_fill_n(m_fireBoneJointIds.data(), MaxWeaponsPerComponent, InvalidBoneId); + ; } void NetworkWeaponsComponentController::OnActivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating) @@ -144,9 +310,9 @@ namespace MultiplayerSample const AZ::Transform worldTm = GetParent().GetEntity()->GetTransform()->GetWorldTM(); - for (uint32_t weaponIndex = 0; weaponIndex < MaxWeaponsPerComponent; ++weaponIndex) + for (uint32_t weaponIndexInt = 0; weaponIndexInt < MaxWeaponsPerComponent; ++weaponIndexInt) { - if (weaponInput->m_firing.GetBit(aznumeric_cast(weaponIndex))) + if (weaponInput->m_firing.GetBit(weaponIndexInt)) { const AZ::Vector3& aimAngles = GetSimplePlayerCameraComponentController()->GetAimAngles(); const AZ::Quaternion aimRotation = AZ::Quaternion::CreateRotationZ(aimAngles.GetZ()) * AZ::Quaternion::CreateRotationX(aimAngles.GetX()); @@ -154,7 +320,7 @@ namespace MultiplayerSample const AZ::Vector3 fwd = AZ::Vector3::CreateAxisY(); const AZ::Vector3 aimTarget = worldTm.GetTranslation() + aimRotation.TransformVector(fwd * 5.0f); FireParams fireParams{ aimTarget, Multiplayer::InvalidNetEntityId }; - TryStartFire(aznumeric_cast(weaponIndex), fireParams); + TryStartFire(aznumeric_cast(weaponIndexInt), fireParams); } } @@ -163,49 +329,37 @@ namespace MultiplayerSample void NetworkWeaponsComponentController::UpdateWeaponFiring([[maybe_unused]] float deltaTime) { - for (uint32_t weaponIndex = 0; weaponIndex < MaxWeaponsPerComponent; ++weaponIndex) + for (uint32_t weaponIndexInt = 0; weaponIndexInt < MaxWeaponsPerComponent; ++weaponIndexInt) { - IWeapon* weapon = GetParent().GetWeapon(aznumeric_cast(weaponIndex)); + IWeapon* weapon = GetParent().GetWeapon(aznumeric_cast(weaponIndexInt)); if ((weapon == nullptr) || !weapon->GetParams().m_locallyPredicted) { continue; } - WeaponState& weaponState = ModifyWeaponStates(aznumeric_cast(weaponIndex)); + WeaponState& weaponState = ModifyWeaponStates(weaponIndexInt); if ((weaponState.m_status == WeaponStatus::Firing) && (weaponState.m_cooldownTime <= 0.0f)) { - AZLOG(NET_TraceWeapons, "Weapon predicted activation event for weapon index %u", aznumeric_cast(weaponIndex)); - - // Temp hack for weapon firing due to late ebus binding in 1.14 - if (m_fireBoneJointIds[weaponIndex] == InvalidBoneId) - { - const char* fireBoneName = GetFireBoneNames(aznumeric_cast(weaponIndex)).c_str(); - m_fireBoneJointIds[weaponIndex] = GetNetworkAnimationComponentController()->GetParent().GetBoneIdByName(fireBoneName); - } - - AZ::Transform fireBoneTransform; - if (!GetNetworkAnimationComponentController()->GetParent().GetJointTransformById(m_fireBoneJointIds[weaponIndex], fireBoneTransform)) - { - AZLOG_WARN("Failed to get transform for fire bone %s, joint Id %u", GetFireBoneNames(aznumeric_cast(weaponIndex)).c_str(), m_fireBoneJointIds[weaponIndex]); - } - - const FireParams& fireParams = weapon->GetFireParams(); - const AZ::Vector3 position = fireBoneTransform.GetTranslation(); - const AZ::Quaternion orientation = AZ::Quaternion::CreateShortestArc(AZ::Vector3::CreateAxisX(), (fireParams.m_targetPosition - position).GetNormalized()); - const AZ::Transform transform = AZ::Transform::CreateFromQuaternionAndTranslation(orientation, position); - ActivateEvent activateEvent{ transform, fireParams.m_targetPosition, GetNetEntityId(), Multiplayer::InvalidNetEntityId }; + AZLOG(NET_TraceWeapons, "Weapon predicted activation event for weapon index %u", weaponIndexInt); - const bool isReplay = GetNetBindComponent()->IsReprocessingInput(); - bool dispatchHitEvents = weapon->GetParams().m_locallyPredicted; - bool dispatchActivateEvents = weapon->GetParams().m_locallyPredicted; - bool skipGathers = false; - - weapon->Activate(deltaTime, weaponState, GetEntityHandle(), activateEvent, dispatchHitEvents, dispatchActivateEvents, skipGathers); + const bool validateActivations = true; + const FireParams& fireParams = weapon->GetFireParams(); + GetParent().ActivateWeaponWithParams(aznumeric_cast(weaponIndexInt), weaponState, fireParams, validateActivations); if (IsAuthority()) { - SetActivationCounts(aznumeric_cast(weaponIndex), weaponState.m_activationCount); + AZLOG + ( + NET_TraceWeapons, + "UpdateActivationCounts fire params target %f x %f x %f", + fireParams.m_targetPosition.GetX(), + fireParams.m_targetPosition.GetY(), + fireParams.m_targetPosition.GetZ() + ); + + SetActivationParams(weaponIndexInt, fireParams); + SetActivationCounts(weaponIndexInt, weaponState.m_activationCount); } } weapon->UpdateWeaponState(weaponState, deltaTime); @@ -214,21 +368,23 @@ namespace MultiplayerSample bool NetworkWeaponsComponentController::TryStartFire(WeaponIndex weaponIndex, const FireParams& fireParams) { - AZLOG(NET_TraceWeapons, "Weapon start fire on %u", aznumeric_cast(weaponIndex)); + const uint32_t weaponIndexInt = aznumeric_cast(weaponIndex); + AZLOG(NET_TraceWeapons, "Weapon start fire on %u", weaponIndexInt); IWeapon* weapon = GetParent().GetWeapon(weaponIndex); - if (weapon == nullptr) { return false; } - WeaponState& weaponState = ModifyWeaponStates(aznumeric_cast(weaponIndex)); - + WeaponState& weaponState = ModifyWeaponStates(weaponIndexInt); if (weapon->TryStartFire(weaponState, fireParams)) { const uint32_t animBit = static_cast(weapon->GetParams().m_animFlag); - GetNetworkAnimationComponentController()->ModifyActiveAnimStates().SetBit(animBit, true); + if (!GetNetworkAnimationComponentController()->GetActiveAnimStates().GetBit(animBit)) + { + GetNetworkAnimationComponentController()->ModifyActiveAnimStates().SetBit(animBit, true); + } return true; } diff --git a/Gem/Code/Source/Components/NetworkWeaponsComponent.h b/Gem/Code/Source/Components/NetworkWeaponsComponent.h index 60693f6ba..7e462c125 100644 --- a/Gem/Code/Source/Components/NetworkWeaponsComponent.h +++ b/Gem/Code/Source/Components/NetworkWeaponsComponent.h @@ -32,11 +32,14 @@ namespace MultiplayerSample static void Reflect(AZ::ReflectContext* context); + NetworkWeaponsComponent(); + void OnInit() override; void OnActivate(Multiplayer::EntityIsMigrating entityIsMigrating) override; void OnDeactivate(Multiplayer::EntityIsMigrating entityIsMigrating) override; - void HandleSendConfirmHit(AzNetworking::IConnection* invokingConnection, const WeaponIndex& WeaponIndex, const HitEvent& HitEvent) override; + void HandleSendConfirmHit(AzNetworking::IConnection* invokingConnection, const WeaponIndex& weaponIndex, const HitEvent& hitEvent) override; + void ActivateWeaponWithParams(WeaponIndex weaponIndex, WeaponState& weaponState, const FireParams& fireParams, bool validateActivations); IWeapon* GetWeapon(WeaponIndex weaponIndex) const; @@ -48,9 +51,15 @@ namespace MultiplayerSample void OnWeaponConfirmHit(const WeaponHitInfo& hitInfo) override; //! @} + void OnUpdateActivationCounts(int32_t index, uint8_t value); + using WeaponPointer = AZStd::unique_ptr; AZStd::array m_weapons; + AZ::Event::Handler m_activationCountHandler; + AZStd::array m_simulatedWeaponStates; + AZStd::array m_fireBoneJointIds; + DebugDraw::DebugDrawRequests* m_debugDraw = nullptr; }; @@ -86,7 +95,5 @@ namespace MultiplayerSample bool m_weaponDrawn = false; WeaponActivationBitset m_weaponFiring; - - AZStd::array m_fireBoneJointIds; }; } diff --git a/Gem/Code/Source/Components/WasdPlayerMovementComponent.cpp b/Gem/Code/Source/Components/WasdPlayerMovementComponent.cpp index a1616fb6d..d67025ca9 100644 --- a/Gem/Code/Source/Components/WasdPlayerMovementComponent.cpp +++ b/Gem/Code/Source/Components/WasdPlayerMovementComponent.cpp @@ -171,7 +171,7 @@ namespace MultiplayerSample float WasdPlayerMovementComponentController::NormalizeHeading(float heading) const { - // Ensure a_Heading in range [-pi, +pi] + // Ensure heading in range [-pi, +pi] if (heading > AZ::Constants::Pi) { return static_cast(heading - AZ::Constants::TwoPi); diff --git a/Gem/Code/Source/Weapons/BaseWeapon.cpp b/Gem/Code/Source/Weapons/BaseWeapon.cpp index af6c5ad9c..b07e897da 100644 --- a/Gem/Code/Source/Weapons/BaseWeapon.cpp +++ b/Gem/Code/Source/Weapons/BaseWeapon.cpp @@ -166,7 +166,7 @@ namespace MultiplayerSample hitEvent.m_hitEntities.emplace_back(HitEntity{ gatherResult.m_position, gatherResult.m_netEntityId }); } - WeaponHitInfo hitInfo(*this, eventData.m_initialTransform.GetTranslation(), hitEvent); + WeaponHitInfo hitInfo(*this, hitEvent); m_weaponListener.OnWeaponPredictHit(hitInfo); } @@ -177,9 +177,8 @@ namespace MultiplayerSample ; } - WeaponHitInfo::WeaponHitInfo(const IWeapon& weapon, const AZ::Vector3& gatherOrigin, const HitEvent& hitEvent) + WeaponHitInfo::WeaponHitInfo(const IWeapon& weapon, const HitEvent& hitEvent) : m_weapon(weapon) - , m_gatherOrigin(gatherOrigin) , m_hitEvent(hitEvent) { ; diff --git a/Gem/Code/Source/Weapons/IWeapon.h b/Gem/Code/Source/Weapons/IWeapon.h index 68585c59c..a9ccd877a 100644 --- a/Gem/Code/Source/Weapons/IWeapon.h +++ b/Gem/Code/Source/Weapons/IWeapon.h @@ -76,22 +76,16 @@ namespace MultiplayerSample virtual void SetFireParams(const FireParams& fireParams) = 0; //! Internally called on every weapon activation. - //! @param deltaTime the time in seconds this activate event corresponds to - //! @param weaponState the weapons internal state structure - //! @param weaponOwner the weapons owning entity - //! @param eventData contains details of the activation event - //! @param dispatchHitEvents if true, the Activate call will invoke hit events for gathered entities - //! @param dispatchActivateEvents if true, the Activate call will invoke activate events for valid activations - //! @param forceSkipGather if true, skip the gather step of the activation + //! @param weaponState the weapons internal state structure + //! @param weaponOwner the weapons owning entity + //! @param eventData contains details of the activation event + //! @param validateActivation if true, the Activate call will only invoke if it passes validation virtual void Activate ( - float deltaTime, WeaponState& weaponState, const Multiplayer::ConstNetworkEntityHandle weaponOwner, ActivateEvent& eventData, - bool dispatchHitEvents, - bool dispatchActivateEvents, - bool forceSkipGather + bool validateActivation ) = 0; //! Ticks the active shots for this weapon. @@ -136,14 +130,12 @@ namespace MultiplayerSample struct WeaponHitInfo { //! Full constructor. - //! @param a_Weapon reference to the weapon instance which produced the hit - //! @param a_GatherOrigin the origin point for any gather operations (center of explosion, muzzle of lasergun, etc..) - //! @param a_HitEvent specific details about the weapon hit event - WeaponHitInfo(const IWeapon& weapon, const AZ::Vector3& gatherOrigin, const HitEvent& hitEvent); - - const IWeapon& m_weapon; //< Reference to the weapon instance which produced the hit - AZ::Vector3 m_gatherOrigin; //< Origin point for any gather operations (center of explosion, muzzle of lasergun, etc..) - HitEvent m_hitEvent; //< Specific details about the weapon hit event + //! @param weapon reference to the weapon instance which produced the hit + //! @param hitEvent specific details about the weapon hit event + WeaponHitInfo(const IWeapon& weapon, const HitEvent& hitEvent); + + const IWeapon& m_weapon; //< Reference to the weapon instance which produced the hit + HitEvent m_hitEvent; //< Specific details about the weapon hit event WeaponHitInfo& operator =(const WeaponHitInfo&) = delete; // Don't allow copying, these guys get dispatched under special conditions }; diff --git a/Gem/Code/Source/Weapons/ProjectileWeapon.cpp b/Gem/Code/Source/Weapons/ProjectileWeapon.cpp index 3848fba9c..a68ca6d61 100644 --- a/Gem/Code/Source/Weapons/ProjectileWeapon.cpp +++ b/Gem/Code/Source/Weapons/ProjectileWeapon.cpp @@ -17,13 +17,10 @@ namespace MultiplayerSample void ProjectileWeapon::Activate ( - [[maybe_unused]] float deltaTime, [[maybe_unused]] WeaponState& weaponState, [[maybe_unused]] const Multiplayer::ConstNetworkEntityHandle weaponOwner, [[maybe_unused]] ActivateEvent& eventData, - [[maybe_unused]] bool dispatchHitEvents, - [[maybe_unused]] bool dispatchActivateEvents, - [[maybe_unused]] bool forceSkipGather + [[maybe_unused]] bool validateActivation ) { ; // need to port this code diff --git a/Gem/Code/Source/Weapons/ProjectileWeapon.h b/Gem/Code/Source/Weapons/ProjectileWeapon.h index 2c7923c24..b6fd9608c 100644 --- a/Gem/Code/Source/Weapons/ProjectileWeapon.h +++ b/Gem/Code/Source/Weapons/ProjectileWeapon.h @@ -29,13 +29,10 @@ namespace MultiplayerSample //! @{ void Activate ( - float deltaTime, WeaponState& weaponState, const Multiplayer::ConstNetworkEntityHandle weaponOwner, ActivateEvent& eventData, - bool dispatchHitEvents, - bool dispatchActivateEvents, - bool forceSkipGather + bool validateActivation ) override; void TickActiveShots(WeaponState& weaponState, float deltaTime) override; diff --git a/Gem/Code/Source/Weapons/TraceWeapon.cpp b/Gem/Code/Source/Weapons/TraceWeapon.cpp index 8ca5fcc4c..bfb129a6d 100644 --- a/Gem/Code/Source/Weapons/TraceWeapon.cpp +++ b/Gem/Code/Source/Weapons/TraceWeapon.cpp @@ -17,28 +17,15 @@ namespace MultiplayerSample void TraceWeapon::Activate ( - [[maybe_unused]] float deltaTime, WeaponState& weaponState, [[maybe_unused]] const Multiplayer::ConstNetworkEntityHandle weaponOwner, ActivateEvent& eventData, - bool dispatchHitEvents, - bool dispatchActivateEvents, - bool forceSkipGather + bool validateActivation ) { - const bool validate = dispatchHitEvents; // Perform activation validation if we're actually going to dispatch hit events - if (ActivateInternal(weaponState, validate)) + if (ActivateInternal(weaponState, validateActivation)) { - if (!dispatchHitEvents) - { - // Skip out on all the remaining activation logic if this is a replay.. We do not want to spawn particles or sounds or other effects during a replay event - return; - } - - if (dispatchActivateEvents) - { - m_weaponListener.OnWeaponActivate(WeaponActivationInfo(*this, eventData)); - } + m_weaponListener.OnWeaponActivate(WeaponActivationInfo(*this, eventData)); const bool isMultiSegmented = (m_weaponParams.m_gatherParams.m_travelSpeed > 0.0f); @@ -48,12 +35,9 @@ namespace MultiplayerSample ActiveShot activeShot{ eventData.m_initialTransform, eventData.m_targetPosition, LifetimeSec{ 0.0f } }; weaponState.m_activeShots.emplace_back(activeShot); } - else if (!forceSkipGather) + else if (GatherEntities(eventData, gatherResults)) { - if (GatherEntities(eventData, gatherResults)) - { - DispatchHitEvents(gatherResults, eventData, m_gatheredNetEntityIds); - } + DispatchHitEvents(gatherResults, eventData, m_gatheredNetEntityIds); } } } diff --git a/Gem/Code/Source/Weapons/TraceWeapon.h b/Gem/Code/Source/Weapons/TraceWeapon.h index 9342d7a95..bfe9cd9b8 100644 --- a/Gem/Code/Source/Weapons/TraceWeapon.h +++ b/Gem/Code/Source/Weapons/TraceWeapon.h @@ -29,16 +29,13 @@ namespace MultiplayerSample //! @{ void Activate ( - float deltaTime, WeaponState& weaponState, const Multiplayer::ConstNetworkEntityHandle weaponOwner, ActivateEvent& eventData, - bool dispatchHitEvents, - bool dispatchActivateEvents, - bool forceSkipGather + bool validateActivation ) override; - void TickActiveShots(WeaponState& a_WeaponState, float a_DeltaTime) override; + void TickActiveShots(WeaponState& weaponState, float deltaTime) override; //! @} // Do not allow assignment diff --git a/Levels/SampleBase/SampleBase.prefab b/Levels/SampleBase/SampleBase.prefab index c3864e884..07fea6f27 100644 --- a/Levels/SampleBase/SampleBase.prefab +++ b/Levels/SampleBase/SampleBase.prefab @@ -30,8 +30,14 @@ "Component_[14619812868403384733]": { "$type": "{27F1E1A1-8D9D-4C3B-BD3A-AFB9762449C0} TransformComponent", "Id": 14619812868403384733, - "Parent Entity": "", - "Cached World Transform Parent": "" + "Parent Entity": "" + }, + "Component_[17738894840857488786]": { + "$type": "GenericComponentWrapper", + "Id": 17738894840857488786, + "m_template": { + "$type": "MultiplayerSample::ExampleFilteredEntityComponent" + } }, "Component_[3902259769182016681]": { "$type": "EditorLockComponent", @@ -48,300 +54,111 @@ "Component_[8247764638131379605]": { "$type": "EditorEntitySortComponent", "Id": 8247764638131379605 - 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}, - "IsDependencyReady": true + } }, "Entity_[514163319219]": { "Id": "Entity_[514163319219]", @@ -492,15 +497,15 @@ "Component_[11384954117619258935]": { "$type": "EditorColliderComponent", "Id": 11384954117619258935, - "ShapeConfiguration": { - "ShapeType": 1 - }, "ColliderConfiguration": { "MaterialSelection": { "MaterialIds": [ {} ] } + }, + "ShapeConfiguration": { + "ShapeType": 1 } }, "Component_[11653223786701195962]": { @@ -517,15 +522,7 @@ 12.330456733703614, 1.585125207901001 ] - }, - "Cached World Transform": { - "Translation": [ - -1.3105955123901368, - 12.330456733703614, - 1.585125207901001 - ] - }, - "Cached World Transform Parent": "Entity_[356758116574]" + } }, "Component_[12724016572532454792]": { "$type": "AZ::Render::EditorMeshComponent", @@ -604,22 +601,40 @@ "materialSlots": [ { "id": { - "materialAssetId": { + "materialSlotStableId": 2418540911 + }, + "defaultMaterialAsset": { + "assetId": { "guid": "{593006BE-FE73-5A4B-A0A6-06C02EFFE458}", "subId": 2418540911 - } + }, + "loadBehavior": "PreLoad", + "assetHint": "objects/cube_cube_material_8207354365278159215.azmaterial" } - } + }, + {} ], "materialSlotsByLod": [ [ { "id": { "lodIndex": 0, - "materialAssetId": { + "materialSlotStableId": 2418540911 + }, + "defaultMaterialAsset": { + "assetId": { "guid": "{593006BE-FE73-5A4B-A0A6-06C02EFFE458}", "subId": 2418540911 - } + }, + "loadBehavior": "PreLoad", + "assetHint": "objects/cube_cube_material_8207354365278159215.azmaterial" + } + } + ], + [ + { + "id": { + "lodIndex": 0 } } ] @@ -636,9 +651,7 @@ "$type": "EditorLockComponent", "Id": 9452550092591643181 } - }, - "IsDependencyReady": true, - "IsRuntimeActive": true + } }, "Entity_[668782141875]": { "Id": "Entity_[668782141875]", @@ -647,15 +660,15 @@ "Component_[11384954117619258935]": { "$type": "EditorColliderComponent", "Id": 11384954117619258935, - "ShapeConfiguration": { - "ShapeType": 1 - }, "ColliderConfiguration": { "MaterialSelection": { "MaterialIds": [ {} ] } + }, + "ShapeConfiguration": { + "ShapeType": 1 } }, "Component_[11653223786701195962]": { @@ -672,15 +685,7 @@ 12.330456733703614, 3.711195230484009 ] - }, - "Cached World Transform": { - "Translation": [ - -1.3105955123901368, - 12.330456733703614, - 3.711195230484009 - ] - }, - "Cached World Transform Parent": "Entity_[356758116574]" + } }, "Component_[12724016572532454792]": { "$type": "AZ::Render::EditorMeshComponent", @@ -759,22 +764,40 @@ "materialSlots": [ { "id": { - "materialAssetId": { + "materialSlotStableId": 2418540911 + }, + "defaultMaterialAsset": { + "assetId": { "guid": "{593006BE-FE73-5A4B-A0A6-06C02EFFE458}", "subId": 2418540911 - } + }, + "loadBehavior": "PreLoad", + "assetHint": "objects/cube_cube_material_8207354365278159215.azmaterial" } - } + }, + {} ], "materialSlotsByLod": [ [ { "id": { "lodIndex": 0, - "materialAssetId": { + "materialSlotStableId": 2418540911 + }, + "defaultMaterialAsset": { + "assetId": { "guid": "{593006BE-FE73-5A4B-A0A6-06C02EFFE458}", "subId": 2418540911 - } + }, + "loadBehavior": "PreLoad", + "assetHint": "objects/cube_cube_material_8207354365278159215.azmaterial" + } + } + ], + [ + { + "id": { + "lodIndex": 0 } } ] @@ -791,9 +814,7 @@ "$type": "EditorLockComponent", "Id": 9452550092591643181 } - }, - "IsDependencyReady": true, - "IsRuntimeActive": true + } }, "Entity_[673077109171]": { "Id": "Entity_[673077109171]", @@ -802,15 +823,15 @@ "Component_[11384954117619258935]": { "$type": "EditorColliderComponent", "Id": 11384954117619258935, - "ShapeConfiguration": { - "ShapeType": 1 - }, "ColliderConfiguration": { "MaterialSelection": { "MaterialIds": [ {} ] } + }, + "ShapeConfiguration": { + "ShapeType": 1 } }, "Component_[11653223786701195962]": { @@ -827,15 +848,7 @@ 12.330456733703614, 2.646372079849243 ] - }, - "Cached World Transform": { - "Translation": [ - -1.3105955123901368, - 12.330456733703614, - 2.646372079849243 - ] - }, - "Cached World Transform Parent": "Entity_[356758116574]" + } }, "Component_[12724016572532454792]": { "$type": "AZ::Render::EditorMeshComponent", @@ -914,22 +927,40 @@ "materialSlots": [ { "id": { - "materialAssetId": { + "materialSlotStableId": 2418540911 + }, + "defaultMaterialAsset": { + "assetId": { "guid": "{593006BE-FE73-5A4B-A0A6-06C02EFFE458}", "subId": 2418540911 - } + }, + "loadBehavior": "PreLoad", + "assetHint": "objects/cube_cube_material_8207354365278159215.azmaterial" } - } + }, + {} ], "materialSlotsByLod": [ [ { "id": { "lodIndex": 0, - "materialAssetId": { + "materialSlotStableId": 2418540911 + }, + "defaultMaterialAsset": { + "assetId": { "guid": "{593006BE-FE73-5A4B-A0A6-06C02EFFE458}", "subId": 2418540911 - } + }, + "loadBehavior": "PreLoad", + "assetHint": "objects/cube_cube_material_8207354365278159215.azmaterial" + } + } + ], + [ + { + "id": { + "lodIndex": 0 } } ] @@ -946,92 +977,75 @@ "$type": "EditorLockComponent", "Id": 9452550092591643181 } - }, - "IsDependencyReady": true, - "IsRuntimeActive": true + } }, - "Entity_[1863191303392]": { - "Id": "Entity_[1863191303392]", - "Name": "Spawn On Server", + "Entity_[830977005898]": { + "Id": "Entity_[830977005898]", + "Name": "Camera", "Components": { - "Component_[11694963092145732257]": { - "$type": "EditorPendingCompositionComponent", - "Id": 11694963092145732257 - }, - "Component_[12168972718315127051]": { + "Component_[13707688659030262739]": { "$type": "EditorEntityIconComponent", - "Id": 12168972718315127051 - }, - "Component_[15194128185768259769]": { - "$type": "EditorLockComponent", - "Id": 15194128185768259769 + "Id": 13707688659030262739 }, - "Component_[15807254068344673462]": { + "Component_[15209981873132626600]": { "$type": "EditorVisibilityComponent", - "Id": 15807254068344673462 - }, - "Component_[16123618383967744353]": { - "$type": "EditorEntitySortComponent", - "Id": 16123618383967744353 + "Id": 15209981873132626600 }, - "Component_[17552782890585275482]": { + "Component_[154105298091518109]": { "$type": "EditorInspectorComponent", - "Id": 17552782890585275482 + "Id": 154105298091518109 }, - "Component_[495949337740718080]": { + "Component_[17443734220531699641]": { + "$type": "EditorOnlyEntityComponent", + "Id": 17443734220531699641 + }, + "Component_[2046025781821881524]": { + "$type": "EditorPendingCompositionComponent", + "Id": 2046025781821881524 + }, + "Component_[2763779754963209072]": { "$type": "{27F1E1A1-8D9D-4C3B-BD3A-AFB9762449C0} TransformComponent", - "Id": 495949337740718080, + "Id": 2763779754963209072, "Parent Entity": "Entity_[356758116574]", "Transform Data": { "Translate": [ - 11.002283096313477, - 6.703400611877441, - 12.253546714782717 - ] - }, - "Cached World Transform": { - "Translation": [ - 11.002283096313477, - 6.703400611877441, - 12.253546714782717 + 0.0, + -50.0, + 8.0 + ], + "Rotate": [ + 0.0, + 0.0, + -0.7674942016601563 ] - }, - "Cached World Transform Parent": "Entity_[356758116574]" - }, - "Component_[6471614284017878558]": { - "$type": "EditorOnlyEntityComponent", - "Id": 6471614284017878558 + } }, - "Component_[8728229503371540755]": { - "$type": "SelectionComponent", - "Id": 8728229503371540755 + "Component_[3970187958414398085]": { + "$type": "EditorLockComponent", + "Id": 3970187958414398085 }, - "Component_[9871950863787101514]": { + "Component_[6170729524149437702]": { "$type": "EditorDisabledCompositionComponent", - "Id": 9871950863787101514 - }, - "Component_[92855489511868459]": { - "$type": "GenericComponentWrapper", - "Id": 92855489511868459, - "m_template": { - "$type": "NetBindComponent" - } + "Id": 6170729524149437702 }, - "Component_[12802329719955739455]": { - "$type": "EditorScriptCanvasComponent", - "Id": 12802329719955739455, - "m_name": "SpawnIfAuthority", - "m_assetHolder": { - "m_asset": { - "assetId": { - "guid": "{B605AD71-0689-5650-B3F5-558D471B6351}" - }, - "assetHint": "scriptcanvas/spawnifauthority.scriptcanvas" + "Component_[7092071161962745685]": { + "$type": "{CA11DA46-29FF-4083-B5F6-E02C3A8C3A3D} EditorCameraComponent", + "Id": 7092071161962745685, + "Controller": { + "Configuration": { + "EditorEntityId": 15375043528419945729 } } + }, + "Component_[761453845518378274]": { + "$type": "SelectionComponent", + "Id": 761453845518378274 + }, + "Component_[9321193093942328270]": { + "$type": "EditorEntitySortComponent", + "Id": 9321193093942328270 } - }, - "IsDependencyReady": true + } } } } \ No newline at end of file From ed9bf00ac9c51e95c1f595940af6bb4e21dd8417 Mon Sep 17 00:00:00 2001 From: nggieber Date: Mon, 23 Aug 2021 11:23:06 -0700 Subject: [PATCH 32/64] Replace Lumberyard Beaver preview image with default O3DE image Signed-off-by: nggieber --- preview.png | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/preview.png b/preview.png index 2191a0ebc..82234dbf6 100644 --- a/preview.png +++ b/preview.png @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:a18fae4040a22d2bb359a8ca642b97bb8f6468eeb52e2826b3b029bd8f1350b6 -size 5466 +oid sha256:1cf8339fb51f82a68d2ab475c0476960e75a79d96d239c5b7cd272fbe4990ffe +size 2770 From 68591286e22bd6c74d41e0af4b6b1f0fc3a1e715 Mon Sep 17 00:00:00 2001 From: pereslav Date: Tue, 24 Aug 2021 14:07:07 +0100 Subject: [PATCH 33/64] Added overlap to Intersect. Build fix. Added shape configuration to IntersectFilter to support shapecasts and overlaps Signed-off-by: pereslav --- .../Components/NetworkHitVolumesComponent.cpp | 1 - Gem/Code/Source/Weapons/SceneQuery.cpp | 90 +++++++++++-------- Gem/Code/Source/Weapons/SceneQuery.h | 7 +- Gem/Code/Source/Weapons/WeaponGathers.cpp | 14 ++- Gem/Code/Source/Weapons/WeaponGathers.h | 10 +-- Gem/Code/Source/Weapons/WeaponTypes.cpp | 63 ++++++------- Gem/Code/Source/Weapons/WeaponTypes.h | 24 ++--- 7 files changed, 112 insertions(+), 97 deletions(-) diff --git a/Gem/Code/Source/Components/NetworkHitVolumesComponent.cpp b/Gem/Code/Source/Components/NetworkHitVolumesComponent.cpp index 03844a97e..66660ceaa 100644 --- a/Gem/Code/Source/Components/NetworkHitVolumesComponent.cpp +++ b/Gem/Code/Source/Components/NetworkHitVolumesComponent.cpp @@ -57,7 +57,6 @@ namespace MultiplayerSample if (m_physicsShape) { m_physicsShape->SetName(hitVolumeName); - m_physicsShape->SetCollisionLayer(AzPhysics::CollisionLayer::TouchBend); character->GetCharacter()->AttachShape(m_physicsShape); } } diff --git a/Gem/Code/Source/Weapons/SceneQuery.cpp b/Gem/Code/Source/Weapons/SceneQuery.cpp index 12b404ef1..329df4b1f 100644 --- a/Gem/Code/Source/Weapons/SceneQuery.cpp +++ b/Gem/Code/Source/Weapons/SceneQuery.cpp @@ -15,48 +15,38 @@ namespace MultiplayerSample { namespace SceneQuery { - static AZStd::shared_ptr GatherShapeToPhysicsShape(const GatherShape& gatherShape) + static AZStd::shared_ptr GatherShapeToPhysicsShape(const GatherShape& gatherShape, const IntersectFilter& filter) { - const float defaultValue = 1.0f; // TODO: Pass via gather params + if (gatherShape == GatherShape::Point) + { + // Point shape generally means a raycast, but we fall back to a small sphere in case if Overlap with Point type is requested. + const float pointSphereSize = 0.01f; + return AZStd::make_unique(pointSphereSize); + } + // AzPhysics Scene queries work with shared_ptr switch (gatherShape) { case GatherShape::Box: - return AZStd::make_unique(AZ::Vector3(defaultValue)); - break; + AZ_Assert(filter.m_shapeConfiguration->GetShapeType() == Physics::ShapeType::Box, "Shape configuration type must be Box"); + return AZStd::make_unique(*(azdynamic_cast(filter.m_shapeConfiguration))); case GatherShape::Sphere: - return AZStd::make_unique(defaultValue); - break; + AZ_Assert(filter.m_shapeConfiguration->GetShapeType() == Physics::ShapeType::Sphere, "Shape configuration type must be Sphere"); + return AZStd::make_unique(*(azdynamic_cast(filter.m_shapeConfiguration))); case GatherShape::Capsule: - return AZStd::make_unique(defaultValue, defaultValue); - break; + AZ_Assert(filter.m_shapeConfiguration->GetShapeType() == Physics::ShapeType::Capsule, "Shape configuration type must be Capsule"); + return AZStd::make_unique(*(azdynamic_cast(filter.m_shapeConfiguration))); default: AZ_Warning("", false, "Only box, sphere, and capsule conversions are supported."); - return nullptr; - } - - } - - static AzPhysics::SceneQuery::QueryType GetQueryTypeFromFilter(const IntersectFilter& filter) - { - // There's no "None" type for the scene query type, using "Static" by default. - AzPhysics::SceneQuery::QueryType queryType = AzPhysics::SceneQuery::QueryType::Static; - - if (filter.m_intersectStatic == HitStatic::Yes && filter.m_intersectDynamic == HitDynamic::Yes) - { - queryType = AzPhysics::SceneQuery::QueryType::StaticAndDynamic; - } - else if (filter.m_intersectDynamic == HitDynamic::Yes) - { - queryType = AzPhysics::SceneQuery::QueryType::Dynamic; } - return queryType; + return nullptr; } static void CollectHits(AzPhysics::SceneQueryHits& result, IntersectResults& outResults) { auto* networkEntityManager = AZ::Interface::Get(); + AZ_Assert(networkEntityManager, "Multiplayer entity manager must be initialized"); for (const AzPhysics::SceneQueryHit& hit : result.m_hits) { @@ -69,8 +59,11 @@ namespace MultiplayerSample } } - void WorldIntersect(const GatherShape& intersectShape, const IntersectFilter& filter, IntersectResults& outResults) + size_t WorldIntersect(const GatherShape& intersectShape, const IntersectFilter& filter, IntersectResults& outResults) { + AZ_Assert(intersectShape == GatherShape::Point || filter.m_shapeConfiguration != nullptr, + "Shape configuration must be provided for shape casts and overlap requests"); + auto* sceneInterface = AZ::Interface::Get(); AZ_Assert(sceneInterface, "Physics system must be initialized"); @@ -80,8 +73,6 @@ namespace MultiplayerSample auto* networkEntityManager = AZ::Interface::Get(); AZ_Assert(networkEntityManager, "Multiplayer entity manager must be initialized"); - AzPhysics::SceneQuery::QueryType queryType = GetQueryTypeFromFilter(filter); - auto ignoreEntitiesFilterCallback = [&filter, networkEntityManager](const AzPhysics::SimulatedBody* body, [[maybe_unused]] const Physics::Shape* shape) { @@ -105,34 +96,63 @@ namespace MultiplayerSample return AzPhysics::SceneQuery::QueryHitType::Touch; }; - if (intersectShape == GatherShape::Point) + const float maxSweepDistance = filter.m_sweep.GetLength(); + const bool shouldDoOverlap = (maxSweepDistance == 0); + + if (shouldDoOverlap) + { + // Interset queries with 0 length are considered Overlaps + AzPhysics::OverlapRequest request; + request.m_collisionGroup = filter.m_collisionGroup; + request.m_pose = filter.m_initialPose; + request.m_shapeConfiguration = GatherShapeToPhysicsShape(intersectShape, filter); + request.m_queryType = filter.m_queryType; + + // Overlap filter callback signature is slightly different from Ray/ShapeCast + // Have to wrap it into a pass-through lambda + request.m_filterCallback = [&ignoreEntitiesFilterCallback, &filter, + networkEntityManager](const AzPhysics::SimulatedBody* body, const Physics::Shape* shape) + { + return ignoreEntitiesFilterCallback(body, shape) == AzPhysics::SceneQuery::QueryHitType::None ? false : true; + }; + + AzPhysics::SceneQueryHits result = sceneInterface->QueryScene(sceneHandle, &request); + CollectHits(result, outResults); + } + else if (intersectShape == GatherShape::Point) { // Perform raycast AzPhysics::RayCastRequest request; request.m_collisionGroup = filter.m_collisionGroup; request.m_start = filter.m_initialPose.GetTranslation(); request.m_direction = filter.m_sweep.GetNormalized(); - request.m_distance = filter.m_sweep.GetLength(); - request.m_queryType = queryType; + request.m_distance = maxSweepDistance; + request.m_queryType = filter.m_queryType; request.m_filterCallback = AZStd::move(ignoreEntitiesFilterCallback); + request.m_reportMultipleHits = (filter.m_intersectMultiple == HitMultiple::Yes); AzPhysics::SceneQueryHits result = sceneInterface->QueryScene(sceneHandle, &request); CollectHits(result, outResults); } else { + // Perform shapecast AzPhysics::ShapeCastRequest request; request.m_collisionGroup = filter.m_collisionGroup; request.m_start = filter.m_initialPose; request.m_direction = filter.m_sweep.GetNormalized(); - request.m_distance = filter.m_sweep.GetLength(); - request.m_shapeConfiguration = GatherShapeToPhysicsShape(intersectShape); - request.m_queryType = queryType; + request.m_distance = maxSweepDistance; + request.m_shapeConfiguration = GatherShapeToPhysicsShape(intersectShape, filter); + request.m_queryType = filter.m_queryType; request.m_filterCallback = AZStd::move(ignoreEntitiesFilterCallback); + request.m_reportMultipleHits = (filter.m_intersectMultiple == HitMultiple::Yes); AzPhysics::SceneQueryHits result = sceneInterface->QueryScene(sceneHandle, &request); CollectHits(result, outResults); } + + + return outResults.size(); } } } diff --git a/Gem/Code/Source/Weapons/SceneQuery.h b/Gem/Code/Source/Weapons/SceneQuery.h index 8214d5abd..c69f02ed2 100644 --- a/Gem/Code/Source/Weapons/SceneQuery.h +++ b/Gem/Code/Source/Weapons/SceneQuery.h @@ -13,6 +13,11 @@ namespace MultiplayerSample { namespace SceneQuery { - void WorldIntersect(const GatherShape& intersectShape, const IntersectFilter& filter, IntersectResults& outResults); + //! Performs a world intersection query + //! @param intersectShape a convex shape to use for the intersection test (point, box, sphere, capsule) + //! @param filter parameters controlling whether the query is swept, how many entities to gather, world positions, and filtering information + //! @param a_OutResults result structure to store all relevant hits + //! @return the number of hits stored in the result structure + size_t WorldIntersect(const GatherShape& intersectShape, const IntersectFilter& filter, IntersectResults& outResults); } } diff --git a/Gem/Code/Source/Weapons/WeaponGathers.cpp b/Gem/Code/Source/Weapons/WeaponGathers.cpp index 79110acc8..fdb9c6f7b 100644 --- a/Gem/Code/Source/Weapons/WeaponGathers.cpp +++ b/Gem/Code/Source/Weapons/WeaponGathers.cpp @@ -21,16 +21,14 @@ namespace MultiplayerSample ( const AZ::Transform& initialPose, const AZ::Vector3& sweep, - HitStatic intersectStatic, - HitDynamic intersectDynamic, + AzPhysics::SceneQuery::QueryType queryType, HitMultiple intersectMultiple, const AzPhysics::CollisionGroup& collisionGroup, const NetEntityIdSet& filteredNetEntityIds ) : m_initialPose(initialPose) , m_sweep(sweep) - , m_intersectStatic(intersectStatic) - , m_intersectDynamic(intersectDynamic) + , m_queryType(queryType) , m_intersectMultiple(intersectMultiple) , m_collisionGroup(collisionGroup) , m_filteredNetEntityIds(filteredNetEntityIds) @@ -53,10 +51,10 @@ namespace MultiplayerSample const AZ::Transform& startTransform = eventData.m_initialTransform; const AZ::Vector3 sweep = eventData.m_targetPosition - startTransform.GetTranslation(); const HitMultiple hitMultiple = gatherParams.m_multiHit ? HitMultiple::Yes : HitMultiple::No; - const AzPhysics::CollisionGroup collisionGroup(gatherParams.m_hitMask); const GatherShape& intersectShape = gatherParams.m_gatherShape; + AzPhysics::CollisionGroup collisionGroup = AzPhysics::MakeCollisionGroup(gatherParams.m_collisionGroupId); - IntersectFilter filter(startTransform, sweep, HitStatic::Yes, HitDynamic::Yes, hitMultiple, collisionGroup, filteredNetEntityIds); + IntersectFilter filter(startTransform, sweep, AzPhysics::SceneQuery::QueryType::StaticAndDynamic, hitMultiple, collisionGroup, filteredNetEntityIds); SceneQuery::WorldIntersect(intersectShape, filter, outResults); DebugDraw::DebugDrawRequestBus::Broadcast @@ -100,7 +98,7 @@ namespace MultiplayerSample // Any such adjustments, estimates for how fast the bullet is spinning due to muzzle exit velocity and the rifling of the gun, air density, temperature, etc... const HitMultiple hitMultiple = gatherParams.m_multiHit ? HitMultiple::Yes : HitMultiple::No; - const AzPhysics::CollisionGroup collisionGroup(gatherParams.m_hitMask); + const AzPhysics::CollisionGroup collisionGroup = AzPhysics::MakeCollisionGroup(gatherParams.m_collisionGroupId); float currSegmentStartTime = inOutActiveShot.m_lifetimeSeconds; AZ::Vector3 currSegmentPosition = inOutActiveShot.m_initialTransform.GetTranslation() + (segmentStepOffset * currSegmentStartTime) + (gravity * 0.5f * currSegmentStartTime * currSegmentStartTime); @@ -113,7 +111,7 @@ namespace MultiplayerSample const AZ::Transform currSegTransform = AZ::Transform::CreateFromQuaternionAndTranslation(inOutActiveShot.m_initialTransform.GetRotation(), currSegmentPosition); const AZ::Vector3 segSweep = nextSegmentPosition - currSegmentPosition; - IntersectFilter filter(currSegTransform, segSweep, HitStatic::Yes, HitDynamic::Yes, hitMultiple, collisionGroup, filteredNetEntityIds); + IntersectFilter filter(currSegTransform, segSweep, AzPhysics::SceneQuery::QueryType::StaticAndDynamic, hitMultiple, collisionGroup, filteredNetEntityIds); SceneQuery::WorldIntersect(gatherParams.m_gatherShape, filter, outResults); DebugDraw::DebugDrawRequestBus::Broadcast diff --git a/Gem/Code/Source/Weapons/WeaponGathers.h b/Gem/Code/Source/Weapons/WeaponGathers.h index c12d6c279..ff1b84b86 100644 --- a/Gem/Code/Source/Weapons/WeaponGathers.h +++ b/Gem/Code/Source/Weapons/WeaponGathers.h @@ -15,8 +15,6 @@ namespace MultiplayerSample { typedef AZStd::unordered_set NetEntityIdSet; - enum class HitStatic { No, Yes }; - enum class HitDynamic { No, Yes }; enum class HitMultiple { No, Yes }; enum class ShotResult @@ -33,8 +31,7 @@ namespace MultiplayerSample ( const AZ::Transform& initialPose, const AZ::Vector3& sweep, - HitStatic intersectStatic, - HitDynamic intersectDynamic, + AzPhysics::SceneQuery::QueryType queryType, HitMultiple intersectMultiple, const AzPhysics::CollisionGroup& collisionGroup, const NetEntityIdSet& filteredEntityIds @@ -43,11 +40,12 @@ namespace MultiplayerSample Multiplayer::HostFrameId m_rewindFrameId = Multiplayer::InvalidHostFrameId; // If an entity is dynamic, it must be synced to this frameId to pass intersect testing AZ::Transform m_initialPose; AZ::Vector3 m_sweep; - HitStatic m_intersectStatic; - HitDynamic m_intersectDynamic; + AzPhysics::SceneQuery::QueryType m_queryType; // Intersect static, dynamic or both + HitMultiple m_intersectMultiple; NetEntityIdSet m_filteredNetEntityIds; AzPhysics::CollisionGroup m_collisionGroup; + Physics::ShapeConfiguration* m_shapeConfiguration = nullptr; // Shape configuration for shape casts and overlaps IntersectFilter& operator=(const IntersectFilter&) = delete; }; diff --git a/Gem/Code/Source/Weapons/WeaponTypes.cpp b/Gem/Code/Source/Weapons/WeaponTypes.cpp index 8ca667712..6bcdd9bf5 100644 --- a/Gem/Code/Source/Weapons/WeaponTypes.cpp +++ b/Gem/Code/Source/Weapons/WeaponTypes.cpp @@ -9,7 +9,6 @@ #include #include #include -#include "AzFramework/Physics/CollisionBus.h" namespace MultiplayerSample { @@ -166,17 +165,6 @@ namespace MultiplayerSample } } - bool GatherParams::Serialize(AzNetworking::ISerializer& serializer) - { - return serializer.Serialize(m_gatherShape, "GatherShape") - && serializer.Serialize(m_castDistance, "CastDistance") - && serializer.Serialize(m_castAngle, "CastAngle") - && serializer.Serialize(m_travelSpeed, "TravelSpeed") - && serializer.Serialize(m_multiHit, "Multihit") - && serializer.Serialize(m_bulletDrop, "BulletDrop") - && serializer.Serialize(m_hitMask, "HitMask"); - } - void GatherParams::Reflect(AZ::ReflectContext* context) { AZ::SerializeContext* serializeContext = azrtti_cast(context); @@ -190,8 +178,10 @@ namespace MultiplayerSample ->Field("TravelSpeed", &GatherParams::m_travelSpeed) ->Field("Multihit", &GatherParams::m_multiHit) ->Field("BulletDrop", &GatherParams::m_bulletDrop) - ->Field("HitMask", &GatherParams::m_hitMask) - ->Field("EditorCollisionGroupId", &GatherParams::m_editorCollisionGroupId) + ->Field("EditorCollisionGroupId", &GatherParams::m_collisionGroupId) + ->Field("Sphere", &GatherParams::m_sphere) + ->Field("Box", &GatherParams::m_box) + ->Field("Capsule", &GatherParams::m_capsule) ; AZ::EditContext* editContext = serializeContext->GetEditContext(); @@ -200,24 +190,40 @@ namespace MultiplayerSample editContext->Class("GatherParams", "Parameters that control entity gathers on weapon or projectile activates") ->ClassElement(AZ::Edit::ClassElements::EditorData, "") ->DataElement(AZ::Edit::UIHandlers::ComboBox, &GatherParams::m_gatherShape, "GatherShape", "The shape of the primitive to use for intersect queries during gathers") + ->Attribute(AZ::Edit::Attributes::ChangeNotify, AZ::Edit::PropertyRefreshLevels::EntireTree) + ->DataElement(AZ::Edit::UIHandlers::Default, &GatherParams::m_sphere, "Sphere", "Configuration of sphere shape") + ->Attribute(AZ::Edit::Attributes::Visibility, &GatherParams::IsSphereConfig) + + ->DataElement(AZ::Edit::UIHandlers::Default, &GatherParams::m_box, "Box", "Configuration of box shape") + ->Attribute(AZ::Edit::Attributes::Visibility, &GatherParams::IsBoxConfig) + + ->DataElement(AZ::Edit::UIHandlers::Default, &GatherParams::m_capsule, "Capsule", "Configuration of capsule shape") + ->Attribute(AZ::Edit::Attributes::Visibility, &GatherParams::IsCapsuleConfig) + ->DataElement(AZ::Edit::UIHandlers::Default, &GatherParams::m_castDistance, "CastDistance", "The cast distance or gather radius to use on hit or activate") ->DataElement(AZ::Edit::UIHandlers::Default, &GatherParams::m_castAngle, "CastAngle", "The cast/gather angle to use on hit or activate") ->DataElement(AZ::Edit::UIHandlers::Default, &GatherParams::m_travelSpeed, "TravelSpeed", "The 'speed' the cast should travel at for weapons that require target leading, 0 == instant hit (not projectile speed for projectile weapons!)") ->DataElement(AZ::Edit::UIHandlers::Default, &GatherParams::m_multiHit, "Multihit", "If true, the gather will not stop at the first entity hit, and will continue gathering entities until blocked by blocker geo") ->DataElement(AZ::Edit::UIHandlers::Default, &GatherParams::m_bulletDrop, "BulletDrop", "If true, the gather shape will follow a parabolic arc simulating gravity") - ->DataElement(AZ::Edit::UIHandlers::Default, &GatherParams::m_editorCollisionGroupId, "EditorCollisionGroupId", "The collision group hit mask for this weapon") - ->Attribute(AZ::Edit::Attributes::ChangeNotify, &GatherParams::OnCollisionGroupChanged) + ->DataElement(AZ::Edit::UIHandlers::Default, &GatherParams::m_collisionGroupId, "CollisionGroup", "The collision group hit mask for this weapon") ; } } } - void GatherParams::OnCollisionGroupChanged() + bool GatherParams::IsSphereConfig() const { - AzPhysics::CollisionGroup collisionGroup; - Physics::CollisionRequestBus::BroadcastResult( - collisionGroup, &Physics::CollisionRequests::GetCollisionGroupById, m_editorCollisionGroupId); - m_hitMask = collisionGroup.GetMask(); + return m_gatherShape == GatherShape::Sphere; + } + + bool GatherParams::IsBoxConfig() const + { + return m_gatherShape == GatherShape::Box; + } + + bool GatherParams::IsCapsuleConfig() const + { + return m_gatherShape == GatherShape::Capsule; } bool HitEffect::Serialize(AzNetworking::ISerializer& serializer) @@ -250,21 +256,6 @@ namespace MultiplayerSample } } - bool WeaponParams::Serialize(AzNetworking::ISerializer& serializer) - { - return serializer.Serialize(m_weaponType, "WeaponType") - && serializer.Serialize(m_locallyPredicted, "LocallyPredicted") - && serializer.Serialize(m_cooldownTimeMs, "CooldownTimeMs") - && serializer.Serialize(m_animFlag, "AnimFlag") - && serializer.Serialize(m_activateFx, "ActivateFx") - && serializer.Serialize(m_impactFx, "ImpactFx") - && serializer.Serialize(m_damageFx, "DamageFx") - && serializer.Serialize(m_projectileAsset, "ProjectileAsset") - && serializer.Serialize(m_ammoMaterialType, "AmmoMaterialType") - && serializer.Serialize(m_gatherParams, "GatherParams") - && serializer.Serialize(m_damageEffect, "DamageEffect"); - } - void WeaponParams::Reflect(AZ::ReflectContext* context) { AZ::SerializeContext* serializeContext = azrtti_cast(context); diff --git a/Gem/Code/Source/Weapons/WeaponTypes.h b/Gem/Code/Source/Weapons/WeaponTypes.h index 605699ed5..a454a6b9c 100644 --- a/Gem/Code/Source/Weapons/WeaponTypes.h +++ b/Gem/Code/Source/Weapons/WeaponTypes.h @@ -10,6 +10,7 @@ #include #include #include +#include namespace MultiplayerSample { @@ -76,7 +77,7 @@ namespace MultiplayerSample //! Parameters that control client effect spawning. struct ClientEffect { - AZ_RTTI(ClientEffect, "{B0B4E78C-51EC-4103-BC57-4C54ED36E3DB}"); + AZ_TYPE_INFO(ClientEffect, "{B0B4E78C-51EC-4103-BC57-4C54ED36E3DB}"); AssetStringType m_effectName; // The effect to play upon weapon hit confirmation float m_lifespan = 1.0f; // The lifespan value to provide the effects manager @@ -90,26 +91,30 @@ namespace MultiplayerSample //! Parameters that control entity gathers on weapon or projectile activates. struct GatherParams { - AZ_RTTI(GatherParams, "{A20999EE-8A32-4C85-B93B-FFBD0D795A58}"); + AZ_TYPE_INFO(GatherParams, "{A20999EE-8A32-4C85-B93B-FFBD0D795A58}"); - GatherShape m_gatherShape; // The shape of the primitive to use for intersect queries during gathers + GatherShape m_gatherShape = GatherShape::Point; // The shape of the primitive to use for intersect queries during gathers float m_castDistance = 1.0f; // The cast distance or gather radius to use on hit or activate float m_castAngle = 0.0f; // The cast/gather angle to use on hit or activate float m_travelSpeed = 0.0f; // The 'speed' the cast should travel at for weapons that require target leading, 0 == instant hit (not projectile speed for projectile weapons!) bool m_multiHit = false; // If true, the gather will not stop at the first entity hit, and will continue gathering entities until blocked by blocker geo bool m_bulletDrop = true; // If true, the gather shape will follow a parabolic arc simulating gravity - uint64_t m_hitMask = 0; // The hit mask for this weapon - AzPhysics::CollisionGroups::Id m_editorCollisionGroupId; // Editor reflection of CollisionGroups works only with UUID. This is Editor-only data and is not serialized over network. - bool Serialize(AzNetworking::ISerializer& serializer); + AzPhysics::CollisionGroups::Id m_collisionGroupId; // Collision group hit mask ID + Physics::SphereShapeConfiguration m_sphere; // Configuration of the sphere shape (radius) + Physics::BoxShapeConfiguration m_box; // Configuration of the box shape (dimensions) + Physics::CapsuleShapeConfiguration m_capsule; // Configuration of the capsule shape (height & radius) + static void Reflect(AZ::ReflectContext* context); - void OnCollisionGroupChanged(); + bool IsSphereConfig() const; + bool IsBoxConfig() const; + bool IsCapsuleConfig() const; }; //! Parameters controlling hit effect application and falloff, HitMagnitude * ((HitFalloff * (1 - Distance / MaxDistance)) ^ HitExponent). //! Note that if you were wanting to implement melee mechanics, you might want additional attributes about stuns, knockbacks, etc.. here struct HitEffect { - AZ_RTTI(HitEffect, "{24233666-5726-4DDA-8CB5-6859CFC4F7C2}"); + AZ_TYPE_INFO(HitEffect, "{24233666-5726-4DDA-8CB5-6859CFC4F7C2}"); float m_hitMagnitude = 0.0f; // Base status amount to apply to hit entities float m_hitFalloff = 1.0f; // Distance scalar to apply to hit entities @@ -122,7 +127,7 @@ namespace MultiplayerSample //! Parameters that control the behaviour of a weapon. struct WeaponParams { - AZ_RTTI(WeaponParams, "{935FCBEB-F636-4D30-AB85-A1B225EA953F}"); + AZ_TYPE_INFO(WeaponParams, "{935FCBEB-F636-4D30-AB85-A1B225EA953F}"); WeaponType m_weaponType = WeaponType::None; // The type of this weapon AZ::TimeMs m_cooldownTimeMs = AZ::TimeMs{ 0 }; // The number of milliseconds needed before the weapon can activate again @@ -136,7 +141,6 @@ namespace MultiplayerSample HitEffect m_damageEffect; // Parameters controlling damage distribution on hit bool m_locallyPredicted = true; // Whether or not this weapon is locally predicted or waits round trip to display on a client - bool Serialize(AzNetworking::ISerializer& serializer); static void Reflect(AZ::ReflectContext* context); }; From 060a223d50ca8a7a4e4af631580bd6af0b9d06de Mon Sep 17 00:00:00 2001 From: pereslav Date: Tue, 24 Aug 2021 16:04:59 +0100 Subject: [PATCH 34/64] Fixed function name Signed-off-by: pereslav --- Gem/Code/Source/Weapons/WeaponGathers.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/Gem/Code/Source/Weapons/WeaponGathers.cpp b/Gem/Code/Source/Weapons/WeaponGathers.cpp index fdb9c6f7b..919b47d2d 100644 --- a/Gem/Code/Source/Weapons/WeaponGathers.cpp +++ b/Gem/Code/Source/Weapons/WeaponGathers.cpp @@ -52,7 +52,7 @@ namespace MultiplayerSample const AZ::Vector3 sweep = eventData.m_targetPosition - startTransform.GetTranslation(); const HitMultiple hitMultiple = gatherParams.m_multiHit ? HitMultiple::Yes : HitMultiple::No; const GatherShape& intersectShape = gatherParams.m_gatherShape; - AzPhysics::CollisionGroup collisionGroup = AzPhysics::MakeCollisionGroup(gatherParams.m_collisionGroupId); + AzPhysics::CollisionGroup collisionGroup = AzPhysics::GetCollisionGroupById(gatherParams.m_collisionGroupId); IntersectFilter filter(startTransform, sweep, AzPhysics::SceneQuery::QueryType::StaticAndDynamic, hitMultiple, collisionGroup, filteredNetEntityIds); SceneQuery::WorldIntersect(intersectShape, filter, outResults); @@ -98,7 +98,7 @@ namespace MultiplayerSample // Any such adjustments, estimates for how fast the bullet is spinning due to muzzle exit velocity and the rifling of the gun, air density, temperature, etc... const HitMultiple hitMultiple = gatherParams.m_multiHit ? HitMultiple::Yes : HitMultiple::No; - const AzPhysics::CollisionGroup collisionGroup = AzPhysics::MakeCollisionGroup(gatherParams.m_collisionGroupId); + const AzPhysics::CollisionGroup collisionGroup = AzPhysics::GetCollisionGroupById(gatherParams.m_collisionGroupId); float currSegmentStartTime = inOutActiveShot.m_lifetimeSeconds; AZ::Vector3 currSegmentPosition = inOutActiveShot.m_initialTransform.GetTranslation() + (segmentStepOffset * currSegmentStartTime) + (gravity * 0.5f * currSegmentStartTime * currSegmentStartTime); From fdbf28bd41ddb317fb2b6900bf9c6234bb1ea2a5 Mon Sep 17 00:00:00 2001 From: pereslav Date: Tue, 24 Aug 2021 18:27:32 +0100 Subject: [PATCH 35/64] Added passing shape configuration from WeaponGather to scene queries Signed-off-by: pereslav --- Gem/Code/Source/Weapons/SceneQuery.cpp | 6 +++--- Gem/Code/Source/Weapons/WeaponGathers.cpp | 10 +++++++--- Gem/Code/Source/Weapons/WeaponGathers.h | 5 +++-- Gem/Code/Source/Weapons/WeaponTypes.cpp | 15 +++++++++++++++ Gem/Code/Source/Weapons/WeaponTypes.h | 1 + 5 files changed, 29 insertions(+), 8 deletions(-) diff --git a/Gem/Code/Source/Weapons/SceneQuery.cpp b/Gem/Code/Source/Weapons/SceneQuery.cpp index 329df4b1f..543917a87 100644 --- a/Gem/Code/Source/Weapons/SceneQuery.cpp +++ b/Gem/Code/Source/Weapons/SceneQuery.cpp @@ -29,13 +29,13 @@ namespace MultiplayerSample { case GatherShape::Box: AZ_Assert(filter.m_shapeConfiguration->GetShapeType() == Physics::ShapeType::Box, "Shape configuration type must be Box"); - return AZStd::make_unique(*(azdynamic_cast(filter.m_shapeConfiguration))); + return AZStd::make_unique(*(azdynamic_cast(filter.m_shapeConfiguration))); case GatherShape::Sphere: AZ_Assert(filter.m_shapeConfiguration->GetShapeType() == Physics::ShapeType::Sphere, "Shape configuration type must be Sphere"); - return AZStd::make_unique(*(azdynamic_cast(filter.m_shapeConfiguration))); + return AZStd::make_unique(*(azdynamic_cast(filter.m_shapeConfiguration))); case GatherShape::Capsule: AZ_Assert(filter.m_shapeConfiguration->GetShapeType() == Physics::ShapeType::Capsule, "Shape configuration type must be Capsule"); - return AZStd::make_unique(*(azdynamic_cast(filter.m_shapeConfiguration))); + return AZStd::make_unique(*(azdynamic_cast(filter.m_shapeConfiguration))); default: AZ_Warning("", false, "Only box, sphere, and capsule conversions are supported."); } diff --git a/Gem/Code/Source/Weapons/WeaponGathers.cpp b/Gem/Code/Source/Weapons/WeaponGathers.cpp index 919b47d2d..8de140e96 100644 --- a/Gem/Code/Source/Weapons/WeaponGathers.cpp +++ b/Gem/Code/Source/Weapons/WeaponGathers.cpp @@ -24,7 +24,8 @@ namespace MultiplayerSample AzPhysics::SceneQuery::QueryType queryType, HitMultiple intersectMultiple, const AzPhysics::CollisionGroup& collisionGroup, - const NetEntityIdSet& filteredNetEntityIds + const NetEntityIdSet& filteredNetEntityIds, + const Physics::ShapeConfiguration* shapeConfiguration ) : m_initialPose(initialPose) , m_sweep(sweep) @@ -32,6 +33,7 @@ namespace MultiplayerSample , m_intersectMultiple(intersectMultiple) , m_collisionGroup(collisionGroup) , m_filteredNetEntityIds(filteredNetEntityIds) + , m_shapeConfiguration(shapeConfiguration) { Multiplayer::INetworkTime* networkTime = Multiplayer::GetNetworkTime(); if (networkTime->IsTimeRewound()) @@ -54,7 +56,8 @@ namespace MultiplayerSample const GatherShape& intersectShape = gatherParams.m_gatherShape; AzPhysics::CollisionGroup collisionGroup = AzPhysics::GetCollisionGroupById(gatherParams.m_collisionGroupId); - IntersectFilter filter(startTransform, sweep, AzPhysics::SceneQuery::QueryType::StaticAndDynamic, hitMultiple, collisionGroup, filteredNetEntityIds); + IntersectFilter filter(startTransform, sweep, AzPhysics::SceneQuery::QueryType::StaticAndDynamic, hitMultiple, + collisionGroup, filteredNetEntityIds, gatherParams.GetCurrentShapeConfiguration()); SceneQuery::WorldIntersect(intersectShape, filter, outResults); DebugDraw::DebugDrawRequestBus::Broadcast @@ -111,7 +114,8 @@ namespace MultiplayerSample const AZ::Transform currSegTransform = AZ::Transform::CreateFromQuaternionAndTranslation(inOutActiveShot.m_initialTransform.GetRotation(), currSegmentPosition); const AZ::Vector3 segSweep = nextSegmentPosition - currSegmentPosition; - IntersectFilter filter(currSegTransform, segSweep, AzPhysics::SceneQuery::QueryType::StaticAndDynamic, hitMultiple, collisionGroup, filteredNetEntityIds); + IntersectFilter filter(currSegTransform, segSweep, AzPhysics::SceneQuery::QueryType::StaticAndDynamic, + hitMultiple, collisionGroup, filteredNetEntityIds, gatherParams.GetCurrentShapeConfiguration()); SceneQuery::WorldIntersect(gatherParams.m_gatherShape, filter, outResults); DebugDraw::DebugDrawRequestBus::Broadcast diff --git a/Gem/Code/Source/Weapons/WeaponGathers.h b/Gem/Code/Source/Weapons/WeaponGathers.h index ff1b84b86..9c09c0d1f 100644 --- a/Gem/Code/Source/Weapons/WeaponGathers.h +++ b/Gem/Code/Source/Weapons/WeaponGathers.h @@ -34,7 +34,8 @@ namespace MultiplayerSample AzPhysics::SceneQuery::QueryType queryType, HitMultiple intersectMultiple, const AzPhysics::CollisionGroup& collisionGroup, - const NetEntityIdSet& filteredEntityIds + const NetEntityIdSet& filteredEntityIds, + const Physics::ShapeConfiguration* shapeConfiguration = nullptr ); Multiplayer::HostFrameId m_rewindFrameId = Multiplayer::InvalidHostFrameId; // If an entity is dynamic, it must be synced to this frameId to pass intersect testing @@ -45,7 +46,7 @@ namespace MultiplayerSample HitMultiple m_intersectMultiple; NetEntityIdSet m_filteredNetEntityIds; AzPhysics::CollisionGroup m_collisionGroup; - Physics::ShapeConfiguration* m_shapeConfiguration = nullptr; // Shape configuration for shape casts and overlaps + const Physics::ShapeConfiguration* m_shapeConfiguration = nullptr; // Shape configuration for shape casts and overlaps IntersectFilter& operator=(const IntersectFilter&) = delete; }; diff --git a/Gem/Code/Source/Weapons/WeaponTypes.cpp b/Gem/Code/Source/Weapons/WeaponTypes.cpp index 6bcdd9bf5..bed39083b 100644 --- a/Gem/Code/Source/Weapons/WeaponTypes.cpp +++ b/Gem/Code/Source/Weapons/WeaponTypes.cpp @@ -226,6 +226,21 @@ namespace MultiplayerSample return m_gatherShape == GatherShape::Capsule; } + const Physics::ShapeConfiguration* GatherParams::GetCurrentShapeConfiguration() const + { + switch(m_gatherShape) + { + case GatherShape::Box: + return &m_box; + case GatherShape::Sphere: + return &m_sphere; + case GatherShape::Capsule: + return &m_capsule; + default: + return nullptr; + } + } + bool HitEffect::Serialize(AzNetworking::ISerializer& serializer) { return serializer.Serialize(m_hitMagnitude, "HitMagnitude") diff --git a/Gem/Code/Source/Weapons/WeaponTypes.h b/Gem/Code/Source/Weapons/WeaponTypes.h index a454a6b9c..8c4bdb253 100644 --- a/Gem/Code/Source/Weapons/WeaponTypes.h +++ b/Gem/Code/Source/Weapons/WeaponTypes.h @@ -108,6 +108,7 @@ namespace MultiplayerSample bool IsSphereConfig() const; bool IsBoxConfig() const; bool IsCapsuleConfig() const; + const Physics::ShapeConfiguration* GetCurrentShapeConfiguration() const; }; //! Parameters controlling hit effect application and falloff, HitMagnitude * ((HitFalloff * (1 - Distance / MaxDistance)) ^ HitExponent). From 2b14fab693e47e08028a1f1d6a7d9271896ab3de Mon Sep 17 00:00:00 2001 From: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com> Date: Wed, 25 Aug 2021 17:56:11 -0700 Subject: [PATCH 36/64] fix for some unused variables/captures (#57) * warn fixes Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com> * warn fix Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com> --- Gem/Code/Source/Components/NetworkWeaponsComponent.cpp | 1 - Gem/Code/Source/Weapons/SceneQuery.cpp | 3 +-- 2 files changed, 1 insertion(+), 3 deletions(-) diff --git a/Gem/Code/Source/Components/NetworkWeaponsComponent.cpp b/Gem/Code/Source/Components/NetworkWeaponsComponent.cpp index 88ebbd254..be57a97b6 100644 --- a/Gem/Code/Source/Components/NetworkWeaponsComponent.cpp +++ b/Gem/Code/Source/Components/NetworkWeaponsComponent.cpp @@ -227,7 +227,6 @@ namespace MultiplayerSample const AZ::Transform transform = AZ::Transform::CreateFromQuaternionAndTranslation(orientation, position); ActivateEvent activateEvent{ transform, fireParams.m_targetPosition, GetNetEntityId(), Multiplayer::InvalidNetEntityId }; - const bool isReplay = GetNetBindComponent()->IsReprocessingInput(); bool dispatchHitEvents = weapon->GetParams().m_locallyPredicted; bool dispatchActivateEvents = weapon->GetParams().m_locallyPredicted; bool skipGathers = false; diff --git a/Gem/Code/Source/Weapons/SceneQuery.cpp b/Gem/Code/Source/Weapons/SceneQuery.cpp index 543917a87..d691ee07c 100644 --- a/Gem/Code/Source/Weapons/SceneQuery.cpp +++ b/Gem/Code/Source/Weapons/SceneQuery.cpp @@ -110,8 +110,7 @@ namespace MultiplayerSample // Overlap filter callback signature is slightly different from Ray/ShapeCast // Have to wrap it into a pass-through lambda - request.m_filterCallback = [&ignoreEntitiesFilterCallback, &filter, - networkEntityManager](const AzPhysics::SimulatedBody* body, const Physics::Shape* shape) + request.m_filterCallback = [&ignoreEntitiesFilterCallback](const AzPhysics::SimulatedBody* body, const Physics::Shape* shape) { return ignoreEntitiesFilterCallback(body, shape) == AzPhysics::SceneQuery::QueryHitType::None ? false : true; }; From 97cbed4c3dc47332084fc664e59a63f555eab3ec Mon Sep 17 00:00:00 2001 From: pereslav Date: Fri, 27 Aug 2021 17:13:47 +0100 Subject: [PATCH 37/64] Removed weapon cylinder type as it's not supported by physics at the moment Signed-off-by: pereslav --- Gem/Code/Source/Weapons/WeaponTypes.cpp | 3 --- Gem/Code/Source/Weapons/WeaponTypes.h | 1 - 2 files changed, 4 deletions(-) diff --git a/Gem/Code/Source/Weapons/WeaponTypes.cpp b/Gem/Code/Source/Weapons/WeaponTypes.cpp index bed39083b..f8cc8c742 100644 --- a/Gem/Code/Source/Weapons/WeaponTypes.cpp +++ b/Gem/Code/Source/Weapons/WeaponTypes.cpp @@ -48,8 +48,6 @@ namespace MultiplayerSample return "Box"; case GatherShape::Sphere: return "Sphere"; - case GatherShape::Cylinder: - return "Cylinder"; case GatherShape::Capsule: return "Capsule"; } @@ -116,7 +114,6 @@ namespace MultiplayerSample ->Value("Point", GatherShape::Point) ->Value("Box", GatherShape::Box) ->Value("Sphere", GatherShape::Sphere) - ->Value("Cylinder", GatherShape::Cylinder) ->Value("Capsule", GatherShape::Capsule); editContext->Enum("GatherDirection", "Different types of entity gather directions") diff --git a/Gem/Code/Source/Weapons/WeaponTypes.h b/Gem/Code/Source/Weapons/WeaponTypes.h index 8c4bdb253..022e598e8 100644 --- a/Gem/Code/Source/Weapons/WeaponTypes.h +++ b/Gem/Code/Source/Weapons/WeaponTypes.h @@ -47,7 +47,6 @@ namespace MultiplayerSample Point, // Gather entities that intersect a line-cast ending at the first hit Box, // Gather entities that intersect a line-cast Sphere, // Gather entities that fall within a spherical radius - Cylinder, // Gather entities that intersect with a cylinder Capsule // Gather entities that intersect with a capsule }; const char* GetEnumString(GatherShape value); From a4e4e52e0e32d16e2911417af32accd0a1d590ae Mon Sep 17 00:00:00 2001 From: kberg-amzn Date: Mon, 30 Aug 2021 12:25:24 -0700 Subject: [PATCH 38/64] Activation params now correctly replicate, removes some debug code Signed-off-by: kberg-amzn --- .../Components/NetworkWeaponsComponent.cpp | 211 ++++++++++++++---- Gem/Code/Source/Weapons/SceneQuery.cpp | 2 +- Gem/Code/Source/Weapons/WeaponTypes.cpp | 2 +- Prefabs/Player.prefab | 6 +- 4 files changed, 172 insertions(+), 49 deletions(-) diff --git a/Gem/Code/Source/Components/NetworkWeaponsComponent.cpp b/Gem/Code/Source/Components/NetworkWeaponsComponent.cpp index be57a97b6..aba841745 100644 --- a/Gem/Code/Source/Components/NetworkWeaponsComponent.cpp +++ b/Gem/Code/Source/Components/NetworkWeaponsComponent.cpp @@ -28,8 +28,16 @@ namespace MultiplayerSample NetworkWeaponsComponentBase::Reflect(context); } + NetworkWeaponsComponent::NetworkWeaponsComponent() + : NetworkWeaponsComponentBase() + , m_activationCountHandler([this](int32_t index, uint8_t value) { OnUpdateActivationCounts(index, value); }) + { + ; + } + void NetworkWeaponsComponent::OnInit() { + AZStd::uninitialized_fill_n(m_fireBoneJointIds.data(), MaxWeaponsPerComponent, InvalidBoneId); } void NetworkWeaponsComponent::OnActivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating) @@ -47,6 +55,11 @@ namespace MultiplayerSample m_weapons[weaponIndex] = AZStd::move(CreateWeapon(constructParams)); } + if (IsNetEntityRoleClient()) + { + ActivationCountsAddEvent(m_activationCountHandler); + } + if (m_debugDraw == nullptr) { m_debugDraw = DebugDraw::DebugDrawRequestBus::FindFirstHandler(); @@ -55,10 +68,45 @@ namespace MultiplayerSample void NetworkWeaponsComponent::OnDeactivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating) { + ; } - void NetworkWeaponsComponent::HandleSendConfirmHit([[maybe_unused]] AzNetworking::IConnection* invokingConnection, [[maybe_unused]] const WeaponIndex& WeaponIndex, [[maybe_unused]] const HitEvent& HitEvent) + void NetworkWeaponsComponent::HandleSendConfirmHit([[maybe_unused]] AzNetworking::IConnection* invokingConnection, const WeaponIndex& weaponIndex, const HitEvent& hitEvent) { + if (GetWeapon(weaponIndex) == nullptr) + { + AZLOG_ERROR("Got confirmed hit for null weapon index"); + return; + } + + WeaponHitInfo weaponHitInfo(*GetWeapon(weaponIndex), hitEvent); + OnWeaponConfirmHit(weaponHitInfo); + } + + void NetworkWeaponsComponent::ActivateWeaponWithParams(WeaponIndex weaponIndex, WeaponState& weaponState, const FireParams& fireParams, bool validateActivations) + { + const uint32_t weaponIndexInt = aznumeric_cast(weaponIndex); + + // Temp hack for weapon firing due to late ebus binding in 1.14 + if (m_fireBoneJointIds[weaponIndexInt] == InvalidBoneId) + { + const char* fireBoneName = GetFireBoneNames(weaponIndexInt).c_str(); + m_fireBoneJointIds[weaponIndexInt] = GetNetworkAnimationComponent()->GetBoneIdByName(fireBoneName); + } + + AZ::Transform fireBoneTransform; + if (!GetNetworkAnimationComponent()->GetJointTransformById(m_fireBoneJointIds[weaponIndexInt], fireBoneTransform)) + { + AZLOG_WARN("Failed to get transform for fire bone %s, joint Id %u", GetFireBoneNames(weaponIndexInt).c_str(), m_fireBoneJointIds[weaponIndexInt]); + } + + const AZ::Vector3 position = fireBoneTransform.GetTranslation(); + const AZ::Quaternion orientation = AZ::Quaternion::CreateShortestArc(AZ::Vector3::CreateAxisX(), (fireParams.m_targetPosition - position).GetNormalized()); + const AZ::Transform transform = AZ::Transform::CreateFromQuaternionAndTranslation(orientation, position); + ActivateEvent activateEvent{ transform, fireParams.m_targetPosition, GetNetEntityId(), Multiplayer::InvalidNetEntityId }; + + IWeapon* weapon = GetWeapon(weaponIndex); + weapon->Activate(weaponState, GetEntityHandle(), activateEvent, validateActivations); } IWeapon* NetworkWeaponsComponent::GetWeapon(WeaponIndex weaponIndex) const @@ -68,12 +116,18 @@ namespace MultiplayerSample void NetworkWeaponsComponent::OnWeaponActivate([[maybe_unused]] const WeaponActivationInfo& activationInfo) { + // If we're replaying inputs then early out + if (GetNetBindComponent()->IsReprocessingInput()) + { + return; + } + if (cl_WeaponsDrawDebug && m_debugDraw) { m_debugDraw->DrawSphereAtLocation ( activationInfo.m_activateEvent.m_initialTransform.GetTranslation(), - 0.5f, + 0.25f, AZ::Colors::GreenYellow, 10.0f ); @@ -81,18 +135,49 @@ namespace MultiplayerSample m_debugDraw->DrawSphereAtLocation ( activationInfo.m_activateEvent.m_targetPosition, - 0.5f, + 0.25f, AZ::Colors::Crimson, 10.0f ); } } - void NetworkWeaponsComponent::OnWeaponPredictHit([[maybe_unused]] const WeaponHitInfo& hitInfo) + void NetworkWeaponsComponent::OnWeaponPredictHit(const WeaponHitInfo& hitInfo) { + // If we're replaying inputs then early out + if (GetNetBindComponent()->IsReprocessingInput()) + { + return; + } + + for (uint32_t i = 0; i < hitInfo.m_hitEvent.m_hitEntities.size(); ++i) + { + const HitEntity& hitEntity = hitInfo.m_hitEvent.m_hitEntities[i]; + + if (cl_WeaponsDrawDebug && m_debugDraw) + { + m_debugDraw->DrawSphereAtLocation + ( + hitEntity.m_hitPosition, + 1.0f, + AZ::Colors::OrangeRed, + 10.0f + ); + } + + AZLOG + ( + NET_Weapons, + "Predicted hit on entity %u at position %f x %f x %f", + hitEntity.m_hitNetEntityId, + hitEntity.m_hitPosition.GetX(), + hitEntity.m_hitPosition.GetY(), + hitEntity.m_hitPosition.GetZ() + ); + } } - void NetworkWeaponsComponent::OnWeaponConfirmHit([[maybe_unused]] const WeaponHitInfo& hitInfo) + void NetworkWeaponsComponent::OnWeaponConfirmHit(const WeaponHitInfo& hitInfo) { if (IsNetEntityRoleAuthority()) { @@ -119,18 +204,74 @@ namespace MultiplayerSample float maxDistance = 1.f; float damage = effect.m_hitMagnitude * powf((effect.m_hitFalloff * (1.0f - hitDistance / maxDistance)), effect.m_hitExponent); healthComponent->SendHealthDelta(damage * -1.0f); - } } } } + + // If we're a simulated weapon, or if the weapon is not predictive, then issue material hit effects since the predicted callback above will not get triggered + [[maybe_unused]] bool shouldIssueMaterialEffects = !HasController() || !hitInfo.m_weapon.GetParams().m_locallyPredicted; + + for (uint32_t i = 0; i < hitInfo.m_hitEvent.m_hitEntities.size(); ++i) + { + const HitEntity& hitEntity = hitInfo.m_hitEvent.m_hitEntities[i]; + + if (cl_WeaponsDrawDebug && m_debugDraw) + { + m_debugDraw->DrawSphereAtLocation + ( + hitEntity.m_hitPosition, + 1.0f, + AZ::Colors::Red, + 10.0f + ); + } + + AZLOG + ( + NET_Weapons, + "Confirmed hit on entity %u at position %f x %f x %f", + hitEntity.m_hitNetEntityId, + hitEntity.m_hitPosition.GetX(), + hitEntity.m_hitPosition.GetY(), + hitEntity.m_hitPosition.GetZ() + ); + } + } + + void NetworkWeaponsComponent::OnUpdateActivationCounts(int32_t index, uint8_t value) + { + IWeapon* weapon = GetWeapon(aznumeric_cast(index)); + + if (weapon == nullptr) + { + return; + } + + if (HasController() && weapon->GetParams().m_locallyPredicted) + { + // If this is a predicted weapon, exit out because autonomous weapons predict activations + return; + } + + AZLOG(NET_Weapons, "Client activation event for weapon index %u", index); + + WeaponState& weaponState = m_simulatedWeaponStates[index]; + const FireParams& fireParams = GetActivationParams(index); + weapon->SetFireParams(fireParams); + + while (weaponState.m_activationCount != value) + { + const bool validateActivations = false; + ActivateWeaponWithParams(aznumeric_cast(index), weaponState, fireParams, validateActivations); + } } NetworkWeaponsComponentController::NetworkWeaponsComponentController(NetworkWeaponsComponent& parent) : NetworkWeaponsComponentControllerBase(parent) { - AZStd::uninitialized_fill_n(m_fireBoneJointIds.data(), MaxWeaponsPerComponent, InvalidBoneId); + ; } void NetworkWeaponsComponentController::OnActivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating) @@ -175,9 +316,9 @@ namespace MultiplayerSample const AZ::Transform worldTm = GetParent().GetEntity()->GetTransform()->GetWorldTM(); - for (uint32_t weaponIndex = 0; weaponIndex < MaxWeaponsPerComponent; ++weaponIndex) + for (uint32_t weaponIndexInt = 0; weaponIndexInt < MaxWeaponsPerComponent; ++weaponIndexInt) { - if (weaponInput->m_firing.GetBit(aznumeric_cast(weaponIndex))) + if (weaponInput->m_firing.GetBit(weaponIndexInt)) { const AZ::Vector3& aimAngles = GetSimplePlayerCameraComponentController()->GetAimAngles(); const AZ::Quaternion aimRotation = AZ::Quaternion::CreateRotationZ(aimAngles.GetZ()) * AZ::Quaternion::CreateRotationX(aimAngles.GetX()); @@ -185,7 +326,7 @@ namespace MultiplayerSample const AZ::Vector3 fwd = AZ::Vector3::CreateAxisY(); const AZ::Vector3 aimTarget = worldTm.GetTranslation() + aimRotation.TransformVector(fwd * 5.0f); FireParams fireParams{ aimTarget, Multiplayer::InvalidNetEntityId }; - TryStartFire(aznumeric_cast(weaponIndex), fireParams); + TryStartFire(aznumeric_cast(weaponIndexInt), fireParams); } } @@ -194,48 +335,28 @@ namespace MultiplayerSample void NetworkWeaponsComponentController::UpdateWeaponFiring([[maybe_unused]] float deltaTime) { - for (uint32_t weaponIndex = 0; weaponIndex < MaxWeaponsPerComponent; ++weaponIndex) + for (uint32_t weaponIndexInt = 0; weaponIndexInt < MaxWeaponsPerComponent; ++weaponIndexInt) { - IWeapon* weapon = GetParent().GetWeapon(aznumeric_cast(weaponIndex)); + IWeapon* weapon = GetParent().GetWeapon(aznumeric_cast(weaponIndexInt)); if ((weapon == nullptr) || !weapon->GetParams().m_locallyPredicted) { continue; } - WeaponState& weaponState = ModifyWeaponStates(aznumeric_cast(weaponIndex)); + WeaponState& weaponState = ModifyWeaponStates(weaponIndexInt); if ((weaponState.m_status == WeaponStatus::Firing) && (weaponState.m_cooldownTime <= 0.0f)) { - AZLOG(NET_TraceWeapons, "Weapon predicted activation event for weapon index %u", aznumeric_cast(weaponIndex)); + AZLOG(NET_Weapons, "Weapon predicted activation event for weapon index %u", weaponIndexInt); - // Temp hack for weapon firing due to late ebus binding in 1.14 - if (m_fireBoneJointIds[weaponIndex] == InvalidBoneId) - { - const char* fireBoneName = GetFireBoneNames(aznumeric_cast(weaponIndex)).c_str(); - m_fireBoneJointIds[weaponIndex] = GetNetworkAnimationComponentController()->GetParent().GetBoneIdByName(fireBoneName); - } - - AZ::Transform fireBoneTransform; - if (!GetNetworkAnimationComponentController()->GetParent().GetJointTransformById(m_fireBoneJointIds[weaponIndex], fireBoneTransform)) - { - AZLOG_WARN("Failed to get transform for fire bone %s, joint Id %u", GetFireBoneNames(aznumeric_cast(weaponIndex)).c_str(), m_fireBoneJointIds[weaponIndex]); - } - - const FireParams& fireParams = weapon->GetFireParams(); - const AZ::Vector3 position = fireBoneTransform.GetTranslation(); - const AZ::Quaternion orientation = AZ::Quaternion::CreateShortestArc(AZ::Vector3::CreateAxisX(), (fireParams.m_targetPosition - position).GetNormalized()); - const AZ::Transform transform = AZ::Transform::CreateFromQuaternionAndTranslation(orientation, position); - ActivateEvent activateEvent{ transform, fireParams.m_targetPosition, GetNetEntityId(), Multiplayer::InvalidNetEntityId }; - - bool dispatchHitEvents = weapon->GetParams().m_locallyPredicted; - bool dispatchActivateEvents = weapon->GetParams().m_locallyPredicted; - bool skipGathers = false; - - weapon->Activate(deltaTime, weaponState, GetEntityHandle(), activateEvent, dispatchHitEvents, dispatchActivateEvents, skipGathers); + const bool validateActivations = true; + const FireParams& fireParams = weapon->GetFireParams(); + GetParent().ActivateWeaponWithParams(aznumeric_cast(weaponIndexInt), weaponState, fireParams, validateActivations); if (IsAuthority()) { - SetActivationCounts(aznumeric_cast(weaponIndex), weaponState.m_activationCount); + SetActivationParams(weaponIndexInt, fireParams); + SetActivationCounts(weaponIndexInt, weaponState.m_activationCount); } } weapon->UpdateWeaponState(weaponState, deltaTime); @@ -244,21 +365,23 @@ namespace MultiplayerSample bool NetworkWeaponsComponentController::TryStartFire(WeaponIndex weaponIndex, const FireParams& fireParams) { - AZLOG(NET_TraceWeapons, "Weapon start fire on %u", aznumeric_cast(weaponIndex)); + const uint32_t weaponIndexInt = aznumeric_cast(weaponIndex); + AZLOG(NET_Weapons, "Weapon start fire on %u", weaponIndexInt); IWeapon* weapon = GetParent().GetWeapon(weaponIndex); - if (weapon == nullptr) { return false; } - WeaponState& weaponState = ModifyWeaponStates(aznumeric_cast(weaponIndex)); - + WeaponState& weaponState = ModifyWeaponStates(weaponIndexInt); if (weapon->TryStartFire(weaponState, fireParams)) { const uint32_t animBit = static_cast(weapon->GetParams().m_animFlag); - GetNetworkAnimationComponentController()->ModifyActiveAnimStates().SetBit(animBit, true); + if (!GetNetworkAnimationComponentController()->GetActiveAnimStates().GetBit(animBit)) + { + GetNetworkAnimationComponentController()->ModifyActiveAnimStates().SetBit(animBit, true); + } return true; } diff --git a/Gem/Code/Source/Weapons/SceneQuery.cpp b/Gem/Code/Source/Weapons/SceneQuery.cpp index d691ee07c..2376eec79 100644 --- a/Gem/Code/Source/Weapons/SceneQuery.cpp +++ b/Gem/Code/Source/Weapons/SceneQuery.cpp @@ -4,6 +4,7 @@ * SPDX-License-Identifier: Apache-2.0 OR MIT * */ + #include #include #include @@ -150,7 +151,6 @@ namespace MultiplayerSample CollectHits(result, outResults); } - return outResults.size(); } } diff --git a/Gem/Code/Source/Weapons/WeaponTypes.cpp b/Gem/Code/Source/Weapons/WeaponTypes.cpp index bed39083b..72463d7da 100644 --- a/Gem/Code/Source/Weapons/WeaponTypes.cpp +++ b/Gem/Code/Source/Weapons/WeaponTypes.cpp @@ -363,7 +363,7 @@ namespace MultiplayerSample bool FireParams::operator!=(const FireParams& rhs) const { - return m_targetPosition.IsClose(rhs.m_targetPosition) + return !m_targetPosition.IsClose(rhs.m_targetPosition) || m_targetId != rhs.m_targetId; } diff --git a/Prefabs/Player.prefab b/Prefabs/Player.prefab index b7fde4172..2816fad41 100644 --- a/Prefabs/Player.prefab +++ b/Prefabs/Player.prefab @@ -367,10 +367,10 @@ "WeaponParams": [ { "WeaponType": 1, - "CooldownTimeMs": 350, + "CooldownTimeMs": 500, "GatherParams": { - "GatherShape": 425, - "CastDistance": 1000.0, + "GatherShape": 0, + "CastDistance": 2000.0, "TravelSpeed": 200.0, "BulletDrop": true }, From 36bc95c4296226c74ccdfc69cebcc341488bc82f Mon Sep 17 00:00:00 2001 From: kberg-amzn Date: Wed, 1 Sep 2021 17:58:43 -0700 Subject: [PATCH 39/64] Various fixes and improvements to multiplayer weapons to get everything functioning correctly Signed-off-by: kberg-amzn --- .../NetworkHealthComponent.AutoComponent.xml | 2 +- ...etworkRigidBodyComponent.AutoComponent.xml | 8 +- .../Components/NetworkCharacterComponent.cpp | 13 +- .../Components/NetworkRigidBodyComponent.cpp | 43 ++- .../Components/NetworkRigidBodyComponent.h | 32 +-- .../Components/NetworkWeaponsComponent.cpp | 261 ++++++++++++++---- .../Components/NetworkWeaponsComponent.h | 19 +- .../WasdPlayerMovementComponent.cpp | 11 - Gem/Code/Source/Weapons/BaseWeapon.cpp | 9 +- Gem/Code/Source/Weapons/IWeapon.h | 8 +- Gem/Code/Source/Weapons/SceneQuery.cpp | 11 +- 11 files changed, 313 insertions(+), 104 deletions(-) diff --git a/Gem/Code/Source/AutoGen/NetworkHealthComponent.AutoComponent.xml b/Gem/Code/Source/AutoGen/NetworkHealthComponent.AutoComponent.xml index 4b2e017e2..e95617789 100644 --- a/Gem/Code/Source/AutoGen/NetworkHealthComponent.AutoComponent.xml +++ b/Gem/Code/Source/AutoGen/NetworkHealthComponent.AutoComponent.xml @@ -12,7 +12,7 @@ - + diff --git a/Gem/Code/Source/AutoGen/NetworkRigidBodyComponent.AutoComponent.xml b/Gem/Code/Source/AutoGen/NetworkRigidBodyComponent.AutoComponent.xml index 252b0f3cf..0db40f4ba 100644 --- a/Gem/Code/Source/AutoGen/NetworkRigidBodyComponent.AutoComponent.xml +++ b/Gem/Code/Source/AutoGen/NetworkRigidBodyComponent.AutoComponent.xml @@ -4,9 +4,15 @@ Name="NetworkRigidBodyComponent" Namespace="MultiplayerSample" OverrideComponent="true" - OverrideController="false" + OverrideController="true" OverrideInclude="Source/Components/NetworkRigidBodyComponent.h" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"> + + + + + + diff --git a/Gem/Code/Source/Components/NetworkCharacterComponent.cpp b/Gem/Code/Source/Components/NetworkCharacterComponent.cpp index 90f38f024..9935924cf 100644 --- a/Gem/Code/Source/Components/NetworkCharacterComponent.cpp +++ b/Gem/Code/Source/Components/NetworkCharacterComponent.cpp @@ -6,6 +6,8 @@ */ #include +#include +#include #include #include #include @@ -13,7 +15,6 @@ #include #include #include -#include namespace MultiplayerSample { @@ -182,6 +183,16 @@ namespace MultiplayerSample AZ::Vector3 NetworkCharacterComponentController::TryMoveWithVelocity(const AZ::Vector3& velocity, float deltaTime) { + // Ensure any entities that we might interact with are properly synchronized to their rewind state + if (IsAuthority()) + { + const AZ::Aabb entityStartBounds = AZ::Interface::Get()->GetEntityLocalBoundsUnion(GetEntity()->GetId()); + const AZ::Aabb entityFinalBounds = entityStartBounds.GetTranslated(velocity); + AZ::Aabb entitySweptBounds = entityStartBounds; + entitySweptBounds.AddAabb(entityFinalBounds); + Multiplayer::GetNetworkTime()->SyncEntitiesToRewindState(entitySweptBounds); + } + if ((GetParent().m_physicsCharacter == nullptr) || (velocity.GetLengthSq() <= 0.0f)) { return GetEntity()->GetTransform()->GetWorldTranslation(); diff --git a/Gem/Code/Source/Components/NetworkRigidBodyComponent.cpp b/Gem/Code/Source/Components/NetworkRigidBodyComponent.cpp index 966963c1d..a41d452a6 100644 --- a/Gem/Code/Source/Components/NetworkRigidBodyComponent.cpp +++ b/Gem/Code/Source/Components/NetworkRigidBodyComponent.cpp @@ -25,11 +25,26 @@ namespace MultiplayerSample NetworkRigidBodyComponentBase::Reflect(context); } + void NetworkRigidBodyComponent::GetProvidedServices(AZ::ComponentDescriptor::DependencyArrayType& provided) + { + provided.push_back(AZ_CRC_CE("NetworkRigidBodyService")); + } + + void NetworkRigidBodyComponent::GetRequiredServices(AZ::ComponentDescriptor::DependencyArrayType& required) + { + required.push_back(AZ_CRC_CE("PhysXRigidBodyService")); + } + + void NetworkRigidBodyComponent::GetDependentServices(AZ::ComponentDescriptor::DependencyArrayType& dependent) + { + dependent.push_back(AZ_CRC_CE("TransformService")); + dependent.push_back(AZ_CRC_CE("PhysXRigidBodyService")); + } + NetworkRigidBodyComponent::NetworkRigidBodyComponent() : m_syncRewindHandler([this](){ OnSyncRewind(); }) , m_transformChangedHandler([this]([[maybe_unused]] const AZ::Transform& localTm, const AZ::Transform& worldTm){ OnTransformUpdate(worldTm); }) { - } void NetworkRigidBodyComponent::OnInit() @@ -103,4 +118,30 @@ namespace MultiplayerSample } } + NetworkRigidBodyComponentController::NetworkRigidBodyComponentController(NetworkRigidBodyComponent& parent) + : NetworkRigidBodyComponentControllerBase(parent) + { + ; + } + + void NetworkRigidBodyComponentController::OnActivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating) + { + ; + } + + void NetworkRigidBodyComponentController::OnDeactivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating) + { + ; + } + + void NetworkRigidBodyComponentController::HandleSendApplyImpulse + ( + [[maybe_unused]] AzNetworking::IConnection* invokingConnection, + const AZ::Vector3& impulse, + const AZ::Vector3& worldPoint + ) + { + AzPhysics::RigidBody* rigidBody = GetParent().m_physicsRigidBodyComponent->GetRigidBody(); + rigidBody->ApplyLinearImpulseAtWorldPoint(impulse, worldPoint); + } } // namespace MultiplayerSample diff --git a/Gem/Code/Source/Components/NetworkRigidBodyComponent.h b/Gem/Code/Source/Components/NetworkRigidBodyComponent.h index 793d26342..cdf13da7e 100644 --- a/Gem/Code/Source/Components/NetworkRigidBodyComponent.h +++ b/Gem/Code/Source/Components/NetworkRigidBodyComponent.h @@ -27,30 +27,19 @@ namespace MultiplayerSample : public NetworkRigidBodyComponentBase , private NetworkRigidBodyRequestBus::Handler { + friend class NetworkRigidBodyComponentController; + public: AZ_MULTIPLAYER_COMPONENT( MultiplayerSample::NetworkRigidBodyComponent, s_networkRigidBodyComponentConcreteUuid, MultiplayerSample::NetworkRigidBodyComponentBase); static void Reflect(AZ::ReflectContext* context); + static void GetProvidedServices(AZ::ComponentDescriptor::DependencyArrayType& provided); + static void GetRequiredServices(AZ::ComponentDescriptor::DependencyArrayType& required); + static void GetDependentServices(AZ::ComponentDescriptor::DependencyArrayType& dependent); NetworkRigidBodyComponent(); - static void GetProvidedServices(AZ::ComponentDescriptor::DependencyArrayType& provided) - { - provided.push_back(AZ_CRC_CE("NetworkRigidBodyService")); - } - - static void GetRequiredServices(AZ::ComponentDescriptor::DependencyArrayType& required) - { - required.push_back(AZ_CRC_CE("PhysXRigidBodyService")); - } - - static void GetDependentServices(AZ::ComponentDescriptor::DependencyArrayType& required) - { - required.push_back(AZ_CRC_CE("TransformService")); - required.push_back(AZ_CRC_CE("PhysXRigidBodyService")); - } - void OnInit() override; void OnActivate(Multiplayer::EntityIsMigrating entityIsMigrating) override; void OnDeactivate(Multiplayer::EntityIsMigrating entityIsMigrating) override; @@ -65,4 +54,15 @@ namespace MultiplayerSample Multiplayer::RewindableObject m_transform; }; + class NetworkRigidBodyComponentController + : public NetworkRigidBodyComponentControllerBase + { + public: + NetworkRigidBodyComponentController(NetworkRigidBodyComponent& parent); + + void OnActivate(Multiplayer::EntityIsMigrating entityIsMigrating) override; + void OnDeactivate(Multiplayer::EntityIsMigrating entityIsMigrating) override; + + void HandleSendApplyImpulse(AzNetworking::IConnection* invokingConnection, const AZ::Vector3& impulse, const AZ::Vector3& worldPoint) override; + }; } // namespace MultiplayerSample diff --git a/Gem/Code/Source/Components/NetworkWeaponsComponent.cpp b/Gem/Code/Source/Components/NetworkWeaponsComponent.cpp index be57a97b6..562ba237b 100644 --- a/Gem/Code/Source/Components/NetworkWeaponsComponent.cpp +++ b/Gem/Code/Source/Components/NetworkWeaponsComponent.cpp @@ -8,6 +8,7 @@ #include #include #include +#include #include #include #include @@ -16,6 +17,9 @@ namespace MultiplayerSample { AZ_CVAR(bool, cl_WeaponsDrawDebug, true, nullptr, AZ::ConsoleFunctorFlags::Null, "If enabled, weapons will debug draw various important events"); + AZ_CVAR(float, cl_WeaponsDrawDebugSize, 0.25f, nullptr, AZ::ConsoleFunctorFlags::Null, "The size of sphere to debug draw during weapon events"); + AZ_CVAR(float, cl_WeaponsDrawDebugDurationSec, 10.0f, nullptr, AZ::ConsoleFunctorFlags::Null, "The number of seconds to display debug draw data"); + AZ_CVAR(float, sv_ImpulseScalar, 750.0f, nullptr, AZ::ConsoleFunctorFlags::Null, "A fudge factor for imparting impulses on rigid bodies due to weapon hits"); void NetworkWeaponsComponent::NetworkWeaponsComponent::Reflect(AZ::ReflectContext* context) { @@ -28,8 +32,16 @@ namespace MultiplayerSample NetworkWeaponsComponentBase::Reflect(context); } + NetworkWeaponsComponent::NetworkWeaponsComponent() + : NetworkWeaponsComponentBase() + , m_activationCountHandler([this](int32_t index, uint8_t value) { OnUpdateActivationCounts(index, value); }) + { + ; + } + void NetworkWeaponsComponent::OnInit() { + AZStd::uninitialized_fill_n(m_fireBoneJointIds.data(), MaxWeaponsPerComponent, InvalidBoneId); } void NetworkWeaponsComponent::OnActivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating) @@ -47,6 +59,11 @@ namespace MultiplayerSample m_weapons[weaponIndex] = AZStd::move(CreateWeapon(constructParams)); } + if (IsNetEntityRoleClient()) + { + ActivationCountsAddEvent(m_activationCountHandler); + } + if (m_debugDraw == nullptr) { m_debugDraw = DebugDraw::DebugDrawRequestBus::FindFirstHandler(); @@ -55,10 +72,45 @@ namespace MultiplayerSample void NetworkWeaponsComponent::OnDeactivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating) { + ; } - void NetworkWeaponsComponent::HandleSendConfirmHit([[maybe_unused]] AzNetworking::IConnection* invokingConnection, [[maybe_unused]] const WeaponIndex& WeaponIndex, [[maybe_unused]] const HitEvent& HitEvent) + void NetworkWeaponsComponent::HandleSendConfirmHit([[maybe_unused]] AzNetworking::IConnection* invokingConnection, const WeaponIndex& weaponIndex, const HitEvent& hitEvent) { + if (GetWeapon(weaponIndex) == nullptr) + { + AZLOG_ERROR("Got confirmed hit for null weapon index"); + return; + } + + WeaponHitInfo weaponHitInfo(*GetWeapon(weaponIndex), hitEvent); + OnWeaponConfirmHit(weaponHitInfo); + } + + void NetworkWeaponsComponent::ActivateWeaponWithParams(WeaponIndex weaponIndex, WeaponState& weaponState, const FireParams& fireParams, bool validateActivations) + { + const uint32_t weaponIndexInt = aznumeric_cast(weaponIndex); + + // Temp hack for weapon firing due to late ebus binding in 1.14 + if (m_fireBoneJointIds[weaponIndexInt] == InvalidBoneId) + { + const char* fireBoneName = GetFireBoneNames(weaponIndexInt).c_str(); + m_fireBoneJointIds[weaponIndexInt] = GetNetworkAnimationComponent()->GetBoneIdByName(fireBoneName); + } + + AZ::Transform fireBoneTransform; + if (!GetNetworkAnimationComponent()->GetJointTransformById(m_fireBoneJointIds[weaponIndexInt], fireBoneTransform)) + { + AZLOG_WARN("Failed to get transform for fire bone %s, joint Id %u", GetFireBoneNames(weaponIndexInt).c_str(), m_fireBoneJointIds[weaponIndexInt]); + } + + const AZ::Vector3 position = fireBoneTransform.GetTranslation(); + const AZ::Quaternion orientation = AZ::Quaternion::CreateShortestArc(AZ::Vector3::CreateAxisX(), (fireParams.m_targetPosition - position).GetNormalized()); + const AZ::Transform transform = AZ::Transform::CreateFromQuaternionAndTranslation(orientation, position); + ActivateEvent activateEvent{ transform, fireParams.m_targetPosition, GetNetEntityId(), Multiplayer::InvalidNetEntityId }; + + IWeapon* weapon = GetWeapon(weaponIndex); + weapon->Activate(weaponState, GetEntityHandle(), activateEvent, validateActivations); } IWeapon* NetworkWeaponsComponent::GetWeapon(WeaponIndex weaponIndex) const @@ -68,31 +120,81 @@ namespace MultiplayerSample void NetworkWeaponsComponent::OnWeaponActivate([[maybe_unused]] const WeaponActivationInfo& activationInfo) { + // If we're replaying inputs then early out + if (GetNetBindComponent()->IsReprocessingInput()) + { + return; + } + if (cl_WeaponsDrawDebug && m_debugDraw) { m_debugDraw->DrawSphereAtLocation ( activationInfo.m_activateEvent.m_initialTransform.GetTranslation(), - 0.5f, - AZ::Colors::GreenYellow, - 10.0f + cl_WeaponsDrawDebugSize, + AZ::Colors::Green, + cl_WeaponsDrawDebugDurationSec ); m_debugDraw->DrawSphereAtLocation ( activationInfo.m_activateEvent.m_targetPosition, - 0.5f, - AZ::Colors::Crimson, - 10.0f + cl_WeaponsDrawDebugSize, + AZ::Colors::Yellow, + cl_WeaponsDrawDebugDurationSec ); } } - void NetworkWeaponsComponent::OnWeaponPredictHit([[maybe_unused]] const WeaponHitInfo& hitInfo) + void NetworkWeaponsComponent::OnWeaponHit(const WeaponHitInfo& hitInfo) + { + if (IsNetEntityRoleAuthority()) + { + OnWeaponConfirmHit(hitInfo); + static_cast(GetController())->SendConfirmHit(hitInfo.m_weapon.GetWeaponIndex(), hitInfo.m_hitEvent); + } + else + { + OnWeaponPredictHit(hitInfo); + } + } + + void NetworkWeaponsComponent::OnWeaponPredictHit(const WeaponHitInfo& hitInfo) { + // If we're replaying inputs then early out + if (GetNetBindComponent()->IsReprocessingInput()) + { + return; + } + + for (uint32_t i = 0; i < hitInfo.m_hitEvent.m_hitEntities.size(); ++i) + { + const HitEntity& hitEntity = hitInfo.m_hitEvent.m_hitEntities[i]; + + if (cl_WeaponsDrawDebug && m_debugDraw) + { + m_debugDraw->DrawSphereAtLocation + ( + hitEntity.m_hitPosition, + cl_WeaponsDrawDebugSize, + AZ::Colors::Orange, + cl_WeaponsDrawDebugDurationSec + ); + } + + AZLOG + ( + NET_Weapons, + "Predicted hit on entity %u at position %f x %f x %f", + hitEntity.m_hitNetEntityId, + hitEntity.m_hitPosition.GetX(), + hitEntity.m_hitPosition.GetY(), + hitEntity.m_hitPosition.GetZ() + ); + } } - void NetworkWeaponsComponent::OnWeaponConfirmHit([[maybe_unused]] const WeaponHitInfo& hitInfo) + void NetworkWeaponsComponent::OnWeaponConfirmHit(const WeaponHitInfo& hitInfo) { if (IsNetEntityRoleAuthority()) { @@ -105,32 +207,97 @@ namespace MultiplayerSample [[maybe_unused]] const AZ::Vector3& hitCenter = hitInfo.m_hitEvent.m_hitTransform.GetTranslation(); [[maybe_unused]] const AZ::Vector3& hitPoint = hitEntity.m_hitPosition; + const WeaponParams& weaponParams = hitInfo.m_weapon.GetParams(); + const HitEffect effect = weaponParams.m_damageEffect; + + // Presently set to 1 until we capture falloff range + float hitDistance = 1.f; + float maxDistance = 1.f; + float damage = effect.m_hitMagnitude * powf((effect.m_hitFalloff * (1.0f - hitDistance / maxDistance)), effect.m_hitExponent); + // Look for physics rigid body component and make impact updates - + NetworkRigidBodyComponent* rigidBodyComponent = entityHandle.GetEntity()->FindComponent(); + if (rigidBodyComponent) + { + const AZ::Vector3 hitLocation = hitInfo.m_hitEvent.m_hitTransform.GetTranslation(); + const AZ::Vector3 hitDelta = hitEntity.m_hitPosition - hitLocation; + const AZ::Vector3 impulse = hitDelta.GetNormalized() * damage * sv_ImpulseScalar; + rigidBodyComponent->SendApplyImpulse(impulse, hitLocation); + } + // Look for health component and directly update health based on hit parameters NetworkHealthComponent* healthComponent = entityHandle.GetEntity()->FindComponent(); if (healthComponent) { - const WeaponParams& weaponParams = hitInfo.m_weapon.GetParams(); - const HitEffect effect = weaponParams.m_damageEffect; - - // Presently set to 1 until we capture falloff range - float hitDistance = 1.f; - float maxDistance = 1.f; - float damage = effect.m_hitMagnitude * powf((effect.m_hitFalloff * (1.0f - hitDistance / maxDistance)), effect.m_hitExponent); healthComponent->SendHealthDelta(damage * -1.0f); - } } } } + + // If we're a simulated weapon, or if the weapon is not predictive, then issue material hit effects since the predicted callback above will not get triggered + [[maybe_unused]] bool shouldIssueMaterialEffects = !HasController() || !hitInfo.m_weapon.GetParams().m_locallyPredicted; + + for (uint32_t i = 0; i < hitInfo.m_hitEvent.m_hitEntities.size(); ++i) + { + const HitEntity& hitEntity = hitInfo.m_hitEvent.m_hitEntities[i]; + + if (cl_WeaponsDrawDebug && m_debugDraw) + { + m_debugDraw->DrawSphereAtLocation + ( + hitEntity.m_hitPosition, + cl_WeaponsDrawDebugSize, + AZ::Colors::Red, + cl_WeaponsDrawDebugDurationSec + ); + } + + AZLOG + ( + NET_Weapons, + "Confirmed hit on entity %u at position %f x %f x %f", + hitEntity.m_hitNetEntityId, + hitEntity.m_hitPosition.GetX(), + hitEntity.m_hitPosition.GetY(), + hitEntity.m_hitPosition.GetZ() + ); + } + } + + void NetworkWeaponsComponent::OnUpdateActivationCounts(int32_t index, uint8_t value) + { + IWeapon* weapon = GetWeapon(aznumeric_cast(index)); + + if (weapon == nullptr) + { + return; + } + + if (HasController() && weapon->GetParams().m_locallyPredicted) + { + // If this is a predicted weapon, exit out because autonomous weapons predict activations + return; + } + + AZLOG(NET_Weapons, "Client activation event for weapon index %u", index); + + WeaponState& weaponState = m_simulatedWeaponStates[index]; + const FireParams& fireParams = GetActivationParams(index); + weapon->SetFireParams(fireParams); + + while (weaponState.m_activationCount != value) + { + const bool validateActivations = false; + ActivateWeaponWithParams(aznumeric_cast(index), weaponState, fireParams, validateActivations); + } } NetworkWeaponsComponentController::NetworkWeaponsComponentController(NetworkWeaponsComponent& parent) : NetworkWeaponsComponentControllerBase(parent) { - AZStd::uninitialized_fill_n(m_fireBoneJointIds.data(), MaxWeaponsPerComponent, InvalidBoneId); + ; } void NetworkWeaponsComponentController::OnActivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating) @@ -175,9 +342,9 @@ namespace MultiplayerSample const AZ::Transform worldTm = GetParent().GetEntity()->GetTransform()->GetWorldTM(); - for (uint32_t weaponIndex = 0; weaponIndex < MaxWeaponsPerComponent; ++weaponIndex) + for (uint32_t weaponIndexInt = 0; weaponIndexInt < MaxWeaponsPerComponent; ++weaponIndexInt) { - if (weaponInput->m_firing.GetBit(aznumeric_cast(weaponIndex))) + if (weaponInput->m_firing.GetBit(weaponIndexInt)) { const AZ::Vector3& aimAngles = GetSimplePlayerCameraComponentController()->GetAimAngles(); const AZ::Quaternion aimRotation = AZ::Quaternion::CreateRotationZ(aimAngles.GetZ()) * AZ::Quaternion::CreateRotationX(aimAngles.GetX()); @@ -185,7 +352,7 @@ namespace MultiplayerSample const AZ::Vector3 fwd = AZ::Vector3::CreateAxisY(); const AZ::Vector3 aimTarget = worldTm.GetTranslation() + aimRotation.TransformVector(fwd * 5.0f); FireParams fireParams{ aimTarget, Multiplayer::InvalidNetEntityId }; - TryStartFire(aznumeric_cast(weaponIndex), fireParams); + TryStartFire(aznumeric_cast(weaponIndexInt), fireParams); } } @@ -194,48 +361,28 @@ namespace MultiplayerSample void NetworkWeaponsComponentController::UpdateWeaponFiring([[maybe_unused]] float deltaTime) { - for (uint32_t weaponIndex = 0; weaponIndex < MaxWeaponsPerComponent; ++weaponIndex) + for (uint32_t weaponIndexInt = 0; weaponIndexInt < MaxWeaponsPerComponent; ++weaponIndexInt) { - IWeapon* weapon = GetParent().GetWeapon(aznumeric_cast(weaponIndex)); + IWeapon* weapon = GetParent().GetWeapon(aznumeric_cast(weaponIndexInt)); if ((weapon == nullptr) || !weapon->GetParams().m_locallyPredicted) { continue; } - WeaponState& weaponState = ModifyWeaponStates(aznumeric_cast(weaponIndex)); + WeaponState& weaponState = ModifyWeaponStates(weaponIndexInt); if ((weaponState.m_status == WeaponStatus::Firing) && (weaponState.m_cooldownTime <= 0.0f)) { - AZLOG(NET_TraceWeapons, "Weapon predicted activation event for weapon index %u", aznumeric_cast(weaponIndex)); + AZLOG(NET_Weapons, "Weapon predicted activation event for weapon index %u", weaponIndexInt); - // Temp hack for weapon firing due to late ebus binding in 1.14 - if (m_fireBoneJointIds[weaponIndex] == InvalidBoneId) - { - const char* fireBoneName = GetFireBoneNames(aznumeric_cast(weaponIndex)).c_str(); - m_fireBoneJointIds[weaponIndex] = GetNetworkAnimationComponentController()->GetParent().GetBoneIdByName(fireBoneName); - } - - AZ::Transform fireBoneTransform; - if (!GetNetworkAnimationComponentController()->GetParent().GetJointTransformById(m_fireBoneJointIds[weaponIndex], fireBoneTransform)) - { - AZLOG_WARN("Failed to get transform for fire bone %s, joint Id %u", GetFireBoneNames(aznumeric_cast(weaponIndex)).c_str(), m_fireBoneJointIds[weaponIndex]); - } - - const FireParams& fireParams = weapon->GetFireParams(); - const AZ::Vector3 position = fireBoneTransform.GetTranslation(); - const AZ::Quaternion orientation = AZ::Quaternion::CreateShortestArc(AZ::Vector3::CreateAxisX(), (fireParams.m_targetPosition - position).GetNormalized()); - const AZ::Transform transform = AZ::Transform::CreateFromQuaternionAndTranslation(orientation, position); - ActivateEvent activateEvent{ transform, fireParams.m_targetPosition, GetNetEntityId(), Multiplayer::InvalidNetEntityId }; - - bool dispatchHitEvents = weapon->GetParams().m_locallyPredicted; - bool dispatchActivateEvents = weapon->GetParams().m_locallyPredicted; - bool skipGathers = false; - - weapon->Activate(deltaTime, weaponState, GetEntityHandle(), activateEvent, dispatchHitEvents, dispatchActivateEvents, skipGathers); + const bool validateActivations = true; + const FireParams& fireParams = weapon->GetFireParams(); + GetParent().ActivateWeaponWithParams(aznumeric_cast(weaponIndexInt), weaponState, fireParams, validateActivations); if (IsAuthority()) { - SetActivationCounts(aznumeric_cast(weaponIndex), weaponState.m_activationCount); + SetActivationParams(weaponIndexInt, fireParams); + SetActivationCounts(weaponIndexInt, weaponState.m_activationCount); } } weapon->UpdateWeaponState(weaponState, deltaTime); @@ -244,21 +391,23 @@ namespace MultiplayerSample bool NetworkWeaponsComponentController::TryStartFire(WeaponIndex weaponIndex, const FireParams& fireParams) { - AZLOG(NET_TraceWeapons, "Weapon start fire on %u", aznumeric_cast(weaponIndex)); + const uint32_t weaponIndexInt = aznumeric_cast(weaponIndex); + AZLOG(NET_Weapons, "Weapon start fire on %u", weaponIndexInt); IWeapon* weapon = GetParent().GetWeapon(weaponIndex); - if (weapon == nullptr) { return false; } - WeaponState& weaponState = ModifyWeaponStates(aznumeric_cast(weaponIndex)); - + WeaponState& weaponState = ModifyWeaponStates(weaponIndexInt); if (weapon->TryStartFire(weaponState, fireParams)) { const uint32_t animBit = static_cast(weapon->GetParams().m_animFlag); - GetNetworkAnimationComponentController()->ModifyActiveAnimStates().SetBit(animBit, true); + if (!GetNetworkAnimationComponentController()->GetActiveAnimStates().GetBit(animBit)) + { + GetNetworkAnimationComponentController()->ModifyActiveAnimStates().SetBit(animBit, true); + } return true; } diff --git a/Gem/Code/Source/Components/NetworkWeaponsComponent.h b/Gem/Code/Source/Components/NetworkWeaponsComponent.h index 60693f6ba..3d3589562 100644 --- a/Gem/Code/Source/Components/NetworkWeaponsComponent.h +++ b/Gem/Code/Source/Components/NetworkWeaponsComponent.h @@ -32,11 +32,14 @@ namespace MultiplayerSample static void Reflect(AZ::ReflectContext* context); + NetworkWeaponsComponent(); + void OnInit() override; void OnActivate(Multiplayer::EntityIsMigrating entityIsMigrating) override; void OnDeactivate(Multiplayer::EntityIsMigrating entityIsMigrating) override; - void HandleSendConfirmHit(AzNetworking::IConnection* invokingConnection, const WeaponIndex& WeaponIndex, const HitEvent& HitEvent) override; + void HandleSendConfirmHit(AzNetworking::IConnection* invokingConnection, const WeaponIndex& weaponIndex, const HitEvent& hitEvent) override; + void ActivateWeaponWithParams(WeaponIndex weaponIndex, WeaponState& weaponState, const FireParams& fireParams, bool validateActivations); IWeapon* GetWeapon(WeaponIndex weaponIndex) const; @@ -44,13 +47,21 @@ namespace MultiplayerSample //! WeaponListener interface //! @{ void OnWeaponActivate(const WeaponActivationInfo& activationInfo) override; - void OnWeaponPredictHit(const WeaponHitInfo& hitInfo) override; - void OnWeaponConfirmHit(const WeaponHitInfo& hitInfo) override; + void OnWeaponHit(const WeaponHitInfo& hitInfo) override; //! @} + void OnWeaponPredictHit(const WeaponHitInfo& hitInfo); + void OnWeaponConfirmHit(const WeaponHitInfo& hitInfo); + + void OnUpdateActivationCounts(int32_t index, uint8_t value); + using WeaponPointer = AZStd::unique_ptr; AZStd::array m_weapons; + AZ::Event::Handler m_activationCountHandler; + AZStd::array m_simulatedWeaponStates; + AZStd::array m_fireBoneJointIds; + DebugDraw::DebugDrawRequests* m_debugDraw = nullptr; }; @@ -86,7 +97,5 @@ namespace MultiplayerSample bool m_weaponDrawn = false; WeaponActivationBitset m_weaponFiring; - - AZStd::array m_fireBoneJointIds; }; } diff --git a/Gem/Code/Source/Components/WasdPlayerMovementComponent.cpp b/Gem/Code/Source/Components/WasdPlayerMovementComponent.cpp index a1616fb6d..7e2070491 100644 --- a/Gem/Code/Source/Components/WasdPlayerMovementComponent.cpp +++ b/Gem/Code/Source/Components/WasdPlayerMovementComponent.cpp @@ -10,7 +10,6 @@ #include #include #include -#include #include namespace MultiplayerSample @@ -115,16 +114,6 @@ namespace MultiplayerSample // Update velocity UpdateVelocity(*wasdInput); - // Ensure any entities that we might interact with are properly synchronized to their rewind state - if (IsAuthority()) - { - const AZ::Aabb entityStartBounds = AZ::Interface::Get()->GetEntityLocalBoundsUnion(GetEntity()->GetId()); - const AZ::Aabb entityFinalBounds = entityStartBounds.GetTranslated(GetVelocity()); - AZ::Aabb entitySweptBounds = entityStartBounds; - entitySweptBounds.AddAabb(entityFinalBounds); - Multiplayer::GetNetworkTime()->SyncEntitiesToRewindState(entitySweptBounds); - } - GetNetworkCharacterComponentController()->TryMoveWithVelocity(GetVelocity(), deltaTime); } diff --git a/Gem/Code/Source/Weapons/BaseWeapon.cpp b/Gem/Code/Source/Weapons/BaseWeapon.cpp index af6c5ad9c..b418f3eb0 100644 --- a/Gem/Code/Source/Weapons/BaseWeapon.cpp +++ b/Gem/Code/Source/Weapons/BaseWeapon.cpp @@ -156,7 +156,7 @@ namespace MultiplayerSample { if (prefilteredNetEntityIds.size() > 0) { - if (prefilteredNetEntityIds.find(gatherResult.m_netEntityId) == prefilteredNetEntityIds.end()) + if (prefilteredNetEntityIds.find(gatherResult.m_netEntityId) != prefilteredNetEntityIds.end()) { // Skip this hit, it was not gathered by the high-detail client physics trace, and should be filtered continue; @@ -166,8 +166,8 @@ namespace MultiplayerSample hitEvent.m_hitEntities.emplace_back(HitEntity{ gatherResult.m_position, gatherResult.m_netEntityId }); } - WeaponHitInfo hitInfo(*this, eventData.m_initialTransform.GetTranslation(), hitEvent); - m_weaponListener.OnWeaponPredictHit(hitInfo); + WeaponHitInfo hitInfo(*this, hitEvent); + m_weaponListener.OnWeaponHit(hitInfo); } WeaponActivationInfo::WeaponActivationInfo(const IWeapon& weapon, const ActivateEvent& activateEvent) @@ -177,9 +177,8 @@ namespace MultiplayerSample ; } - WeaponHitInfo::WeaponHitInfo(const IWeapon& weapon, const AZ::Vector3& gatherOrigin, const HitEvent& hitEvent) + WeaponHitInfo::WeaponHitInfo(const IWeapon& weapon, const HitEvent& hitEvent) : m_weapon(weapon) - , m_gatherOrigin(gatherOrigin) , m_hitEvent(hitEvent) { ; diff --git a/Gem/Code/Source/Weapons/IWeapon.h b/Gem/Code/Source/Weapons/IWeapon.h index 68585c59c..265ad87e5 100644 --- a/Gem/Code/Source/Weapons/IWeapon.h +++ b/Gem/Code/Source/Weapons/IWeapon.h @@ -24,13 +24,9 @@ namespace MultiplayerSample //! @param activationInfo details of the weapon activation virtual void OnWeaponActivate(const WeaponActivationInfo& activationInfo) = 0; - //! Invoked when the weapon predictively hits a target entity. + //! Invoked when the weapon hits a target entity. //! @param hitInfo details of the weapon hit - virtual void OnWeaponPredictHit(const WeaponHitInfo& hitInfo) = 0; - - //! Invoked when the weapon gets confirmation from the server that it hit a target entity. - //! @param hitInfo details of the weapon hit - virtual void OnWeaponConfirmHit(const WeaponHitInfo& hitInfo) = 0; + virtual void OnWeaponHit(const WeaponHitInfo& hitInfo) = 0; }; //! @class IWeapon diff --git a/Gem/Code/Source/Weapons/SceneQuery.cpp b/Gem/Code/Source/Weapons/SceneQuery.cpp index d691ee07c..e31250245 100644 --- a/Gem/Code/Source/Weapons/SceneQuery.cpp +++ b/Gem/Code/Source/Weapons/SceneQuery.cpp @@ -9,7 +9,9 @@ #include #include #include +#include #include +#include namespace MultiplayerSample { @@ -77,7 +79,8 @@ namespace MultiplayerSample [&filter, networkEntityManager](const AzPhysics::SimulatedBody* body, [[maybe_unused]] const Physics::Shape* shape) { // Exclude the bodies from another rewind frame - if (body->GetFrameId() != static_cast(filter.m_rewindFrameId)) + if ((filter.m_rewindFrameId != Multiplayer::InvalidHostFrameId) + && (body->GetFrameId() != static_cast(filter.m_rewindFrameId))) { return AzPhysics::SceneQuery::QueryHitType::None; } @@ -99,6 +102,12 @@ namespace MultiplayerSample const float maxSweepDistance = filter.m_sweep.GetLength(); const bool shouldDoOverlap = (maxSweepDistance == 0); + // Ensure any entities that we might interact with are properly synchronized to their rewind state + const AZ::Vector3 minBound = filter.m_initialPose.GetTranslation().GetMin(filter.m_initialPose.GetTranslation() + filter.m_sweep); + const AZ::Vector3 maxBound = filter.m_initialPose.GetTranslation().GetMax(filter.m_initialPose.GetTranslation() + filter.m_sweep); + const AZ::Aabb rewindBounds = AZ::Aabb::CreateFromMinMax(minBound, maxBound); + Multiplayer::GetNetworkTime()->SyncEntitiesToRewindState(rewindBounds); + if (shouldDoOverlap) { // Interset queries with 0 length are considered Overlaps From 78c70a5e0b279436f1d1786ea2cf4e1f9877b9e7 Mon Sep 17 00:00:00 2001 From: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com> Date: Wed, 1 Sep 2021 22:36:55 -0500 Subject: [PATCH 40/64] Updated the MultiplayerSample `ly_enable_gems` call to remove the deprecated arguments This simplifies the ly_enable_gems call down to one. Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com> --- Gem/Code/CMakeLists.txt | 25 ++----------------------- 1 file changed, 2 insertions(+), 23 deletions(-) diff --git a/Gem/Code/CMakeLists.txt b/Gem/Code/CMakeLists.txt index d33588034..2dd9e3ebf 100644 --- a/Gem/Code/CMakeLists.txt +++ b/Gem/Code/CMakeLists.txt @@ -69,31 +69,10 @@ ly_create_alias(NAME MultiplayerSample.Servers NAMESPACE Gem TARGETS Gem::Multi # Gem dependencies ################################################################################ -# The GameLauncher uses "Clients" gem variants: -ly_enable_gems(PROJECT_NAME MultiplayerSample GEM_FILE enabled_gems.cmake - TARGETS MultiplayerSample.GameLauncher - VARIANTS Clients) +# Maps tthe MultiplayerSample Project with the specified list of enabled gems +ly_enable_gems(PROJECT_NAME MultiplayerSample GEM_FILE enabled_gems.cmake) # If we build a server, then apply the gems to the server if(PAL_TRAIT_BUILD_SERVER_SUPPORTED) - # if we're making a server, then add the "Server" gem variants to it: - ly_enable_gems(PROJECT_NAME MultiplayerSample GEM_FILE enabled_gems.cmake - TARGETS MultiplayerSample.ServerLauncher - VARIANTS Servers) - set_property(GLOBAL APPEND PROPERTY LY_LAUNCHER_SERVER_PROJECTS MultiplayerSample) endif() - -if (PAL_TRAIT_BUILD_HOST_TOOLS) - # The Editor uses "Tools" gem variants: - ly_enable_gems( - PROJECT_NAME MultiplayerSample GEM_FILE enabled_gems.cmake - TARGETS Editor - VARIANTS Tools) - - # The pipeline tools use "Builders" gem variants: - ly_enable_gems( - PROJECT_NAME MultiplayerSample GEM_FILE enabled_gems.cmake - TARGETS AssetBuilder AssetProcessor AssetProcessorBatch - VARIANTS Builders) -endif() \ No newline at end of file From 8199d0358c2e4e8812794de72872c1afde1d9f4b Mon Sep 17 00:00:00 2001 From: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com> Date: Thu, 2 Sep 2021 12:03:53 -0500 Subject: [PATCH 41/64] Updated comment around building the Server Launcher The comment no longer mentions adding gems to the server Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com> --- Gem/Code/CMakeLists.txt | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/Gem/Code/CMakeLists.txt b/Gem/Code/CMakeLists.txt index 2dd9e3ebf..1fcf1df28 100644 --- a/Gem/Code/CMakeLists.txt +++ b/Gem/Code/CMakeLists.txt @@ -69,10 +69,10 @@ ly_create_alias(NAME MultiplayerSample.Servers NAMESPACE Gem TARGETS Gem::Multi # Gem dependencies ################################################################################ -# Maps tthe MultiplayerSample Project with the specified list of enabled gems +# Maps the MultiplayerSample Project with the specified list of enabled gems ly_enable_gems(PROJECT_NAME MultiplayerSample GEM_FILE enabled_gems.cmake) -# If we build a server, then apply the gems to the server +# If we build a server, then add the project name to the list of server launcher projects if(PAL_TRAIT_BUILD_SERVER_SUPPORTED) set_property(GLOBAL APPEND PROPERTY LY_LAUNCHER_SERVER_PROJECTS MultiplayerSample) endif() From 050f8dfd552f770309bd86866000f02e5a57ea83 Mon Sep 17 00:00:00 2001 From: Berg Date: Fri, 3 Sep 2021 14:28:45 -0700 Subject: [PATCH 42/64] Updates for CR feedback Signed-off-by: Berg --- Gem/Code/Source/Components/NetworkWeaponsComponent.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/Gem/Code/Source/Components/NetworkWeaponsComponent.cpp b/Gem/Code/Source/Components/NetworkWeaponsComponent.cpp index 562ba237b..bc9e515b8 100644 --- a/Gem/Code/Source/Components/NetworkWeaponsComponent.cpp +++ b/Gem/Code/Source/Components/NetworkWeaponsComponent.cpp @@ -19,7 +19,7 @@ namespace MultiplayerSample AZ_CVAR(bool, cl_WeaponsDrawDebug, true, nullptr, AZ::ConsoleFunctorFlags::Null, "If enabled, weapons will debug draw various important events"); AZ_CVAR(float, cl_WeaponsDrawDebugSize, 0.25f, nullptr, AZ::ConsoleFunctorFlags::Null, "The size of sphere to debug draw during weapon events"); AZ_CVAR(float, cl_WeaponsDrawDebugDurationSec, 10.0f, nullptr, AZ::ConsoleFunctorFlags::Null, "The number of seconds to display debug draw data"); - AZ_CVAR(float, sv_ImpulseScalar, 750.0f, nullptr, AZ::ConsoleFunctorFlags::Null, "A fudge factor for imparting impulses on rigid bodies due to weapon hits"); + AZ_CVAR(float, sv_WeaponsImpulseScalar, 750.0f, nullptr, AZ::ConsoleFunctorFlags::Null, "A fudge factor for imparting impulses on rigid bodies due to weapon hits"); void NetworkWeaponsComponent::NetworkWeaponsComponent::Reflect(AZ::ReflectContext* context) { @@ -221,7 +221,7 @@ namespace MultiplayerSample { const AZ::Vector3 hitLocation = hitInfo.m_hitEvent.m_hitTransform.GetTranslation(); const AZ::Vector3 hitDelta = hitEntity.m_hitPosition - hitLocation; - const AZ::Vector3 impulse = hitDelta.GetNormalized() * damage * sv_ImpulseScalar; + const AZ::Vector3 impulse = hitDelta.GetNormalized() * damage * sv_WeaponsImpulseScalar; rigidBodyComponent->SendApplyImpulse(impulse, hitLocation); } From 52789b0a1d260cc421ce9deff98a287c02c4653f Mon Sep 17 00:00:00 2001 From: Berg Date: Fri, 3 Sep 2021 14:57:42 -0700 Subject: [PATCH 43/64] Adding lots more boxes to the sample level Signed-off-by: Berg --- Levels/SampleBase/SampleBase.prefab | 39865 +++++++++++++++++++++++++- 1 file changed, 39535 insertions(+), 330 deletions(-) diff --git a/Levels/SampleBase/SampleBase.prefab b/Levels/SampleBase/SampleBase.prefab index 07fea6f27..831c42c7a 100644 --- a/Levels/SampleBase/SampleBase.prefab +++ b/Levels/SampleBase/SampleBase.prefab @@ -58,92 +58,164 @@ } }, "Entities": { - "Entity_[1863191303392]": { - "Id": "Entity_[1863191303392]", - "Name": "Spawn On Server", + "Entity_[1000364710628]": { + "Id": "Entity_[1000364710628]", + "Name": "Box3", "Components": { - "Component_[11694963092145732257]": { - "$type": "EditorPendingCompositionComponent", - "Id": 11694963092145732257 - }, - "Component_[12168972718315127051]": { - 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"Entity_[391688917776]": { - "Id": "Entity_[391688917776]", - "Name": "Box1", + "Entity_[1000518003321]": { + "Id": "Entity_[1000518003321]", + "Name": "Box3", "Components": { "Component_[11384954117619258935]": { "$type": "EditorColliderComponent", @@ -169,9 +241,9 @@ "Parent Entity": "Entity_[356758116574]", "Transform Data": { "Translate": [ - -1.3105955123901368, - 12.330456733703614, - 0.5203021168708801 + 5.174855709075928, + 11.07127571105957, + 2.646372079849243 ] } }, @@ -194,7 +266,14 @@ "$type": "EditorRigidBodyComponent", "Id": 14564562245168579615, "Configuration": { - "entityId": "" + "entityId": "", + "Mass": 999.9999389648438, + "Inertia tensor": { + "roll": 0.0, + "pitch": 0.0, + "yaw": 0.0, + "scale": 0.005999999586492777 + } } }, "Component_[16056896985233530106]": { @@ -255,8 +334,7 @@ "loadBehavior": "PreLoad", "assetHint": "objects/cube_cube_material_8207354365278159215.azmaterial" } - }, - {} + } ], "materialSlotsByLod": [ [ @@ -274,13 +352,6 @@ "assetHint": 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"objects/cube_cube_material_8207354365278159215.azmaterial" } } ], @@ -414,85 +39760,36 @@ { "id": { "lodIndex": 0, - "materialSlotStableId": 803645540 + "materialSlotStableId": 2418540911 }, "defaultMaterialAsset": { "assetId": { - "guid": "{0CD745C0-6AA8-569A-A68A-73A3270986C4}", - "subId": 803645540 + "guid": "{593006BE-FE73-5A4B-A0A6-06C02EFFE458}", + "subId": 2418540911 }, "loadBehavior": "PreLoad", - "assetHint": "objects/groudplane/groundplane_512x512m_groundplane_10871786180989855844.azmaterial" - } - } - ], - [ - { - "id": { - "lodIndex": 0 + "assetHint": "objects/cube_cube_material_8207354365278159215.azmaterial" } } ] ] }, - "Component_[1703359235958163404]": { - "$type": "AZ::Render::EditorMeshComponent", - "Id": 1703359235958163404, - "Controller": { - "Configuration": { - "ModelAsset": { - "assetId": { - "guid": "{0CD745C0-6AA8-569A-A68A-73A3270986C4}", - "subId": 277889906 - }, - "assetHint": "objects/groudplane/groundplane_512x512m.azmodel" - } - } + "Component_[9450029410653326667]": { + "$type": "GenericComponentWrapper", + "Id": 9450029410653326667, + "m_template": { + "$type": "MultiplayerSample::NetworkRigidBodyComponent" } }, - "Component_[17127586586201826931]": { - "$type": "EditorPendingCompositionComponent", - "Id": 17127586586201826931 - }, - "Component_[17527605270048086659]": { + "Component_[9452550092591643181]": { "$type": "EditorLockComponent", - "Id": 17527605270048086659 - }, - "Component_[18071521120297870282]": { - "$type": "EditorInspectorComponent", - "Id": 18071521120297870282 - }, - "Component_[3185353748732299189]": { - "$type": "EditorDisabledCompositionComponent", - "Id": 3185353748732299189 - }, - "Component_[3236207122750598279]": { - "$type": "{27F1E1A1-8D9D-4C3B-BD3A-AFB9762449C0} TransformComponent", - "Id": 3236207122750598279, - "Parent Entity": "Entity_[356758116574]" - }, - "Component_[3412423409421084023]": { - "$type": "EditorVisibilityComponent", - "Id": 3412423409421084023 - }, - "Component_[6818347252800527841]": { - "$type": "AZ::Render::EditorPhysicalSkyComponent", - "Id": 6818347252800527841, - "Controller": { - "Configuration": { - "SkyIntensity": 5.0 - } - } - }, - "Component_[7297856704634960860]": { - "$type": "SelectionComponent", - "Id": 7297856704634960860 + "Id": 9452550092591643181 } } }, - "Entity_[514163319219]": { - "Id": "Entity_[514163319219]", - "Name": "Box2", + "Entity_[991928068729]": { + "Id": "Entity_[991928068729]", + "Name": "Box1", "Components": { "Component_[11384954117619258935]": { "$type": "EditorColliderComponent", @@ -518,9 +39815,9 @@ "Parent Entity": "Entity_[356758116574]", "Transform Data": { "Translate": [ - -1.3105955123901368, - 12.330456733703614, - 1.585125207901001 + 6.301935195922852, + 9.846261978149414, + 0.5203021168708801 ] } }, @@ -611,8 +39908,7 @@ "loadBehavior": "PreLoad", "assetHint": "objects/cube_cube_material_8207354365278159215.azmaterial" } - }, - {} + } ], "materialSlotsByLod": [ [ @@ -630,13 +39926,6 @@ "assetHint": "objects/cube_cube_material_8207354365278159215.azmaterial" } } - ], - [ - { - "id": { - "lodIndex": 0 - } - } ] ] }, @@ -653,8 +39942,8 @@ } } }, - "Entity_[668782141875]": { - "Id": "Entity_[668782141875]", + "Entity_[996069743332]": { + "Id": "Entity_[996069743332]", "Name": "Box4", "Components": { "Component_[11384954117619258935]": { @@ -681,8 +39970,8 @@ "Parent Entity": "Entity_[356758116574]", "Transform Data": { "Translate": [ - -1.3105955123901368, - 12.330456733703614, + -1.3105955123901367, + 5.794408798217773, 3.711195230484009 ] } @@ -774,8 +40063,7 @@ "loadBehavior": "PreLoad", "assetHint": "objects/cube_cube_material_8207354365278159215.azmaterial" } - }, - {} + } ], "materialSlotsByLod": [ [ @@ -793,13 +40081,6 @@ "assetHint": "objects/cube_cube_material_8207354365278159215.azmaterial" } } - ], - [ - { - "id": { - "lodIndex": 0 - } - } ] ] }, @@ -816,9 +40097,9 @@ } } }, - "Entity_[673077109171]": { - "Id": "Entity_[673077109171]", - "Name": "Box3", + "Entity_[996223036025]": { + "Id": "Entity_[996223036025]", + "Name": "Box2", "Components": { "Component_[11384954117619258935]": { "$type": "EditorColliderComponent", @@ -844,9 +40125,9 @@ "Parent Entity": "Entity_[356758116574]", "Transform Data": { "Translate": [ - -1.3105955123901368, - 12.330456733703614, - 2.646372079849243 + 6.301935195922852, + 12.330456733703613, + 1.585125207901001 ] } }, @@ -937,8 +40218,7 @@ "loadBehavior": "PreLoad", "assetHint": "objects/cube_cube_material_8207354365278159215.azmaterial" } - }, - {} + } ], "materialSlotsByLod": [ [ @@ -956,13 +40236,6 @@ "assetHint": "objects/cube_cube_material_8207354365278159215.azmaterial" } } - ], - [ - { - "id": { - "lodIndex": 0 - } - } ] ] }, @@ -978,74 +40251,6 @@ "Id": 9452550092591643181 } } - }, - "Entity_[830977005898]": { - "Id": "Entity_[830977005898]", - "Name": "Camera", - "Components": { - "Component_[13707688659030262739]": { - "$type": "EditorEntityIconComponent", - "Id": 13707688659030262739 - }, - "Component_[15209981873132626600]": { - "$type": "EditorVisibilityComponent", - "Id": 15209981873132626600 - }, - "Component_[154105298091518109]": { - "$type": "EditorInspectorComponent", - "Id": 154105298091518109 - }, - "Component_[17443734220531699641]": { - "$type": "EditorOnlyEntityComponent", - "Id": 17443734220531699641 - }, - "Component_[2046025781821881524]": { - "$type": "EditorPendingCompositionComponent", - "Id": 2046025781821881524 - }, - "Component_[2763779754963209072]": { - "$type": "{27F1E1A1-8D9D-4C3B-BD3A-AFB9762449C0} TransformComponent", - "Id": 2763779754963209072, - "Parent Entity": "Entity_[356758116574]", - "Transform Data": { - "Translate": [ - 0.0, - -50.0, - 8.0 - ], - "Rotate": [ - 0.0, - 0.0, - -0.7674942016601563 - ] - } - }, - "Component_[3970187958414398085]": { - "$type": "EditorLockComponent", - "Id": 3970187958414398085 - }, - "Component_[6170729524149437702]": { - "$type": "EditorDisabledCompositionComponent", - "Id": 6170729524149437702 - }, - "Component_[7092071161962745685]": { - "$type": "{CA11DA46-29FF-4083-B5F6-E02C3A8C3A3D} EditorCameraComponent", - "Id": 7092071161962745685, - "Controller": { - "Configuration": { - "EditorEntityId": 15375043528419945729 - } - } - }, - "Component_[761453845518378274]": { - "$type": "SelectionComponent", - "Id": 761453845518378274 - }, - "Component_[9321193093942328270]": { - "$type": "EditorEntitySortComponent", - "Id": 9321193093942328270 - } - } } } } \ No newline at end of file From e9dbf10e369ea37fb1d585bd67d8778ea4a4475a Mon Sep 17 00:00:00 2001 From: Jeremy Ong Date: Tue, 7 Sep 2021 11:33:19 -0600 Subject: [PATCH 44/64] Implement initial performance test harness The StressTestComponent is intended to provide an ImGUI interface for interface with any stress testing facilities/functions provided in the future. It is provided as a network component to support RPCs and any properties we wish to replicate that are not specific to other game entities. Currently, it provides a single RPC to spawn N animated entities. There is an unknown bug preventing this component from being instantiated on the client, so at this time, AI entities may only be spawned on the server. The NetworkAiComponent is attached to the player entity and disabled by default. When enabled, the WasdMovementComponent and NetworkWeaponsComponent on the player entity are no longer driven by inputs. Instead, they tick and poll for the input state from the NetworkAiComponent. Currently, the AI component is a chaos monkey, randomizing the current movement direction, action, and weapon state at random intervals. A future change could set the seed and decouple the action from the deltaTime to create reproducible tests. - Fixed the material on the animating character - Commits the project physmaterial - Refactor SampleBase box entities into 4x4x4 prefabs Signed-off-by: Jeremy Ong --- .../SurfaceTypeMaterialLibrary.physmaterial | 158 + Gem/Code/CMakeLists.txt | 1 + .../NetworkAiComponent.AutoComponent.xml | 14 + .../StressTestComponent.AutoComponent.xml | 16 + .../Source/Components/NetworkAiComponent.cpp | 126 + .../Source/Components/NetworkAiComponent.h | 62 + .../Components/NetworkWeaponsComponent.cpp | 53 +- .../Components/NetworkWeaponsComponent.h | 9 + .../SimplePlayerCameraComponent.cpp | 15 +- .../Components/SimplePlayerCameraComponent.h | 1 + .../Source/Components/StressTestComponent.cpp | 140 + .../Source/Components/StressTestComponent.h | 62 + .../WasdPlayerMovementComponent.cpp | 85 +- .../Components/WasdPlayerMovementComponent.h | 17 +- .../MultiplayerSampleSystemComponent.cpp | 7 + .../Source/MultiplayerSampleSystemComponent.h | 1 - Gem/Code/multiplayersample_files.cmake | 6 + Levels/SampleBase/SampleBase.prefab | 40462 +--------------- Prefabs/4x4x4BoxGrid.prefab | 12087 +++++ Prefabs/Player.prefab | 124 +- 20 files changed, 13372 insertions(+), 40074 deletions(-) create mode 100644 Assets/Physics/SurfaceTypeMaterialLibrary.physmaterial create mode 100644 Gem/Code/Source/AutoGen/NetworkAiComponent.AutoComponent.xml create mode 100644 Gem/Code/Source/AutoGen/StressTestComponent.AutoComponent.xml create mode 100644 Gem/Code/Source/Components/NetworkAiComponent.cpp create mode 100644 Gem/Code/Source/Components/NetworkAiComponent.h create mode 100644 Gem/Code/Source/Components/StressTestComponent.cpp create mode 100644 Gem/Code/Source/Components/StressTestComponent.h create mode 100644 Prefabs/4x4x4BoxGrid.prefab diff --git a/Assets/Physics/SurfaceTypeMaterialLibrary.physmaterial b/Assets/Physics/SurfaceTypeMaterialLibrary.physmaterial new file mode 100644 index 000000000..481cd2fbf --- /dev/null +++ b/Assets/Physics/SurfaceTypeMaterialLibrary.physmaterial @@ -0,0 +1,158 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + diff --git a/Gem/Code/CMakeLists.txt b/Gem/Code/CMakeLists.txt index 1fcf1df28..63f789a6b 100644 --- a/Gem/Code/CMakeLists.txt +++ b/Gem/Code/CMakeLists.txt @@ -34,6 +34,7 @@ ly_add_target( Gem::Multiplayer.Static Gem::PhysX.Static Gem::DebugDraw.Static + Gem::ImGui.Static AUTOGEN_RULES *.AutoComponent.xml,AutoComponent_Header.jinja,$path/$fileprefix.AutoComponent.h *.AutoComponent.xml,AutoComponent_Source.jinja,$path/$fileprefix.AutoComponent.cpp diff --git a/Gem/Code/Source/AutoGen/NetworkAiComponent.AutoComponent.xml b/Gem/Code/Source/AutoGen/NetworkAiComponent.AutoComponent.xml new file mode 100644 index 000000000..414d8b8c2 --- /dev/null +++ b/Gem/Code/Source/AutoGen/NetworkAiComponent.AutoComponent.xml @@ -0,0 +1,14 @@ + + + + + + + + diff --git a/Gem/Code/Source/AutoGen/StressTestComponent.AutoComponent.xml b/Gem/Code/Source/AutoGen/StressTestComponent.AutoComponent.xml new file mode 100644 index 000000000..336179c51 --- /dev/null +++ b/Gem/Code/Source/AutoGen/StressTestComponent.AutoComponent.xml @@ -0,0 +1,16 @@ + + + + + + + + + + diff --git a/Gem/Code/Source/Components/NetworkAiComponent.cpp b/Gem/Code/Source/Components/NetworkAiComponent.cpp new file mode 100644 index 000000000..d11da938c --- /dev/null +++ b/Gem/Code/Source/Components/NetworkAiComponent.cpp @@ -0,0 +1,126 @@ +/* + * 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. + * + * SPDX-License-Identifier: Apache-2.0 OR MIT + * + */ + +#include + +#include +#include +#include +#include +#include +#include + +namespace MultiplayerSample +{ + void NetworkAiComponent::Reflect(AZ::ReflectContext* context) + { + if (AZ::SerializeContext* serializeContext = azrtti_cast(context)) + { + serializeContext->Class()->Version(1); + } + + NetworkAiComponentBase::Reflect(context); + } + + void NetworkAiComponent::OnInit() + { + // TODO: Provide an interface for controlling the seed + m_lcg.SetSeed(static_cast(AZ::Interface::Get()->GetElapsedTimeMs())); + } + + void NetworkAiComponent::OnActivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating) + { + } + + void NetworkAiComponent::OnDeactivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating) + { + } + + void NetworkAiComponent::TickMovement(WasdPlayerMovementComponentController& movementController, float deltaTime) + { + // TODO: Execute this tick only if this component is owned by this endpoint (currently ticks on server only) + m_remainingTimeMs -= deltaTime * 1000; + + if (m_remainingTimeMs <= 0) + { + // Determine a new directive after 500 to 9500 ms + m_remainingTimeMs = m_lcg.GetRandomFloat() * 9500.f + 500.f; + m_turnRate = 1.f / m_remainingTimeMs; + m_targetYawDelta = -movementController.m_viewYaw + (m_lcg.GetRandomFloat() * 2.f - 1.f); + m_targetPitchDelta = -movementController.m_viewPitch + (m_lcg.GetRandomFloat() - 0.5f); + m_action = static_cast(m_lcg.GetRandom() % static_cast(Action::COUNT)); + m_strafingRight = static_cast(m_lcg.GetRandom() % 2); + } + + // Translate desired motion into inputs + + // Interpolate the current view yaw and pitch values towards the desired values + movementController.m_viewYaw += 1000.f * m_turnRate * deltaTime * m_targetYawDelta; + movementController.m_viewPitch += 1000.f * m_turnRate * deltaTime * m_targetPitchDelta; + + // Reset keyboard movement inputs decided on the previous frame + movementController.m_forwardDown = false; + movementController.m_backwardDown = false; + movementController.m_leftDown = false; + movementController.m_rightDown = false; + movementController.m_sprinting = false; + movementController.m_jumping = false; + movementController.m_crouching = false; + + switch (m_action) + { + case Action::Default: + movementController.m_forwardDown = true; + break; + case Action::Sprinting: + movementController.m_forwardDown = true; + movementController.m_sprinting = true; + break; + case Action::Jumping: + movementController.m_forwardDown = true; + movementController.m_jumping = true; + break; + case Action::Crouching: + movementController.m_forwardDown = true; + movementController.m_crouching = true; + break; + case Action::Strafing: + if (m_strafingRight) + { + movementController.m_rightDown = true; + } + else + { + movementController.m_leftDown = true; + } + break; + default: + break; + } + } + + void NetworkAiComponent::TickWeapons(NetworkWeaponsComponentController& weaponsController, float deltaTime) + { + // TODO: Execute this tick only if this component is owned by this endpoint (currently ticks on server only) + m_timeToNextShot -= deltaTime * 1000; + if (m_timeToNextShot <= 0) + { + if (m_shotFired) + { + // Fire weapon between 100 and 10000 ms from now + m_timeToNextShot = m_lcg.GetRandomFloat() * 9900.f + 100.f; + m_shotFired = false; + weaponsController.m_weaponFiring = false; + } + else + { + weaponsController.m_weaponFiring = true; + m_shotFired = true; + } + } + } +} diff --git a/Gem/Code/Source/Components/NetworkAiComponent.h b/Gem/Code/Source/Components/NetworkAiComponent.h new file mode 100644 index 000000000..d4858bfe6 --- /dev/null +++ b/Gem/Code/Source/Components/NetworkAiComponent.h @@ -0,0 +1,62 @@ +/* + * 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. + * + * SPDX-License-Identifier: Apache-2.0 OR MIT + * + */ + +#pragma once + +#include + +#include + +namespace MultiplayerSample +{ + class NetworkWeaponsComponentController; + class WasdPlayerMovementComponentController; + + class NetworkAiComponent : public NetworkAiComponentBase + { + public: + AZ_MULTIPLAYER_COMPONENT(NetworkAiComponent, s_networkAiComponentConcreteUuid, NetworkAiComponentBase); + + static void Reflect(AZ::ReflectContext* context); + + using NetworkAiComponentBase::NetworkAiComponentBase; + + // MultiplayerComponent interface + void OnInit() override; + void OnActivate(Multiplayer::EntityIsMigrating entityIsMigrating) override; + void OnDeactivate(Multiplayer::EntityIsMigrating entityIsMigrating) override; + + void TickMovement(WasdPlayerMovementComponentController& movementController, float deltaTime); + void TickWeapons(NetworkWeaponsComponentController& weaponsController, float deltaTime); + + private: + AZ::SimpleLcgRandom m_lcg; + + // Our "AI" is really just a chaos monkey. Every N ms, we choose a cardinal direction to move towards, + // and flip coins to determine if we should shoot, or perform some other action. + float m_remainingTimeMs = 0.f; + + float m_turnRate = 0.f; + float m_targetYawDelta = 0.f; + float m_targetPitchDelta = 0.f; + + enum class Action + { + Default, + Strafing, + Sprinting, + Jumping, + Crouching, + COUNT = Crouching + }; + Action m_action = Action::Default; + bool m_strafingRight = false; + + bool m_shotFired = true; + float m_timeToNextShot = 0.f; + }; +} diff --git a/Gem/Code/Source/Components/NetworkWeaponsComponent.cpp b/Gem/Code/Source/Components/NetworkWeaponsComponent.cpp index bc9e515b8..bd7c80818 100644 --- a/Gem/Code/Source/Components/NetworkWeaponsComponent.cpp +++ b/Gem/Code/Source/Components/NetworkWeaponsComponent.cpp @@ -6,6 +6,8 @@ */ #include + +#include #include #include #include @@ -304,9 +306,17 @@ namespace MultiplayerSample { if (IsAutonomous()) { - StartingPointInput::InputEventNotificationBus::MultiHandler::BusConnect(DrawEventId); - StartingPointInput::InputEventNotificationBus::MultiHandler::BusConnect(FirePrimaryEventId); - StartingPointInput::InputEventNotificationBus::MultiHandler::BusConnect(FireSecondaryEventId); + m_aiEnabled = FindComponent()->GetEnabled(); + if (m_aiEnabled) + { + AZ::TickBus::Handler::BusConnect(); + } + else + { + StartingPointInput::InputEventNotificationBus::MultiHandler::BusConnect(DrawEventId); + StartingPointInput::InputEventNotificationBus::MultiHandler::BusConnect(FirePrimaryEventId); + StartingPointInput::InputEventNotificationBus::MultiHandler::BusConnect(FireSecondaryEventId); + } } } @@ -314,9 +324,16 @@ namespace MultiplayerSample { if (IsAutonomous()) { - StartingPointInput::InputEventNotificationBus::MultiHandler::BusDisconnect(DrawEventId); - StartingPointInput::InputEventNotificationBus::MultiHandler::BusDisconnect(FirePrimaryEventId); - StartingPointInput::InputEventNotificationBus::MultiHandler::BusDisconnect(FireSecondaryEventId); + if (m_aiEnabled) + { + AZ::TickBus::Handler::BusDisconnect(); + } + else + { + StartingPointInput::InputEventNotificationBus::MultiHandler::BusDisconnect(DrawEventId); + StartingPointInput::InputEventNotificationBus::MultiHandler::BusDisconnect(FirePrimaryEventId); + StartingPointInput::InputEventNotificationBus::MultiHandler::BusDisconnect(FireSecondaryEventId); + } } } @@ -332,12 +349,14 @@ namespace MultiplayerSample void NetworkWeaponsComponentController::ProcessInput(Multiplayer::NetworkInput& input, [[maybe_unused]] float deltaTime) { NetworkWeaponsComponentNetworkInput* weaponInput = input.FindComponentInput(); - GetNetworkAnimationComponentController()->ModifyActiveAnimStates().SetBit(aznumeric_cast(CharacterAnimState::Aiming), weaponInput->m_draw); + GetNetworkAnimationComponentController()->ModifyActiveAnimStates().SetBit( + aznumeric_cast(CharacterAnimState::Aiming), weaponInput->m_draw); for (AZStd::size_t weaponIndex = 0; weaponIndex < MaxWeaponsPerComponent; ++weaponIndex) { const CharacterAnimState animState = CharacterAnimState::Shooting; - GetNetworkAnimationComponentController()->ModifyActiveAnimStates().SetBit(aznumeric_cast(animState), weaponInput->m_firing.GetBit(static_cast(weaponIndex))); + GetNetworkAnimationComponentController()->ModifyActiveAnimStates().SetBit( + aznumeric_cast(animState), weaponInput->m_firing.GetBit(static_cast(weaponIndex))); } const AZ::Transform worldTm = GetParent().GetEntity()->GetTransform()->GetWorldTM(); @@ -347,7 +366,8 @@ namespace MultiplayerSample if (weaponInput->m_firing.GetBit(weaponIndexInt)) { const AZ::Vector3& aimAngles = GetSimplePlayerCameraComponentController()->GetAimAngles(); - const AZ::Quaternion aimRotation = AZ::Quaternion::CreateRotationZ(aimAngles.GetZ()) * AZ::Quaternion::CreateRotationX(aimAngles.GetX()); + const AZ::Quaternion aimRotation = + AZ::Quaternion::CreateRotationZ(aimAngles.GetZ()) * AZ::Quaternion::CreateRotationX(aimAngles.GetX()); // TODO: This should probably be a physx raycast out to some maxDistance const AZ::Vector3 fwd = AZ::Vector3::CreateAxisY(); const AZ::Vector3 aimTarget = worldTm.GetTranslation() + aimRotation.TransformVector(fwd * 5.0f); @@ -377,7 +397,8 @@ namespace MultiplayerSample const bool validateActivations = true; const FireParams& fireParams = weapon->GetFireParams(); - GetParent().ActivateWeaponWithParams(aznumeric_cast(weaponIndexInt), weaponState, fireParams, validateActivations); + GetParent().ActivateWeaponWithParams( + aznumeric_cast(weaponIndexInt), weaponState, fireParams, validateActivations); if (IsAuthority()) { @@ -458,4 +479,14 @@ namespace MultiplayerSample { ; } -} + + void NetworkWeaponsComponentController::OnTick(float deltaTime, [[maybe_unused]] AZ::ScriptTimePoint time) + { + FindComponent()->TickWeapons(*this, deltaTime); + } + + int NetworkWeaponsComponentController::GetTickOrder() + { + return AZ::ComponentTickBus::TICK_GAME; + } +} // namespace MultiplayerSample diff --git a/Gem/Code/Source/Components/NetworkWeaponsComponent.h b/Gem/Code/Source/Components/NetworkWeaponsComponent.h index 3d3589562..d1651ce32 100644 --- a/Gem/Code/Source/Components/NetworkWeaponsComponent.h +++ b/Gem/Code/Source/Components/NetworkWeaponsComponent.h @@ -11,6 +11,8 @@ #include #include +#include + namespace DebugDraw { class DebugDrawRequests; } namespace MultiplayerSample @@ -68,6 +70,7 @@ namespace MultiplayerSample class NetworkWeaponsComponentController : public NetworkWeaponsComponentControllerBase , private StartingPointInput::InputEventNotificationBus::MultiHandler + , private AZ::TickBus::Handler { public: NetworkWeaponsComponentController(NetworkWeaponsComponent& parent); @@ -79,6 +82,11 @@ namespace MultiplayerSample void ProcessInput(Multiplayer::NetworkInput& input, float deltaTime) override; private: + friend class NetworkAiComponent; + + //! AZ::TickBus::Handler interface + void OnTick(float deltaTime, AZ::ScriptTimePoint time) override; + int GetTickOrder() override; //! Update pump for player controlled weapons //! @param deltaTime the time in seconds since last tick @@ -95,6 +103,7 @@ namespace MultiplayerSample void OnHeld(float value) override; //! @} + bool m_aiEnabled = false; bool m_weaponDrawn = false; WeaponActivationBitset m_weaponFiring; }; diff --git a/Gem/Code/Source/Components/SimplePlayerCameraComponent.cpp b/Gem/Code/Source/Components/SimplePlayerCameraComponent.cpp index 2cf2457a0..4c634138a 100644 --- a/Gem/Code/Source/Components/SimplePlayerCameraComponent.cpp +++ b/Gem/Code/Source/Components/SimplePlayerCameraComponent.cpp @@ -6,6 +6,7 @@ */ #include +#include #include #include #include @@ -25,17 +26,21 @@ namespace MultiplayerSample { if (IsAutonomous()) { - AZ::EntityId activeCameraId; - Camera::CameraSystemRequestBus::BroadcastResult(activeCameraId, &Camera::CameraSystemRequestBus::Events::GetActiveCamera); - m_activeCameraEntity = AZ::Interface::Get()->FindEntity(activeCameraId); + m_aiEnabled = FindComponent()->GetEnabled(); + if (!m_aiEnabled) + { + AZ::EntityId activeCameraId; + Camera::CameraSystemRequestBus::BroadcastResult(activeCameraId, &Camera::CameraSystemRequestBus::Events::GetActiveCamera); + m_activeCameraEntity = AZ::Interface::Get()->FindEntity(activeCameraId); - AZ::TickBus::Handler::BusConnect(); + AZ::TickBus::Handler::BusConnect(); + } } } void SimplePlayerCameraComponentController::OnDeactivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating) { - if (IsAutonomous()) + if (IsAutonomous() && !m_aiEnabled) { AZ::TickBus::Handler::BusDisconnect(); } diff --git a/Gem/Code/Source/Components/SimplePlayerCameraComponent.h b/Gem/Code/Source/Components/SimplePlayerCameraComponent.h index 6a0477693..3ad3e81d7 100644 --- a/Gem/Code/Source/Components/SimplePlayerCameraComponent.h +++ b/Gem/Code/Source/Components/SimplePlayerCameraComponent.h @@ -34,5 +34,6 @@ namespace MultiplayerSample //! @} AZ::Entity* m_activeCameraEntity = nullptr; + bool m_aiEnabled = false; }; } diff --git a/Gem/Code/Source/Components/StressTestComponent.cpp b/Gem/Code/Source/Components/StressTestComponent.cpp new file mode 100644 index 000000000..ddea17d5f --- /dev/null +++ b/Gem/Code/Source/Components/StressTestComponent.cpp @@ -0,0 +1,140 @@ +/* + * 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. + * + * SPDX-License-Identifier: Apache-2.0 OR MIT + * + */ + +#include + +#include +#include + +#include +#include +#include +#include +#include +#include + +namespace MultiplayerSample +{ + void StressTestComponent::Reflect(AZ::ReflectContext* context) + { + AZ::SerializeContext* serializeContext = azrtti_cast(context); + if (serializeContext) + { + serializeContext->Class() + ->Version(1); + } + + StressTestComponentBase::Reflect(context); + } + + void StressTestComponent::OnInit() + { + } + + void StressTestComponentController::OnActivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating) + { +#ifdef IMGUI_ENABLED + ImGui::ImGuiUpdateListenerBus::Handler::BusConnect(); +#endif + auto agentType = AZ::Interface::Get()->GetAgentType(); + switch (agentType) + { + case Multiplayer::MultiplayerAgentType::DedicatedServer: + case Multiplayer::MultiplayerAgentType::ClientServer: + m_isServer = true; + break; + default: + break; + } + } + + void StressTestComponentController::OnDeactivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating) + { +#ifdef IMGUI_ENABLED + ImGui::ImGuiUpdateListenerBus::Handler::BusDisconnect(); +#endif + } + +#if defined(IMGUI_ENABLED) + void StressTestComponentController::OnImGuiMainMenuUpdate() + { + if (ImGui::BeginMenu("Multiplayer Sample")) + { + ImGui::Checkbox("Entity Spawner", &m_displayEntitySpawner); + ImGui::EndMenu(); + } + } + + void StressTestComponentController::OnImGuiUpdate() + { + if (m_displayEntitySpawner) + { + if (ImGui::Begin("Entity Spawner", &m_displayEntitySpawner, ImGuiWindowFlags_None)) + { + DrawEntitySpawner(); + } + } + } + + void StressTestComponentController::DrawEntitySpawner() + { + ImGui::SliderInt("Quantity", &m_quantity, 1, 100); + ImGui::SliderInt("Team ID", &m_teamID, 0, 3); + if (ImGui::Button("Spawn AI Entity")) + { + for (int i = 0; i != m_quantity; ++i) + { + if (m_isServer) + { + HandleSpawnAIEntity(nullptr, m_teamID); + } + else + { + SpawnAIEntity(m_teamID); + } + } + } + } +#endif + + void StressTestComponent::OnActivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating) + { + } + + void StressTestComponent::OnDeactivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating) + { + } + + void StressTestComponentController::HandleSpawnAIEntity( + AzNetworking::IConnection* invokingConnection, [[maybe_unused]] const int& teamId) + { + static Multiplayer::PrefabEntityId prefabId(AZ::Name{ "prefabs/player.network.spawnable" }); + + Multiplayer::INetworkEntityManager::EntityList entityList = + AZ::Interface::Get()->GetNetworkEntityManager()->CreateEntitiesImmediate( + prefabId, Multiplayer::NetEntityRole::Authority, AZ::Transform::CreateIdentity(), Multiplayer::AutoActivate::DoNotActivate); + + Multiplayer::NetworkEntityHandle createdEntity = entityList[0]; + // Drive inputs from AI instead of user inputs and disable camera following + NetworkAiComponentController* networkAiController = + reinterpret_cast(createdEntity.FindComponent()->GetController()); + networkAiController->SetEnabled(true); + if (invokingConnection) + { + networkAiController->SetOwningConnectionId(static_cast(invokingConnection->GetConnectionId())); + createdEntity.GetNetBindComponent()->SetOwningConnectionId(invokingConnection->GetConnectionId()); + } + else + { + // Server-owned AI component + networkAiController->SetOwningConnectionId(0xffffff); + } + createdEntity.GetNetBindComponent()->SetAllowAutonomy(true); + createdEntity.Activate(); + } +} // namespace MultiplayerSample diff --git a/Gem/Code/Source/Components/StressTestComponent.h b/Gem/Code/Source/Components/StressTestComponent.h new file mode 100644 index 000000000..7ac96f786 --- /dev/null +++ b/Gem/Code/Source/Components/StressTestComponent.h @@ -0,0 +1,62 @@ +/* + * 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. + * + * SPDX-License-Identifier: Apache-2.0 OR MIT + * + */ + +#pragma once + +#include + +#if defined(IMGUI_ENABLED) +#include +#include +#endif + +namespace MultiplayerSample +{ + class StressTestComponent + : public StressTestComponentBase + { + public: + AZ_MULTIPLAYER_COMPONENT(StressTestComponent, s_stressTestComponentConcreteUuid, StressTestComponentBase); + + static void Reflect(AZ::ReflectContext* context); + + void OnInit() override; + void OnActivate(Multiplayer::EntityIsMigrating entityIsMigrating) override; + void OnDeactivate(Multiplayer::EntityIsMigrating entityIsMigrating) override; + }; + + class StressTestComponentController + : public StressTestComponentControllerBase +#if defined(IMGUI_ENABLED) + , public ImGui::ImGuiUpdateListenerBus::Handler +#endif + { + public: + using StressTestComponentControllerBase::StressTestComponentControllerBase; + + void OnActivate(Multiplayer::EntityIsMigrating entityIsMigrating) override; + void OnDeactivate(Multiplayer::EntityIsMigrating entityIsMigrating) override; + + void HandleSpawnAIEntity(AzNetworking::IConnection* invokingConnection, const int& teamId) override; + +#if defined(IMGUI_ENABLED) + void OnImGuiMainMenuUpdate() override; + void OnImGuiUpdate() override; +#endif + + private: +#if defined(IMGUI_ENABLED) + void DrawEntitySpawner(); + + bool m_displayEntitySpawner = false; + bool m_isServer = false; + int m_quantity = 1; + int m_teamID = 0; +#endif + }; +} // namespace MultiplayerSample diff --git a/Gem/Code/Source/Components/WasdPlayerMovementComponent.cpp b/Gem/Code/Source/Components/WasdPlayerMovementComponent.cpp index 6d4f9193a..7d7717ebb 100644 --- a/Gem/Code/Source/Components/WasdPlayerMovementComponent.cpp +++ b/Gem/Code/Source/Components/WasdPlayerMovementComponent.cpp @@ -6,6 +6,8 @@ */ #include + +#include #include #include #include @@ -28,15 +30,23 @@ namespace MultiplayerSample { if (IsAutonomous()) { - StartingPointInput::InputEventNotificationBus::MultiHandler::BusConnect(MoveFwdEventId); - StartingPointInput::InputEventNotificationBus::MultiHandler::BusConnect(MoveBackEventId); - StartingPointInput::InputEventNotificationBus::MultiHandler::BusConnect(MoveLeftEventId); - StartingPointInput::InputEventNotificationBus::MultiHandler::BusConnect(MoveRightEventId); - StartingPointInput::InputEventNotificationBus::MultiHandler::BusConnect(SprintEventId); - StartingPointInput::InputEventNotificationBus::MultiHandler::BusConnect(JumpEventId); - StartingPointInput::InputEventNotificationBus::MultiHandler::BusConnect(CrouchEventId); - StartingPointInput::InputEventNotificationBus::MultiHandler::BusConnect(LookLeftRightEventId); - StartingPointInput::InputEventNotificationBus::MultiHandler::BusConnect(LookUpDownEventId); + m_aiEnabled = FindComponent()->GetEnabled(); + if (m_aiEnabled) + { + AZ::TickBus::Handler::BusConnect(); + } + else + { + StartingPointInput::InputEventNotificationBus::MultiHandler::BusConnect(MoveFwdEventId); + StartingPointInput::InputEventNotificationBus::MultiHandler::BusConnect(MoveBackEventId); + StartingPointInput::InputEventNotificationBus::MultiHandler::BusConnect(MoveLeftEventId); + StartingPointInput::InputEventNotificationBus::MultiHandler::BusConnect(MoveRightEventId); + StartingPointInput::InputEventNotificationBus::MultiHandler::BusConnect(SprintEventId); + StartingPointInput::InputEventNotificationBus::MultiHandler::BusConnect(JumpEventId); + StartingPointInput::InputEventNotificationBus::MultiHandler::BusConnect(CrouchEventId); + StartingPointInput::InputEventNotificationBus::MultiHandler::BusConnect(LookLeftRightEventId); + StartingPointInput::InputEventNotificationBus::MultiHandler::BusConnect(LookUpDownEventId); + } } } @@ -44,15 +54,22 @@ namespace MultiplayerSample { if (IsAutonomous()) { - StartingPointInput::InputEventNotificationBus::MultiHandler::BusDisconnect(MoveFwdEventId); - StartingPointInput::InputEventNotificationBus::MultiHandler::BusDisconnect(MoveBackEventId); - StartingPointInput::InputEventNotificationBus::MultiHandler::BusDisconnect(MoveLeftEventId); - StartingPointInput::InputEventNotificationBus::MultiHandler::BusDisconnect(MoveRightEventId); - StartingPointInput::InputEventNotificationBus::MultiHandler::BusDisconnect(SprintEventId); - StartingPointInput::InputEventNotificationBus::MultiHandler::BusDisconnect(JumpEventId); - StartingPointInput::InputEventNotificationBus::MultiHandler::BusDisconnect(CrouchEventId); - StartingPointInput::InputEventNotificationBus::MultiHandler::BusDisconnect(LookLeftRightEventId); - StartingPointInput::InputEventNotificationBus::MultiHandler::BusDisconnect(LookUpDownEventId); + if (m_aiEnabled) + { + AZ::TickBus::Handler::BusDisconnect(); + } + else + { + StartingPointInput::InputEventNotificationBus::MultiHandler::BusDisconnect(MoveFwdEventId); + StartingPointInput::InputEventNotificationBus::MultiHandler::BusDisconnect(MoveBackEventId); + StartingPointInput::InputEventNotificationBus::MultiHandler::BusDisconnect(MoveLeftEventId); + StartingPointInput::InputEventNotificationBus::MultiHandler::BusDisconnect(MoveRightEventId); + StartingPointInput::InputEventNotificationBus::MultiHandler::BusDisconnect(SprintEventId); + StartingPointInput::InputEventNotificationBus::MultiHandler::BusDisconnect(JumpEventId); + StartingPointInput::InputEventNotificationBus::MultiHandler::BusDisconnect(CrouchEventId); + StartingPointInput::InputEventNotificationBus::MultiHandler::BusDisconnect(LookLeftRightEventId); + StartingPointInput::InputEventNotificationBus::MultiHandler::BusDisconnect(LookUpDownEventId); + } } } @@ -81,14 +98,15 @@ namespace MultiplayerSample wasdInput->m_jump = m_jumping; wasdInput->m_crouch = m_crouching; - // Just a note for anyone who is super confused by this, ResetCount is a predictable network property, it gets set on the client through correction packets + // Just a note for anyone who is super confused by this, ResetCount is a predictable network property, it gets set on the client + // through correction packets wasdInput->m_resetCount = GetNetworkTransformComponentController()->GetResetCount(); } void WasdPlayerMovementComponentController::ProcessInput(Multiplayer::NetworkInput& input, float deltaTime) { // If the input reset count doesn't match the state's reset count it can mean two things: - // 1) On the server: we were reset and we are now receiving inputs from the client for an old reset count + // 1) On the server: we were reset and we are now receiving inputs from the client for an old reset count // 2) On the client: we were reset and we are replaying old inputs after being corrected // In both cases we don't want to process these inputs WasdPlayerMovementComponentNetworkInput* wasdInput = input.FindComponentInput(); @@ -97,15 +115,19 @@ namespace MultiplayerSample return; } - GetNetworkAnimationComponentController()->ModifyActiveAnimStates().SetBit(aznumeric_cast(CharacterAnimState::Sprinting), wasdInput->m_sprint); - GetNetworkAnimationComponentController()->ModifyActiveAnimStates().SetBit(aznumeric_cast(CharacterAnimState::Jumping), wasdInput->m_jump); - GetNetworkAnimationComponentController()->ModifyActiveAnimStates().SetBit(aznumeric_cast(CharacterAnimState::Crouching), wasdInput->m_crouch); + GetNetworkAnimationComponentController()->ModifyActiveAnimStates().SetBit( + aznumeric_cast(CharacterAnimState::Sprinting), wasdInput->m_sprint); + GetNetworkAnimationComponentController()->ModifyActiveAnimStates().SetBit( + aznumeric_cast(CharacterAnimState::Jumping), wasdInput->m_jump); + GetNetworkAnimationComponentController()->ModifyActiveAnimStates().SetBit( + aznumeric_cast(CharacterAnimState::Crouching), wasdInput->m_crouch); // Update orientation AZ::Vector3 aimAngles = GetSimplePlayerCameraComponentController()->GetAimAngles(); aimAngles.SetZ(NormalizeHeading(aimAngles.GetZ() - wasdInput->m_viewYaw * cl_AimStickScaleZ)); aimAngles.SetX(NormalizeHeading(aimAngles.GetX() - wasdInput->m_viewPitch * cl_AimStickScaleX)); - aimAngles.SetX(NormalizeHeading(AZ::GetClamp(aimAngles.GetX(), -AZ::Constants::QuarterPi * 0.75f, AZ::Constants::QuarterPi * 0.75f))); + aimAngles.SetX( + NormalizeHeading(AZ::GetClamp(aimAngles.GetX(), -AZ::Constants::QuarterPi * 0.75f, AZ::Constants::QuarterPi * 0.75f))); GetSimplePlayerCameraComponentController()->SetAimAngles(aimAngles); const AZ::Quaternion newOrientation = AZ::Quaternion::CreateRotationZ(aimAngles.GetZ()); @@ -152,7 +174,8 @@ namespace MultiplayerSample { const float stickInputAngle = AZ::Atan2(leftRight, fwdBack); const float currentHeading = GetNetworkTransformComponentController()->GetRotation().GetEulerRadians().GetZ(); - const float targetHeading = NormalizeHeading(currentHeading + stickInputAngle); // Update current heading with stick input angles + const float targetHeading = + NormalizeHeading(currentHeading + stickInputAngle); // Update current heading with stick input angles const AZ::Vector3 fwd = AZ::Vector3::CreateAxisY(); SetVelocity(AZ::Quaternion::CreateRotationZ(targetHeading).TransformVector(fwd) * speed); } @@ -281,4 +304,14 @@ namespace MultiplayerSample m_viewPitch = value; } } -} + + void WasdPlayerMovementComponentController::OnTick(float deltaTime, [[maybe_unused]] AZ::ScriptTimePoint time) + { + FindComponent()->TickMovement(*this, deltaTime); + } + + int WasdPlayerMovementComponentController::GetTickOrder() + { + return AZ::ComponentTickBus::TICK_GAME; + } +} // namespace MultiplayerSample diff --git a/Gem/Code/Source/Components/WasdPlayerMovementComponent.h b/Gem/Code/Source/Components/WasdPlayerMovementComponent.h index 64a3c8a3c..7d18c62ca 100644 --- a/Gem/Code/Source/Components/WasdPlayerMovementComponent.h +++ b/Gem/Code/Source/Components/WasdPlayerMovementComponent.h @@ -10,6 +10,8 @@ #include #include +#include + namespace MultiplayerSample { // Input Event Ids for Player Controls @@ -28,17 +30,20 @@ namespace MultiplayerSample class WasdPlayerMovementComponentController : public WasdPlayerMovementComponentControllerBase , private StartingPointInput::InputEventNotificationBus::MultiHandler + , private AZ::TickBus::Handler { public: WasdPlayerMovementComponentController(WasdPlayerMovementComponent& parent); - void OnActivate(Multiplayer::EntityIsMigrating entityIsMigrating); - void OnDeactivate(Multiplayer::EntityIsMigrating entityIsMigrating); + void OnActivate(Multiplayer::EntityIsMigrating entityIsMigrating) override; + void OnDeactivate(Multiplayer::EntityIsMigrating entityIsMigrating) override; void CreateInput(Multiplayer::NetworkInput& input, float deltaTime) override; void ProcessInput(Multiplayer::NetworkInput& input, float deltaTime) override; private: + friend class NetworkAiComponent; + void UpdateVelocity(const WasdPlayerMovementComponentNetworkInput& wasdInput); float NormalizeHeading(float heading) const; @@ -49,6 +54,12 @@ namespace MultiplayerSample void OnHeld(float value) override; //! @} + //! AZ::TickBus::Handler interface + //! @{ + void OnTick(float deltaTime, AZ::ScriptTimePoint time) override; + int GetTickOrder() override; + //! @} + float m_forwardWeight = 0.0f; float m_leftWeight = 0.0f; float m_backwardWeight = 0.0f; @@ -64,5 +75,7 @@ namespace MultiplayerSample bool m_sprinting = false; bool m_jumping = false; bool m_crouching = false; + + bool m_aiEnabled = false; }; } diff --git a/Gem/Code/Source/MultiplayerSampleSystemComponent.cpp b/Gem/Code/Source/MultiplayerSampleSystemComponent.cpp index a0e4e9633..f031836f0 100644 --- a/Gem/Code/Source/MultiplayerSampleSystemComponent.cpp +++ b/Gem/Code/Source/MultiplayerSampleSystemComponent.cpp @@ -14,6 +14,12 @@ #include #include +#include +#include + +#include +#include +#include namespace MultiplayerSample { @@ -93,5 +99,6 @@ namespace MultiplayerSample // Tick immediately after the multiplayer system component return AZ::TICK_PLACEMENT + 2; } + } diff --git a/Gem/Code/Source/MultiplayerSampleSystemComponent.h b/Gem/Code/Source/MultiplayerSampleSystemComponent.h index 9e273c1a1..8d177cf17 100644 --- a/Gem/Code/Source/MultiplayerSampleSystemComponent.h +++ b/Gem/Code/Source/MultiplayerSampleSystemComponent.h @@ -25,7 +25,6 @@ namespace MultiplayerSample static void GetIncompatibleServices(AZ::ComponentDescriptor::DependencyArrayType& incompatible); static void GetRequiredServices(AZ::ComponentDescriptor::DependencyArrayType& required); static void GetDependentServices(AZ::ComponentDescriptor::DependencyArrayType& dependent); - protected: //////////////////////////////////////////////////////////////////////// // AZ::Component interface implementation diff --git a/Gem/Code/multiplayersample_files.cmake b/Gem/Code/multiplayersample_files.cmake index eef514ecf..6c8f3ef24 100644 --- a/Gem/Code/multiplayersample_files.cmake +++ b/Gem/Code/multiplayersample_files.cmake @@ -6,6 +6,7 @@ # set(FILES + Source/AutoGen/NetworkAiComponent.AutoComponent.xml Source/AutoGen/NetworkAnimationComponent.AutoComponent.xml Source/AutoGen/NetworkCharacterComponent.AutoComponent.xml Source/AutoGen/NetworkHealthComponent.AutoComponent.xml @@ -15,9 +16,12 @@ set(FILES Source/AutoGen/NetworkRigidBodyComponent.AutoComponent.xml Source/AutoGen/NetworkWeaponsComponent.AutoComponent.xml Source/AutoGen/SimplePlayerCameraComponent.AutoComponent.xml + Source/AutoGen/StressTestCOmponent.AutoComponent.xml Source/AutoGen/WasdPlayerMovementComponent.AutoComponent.xml Source/Components/ExampleFilteredEntityComponent.h Source/Components/ExampleFilteredEntityComponent.cpp + Source/Components/NetworkAiComponent.cpp + Source/Components/NetworkAiComponent.h Source/Components/NetworkAnimationComponent.cpp Source/Components/NetworkAnimationComponent.h Source/Components/NetworkCharacterComponent.cpp @@ -36,6 +40,8 @@ set(FILES Source/Components/NetworkWeaponsComponent.h Source/Components/SimplePlayerCameraComponent.cpp Source/Components/SimplePlayerCameraComponent.h + Source/Components/StressTestComponent.cpp + Source/Components/StressTestComponent.h Source/Components/WasdPlayerMovementComponent.cpp Source/Components/WasdPlayerMovementComponent.h Source/Weapons/BaseWeapon.cpp diff --git a/Levels/SampleBase/SampleBase.prefab b/Levels/SampleBase/SampleBase.prefab index 831c42c7a..ad93f5d09 100644 --- a/Levels/SampleBase/SampleBase.prefab +++ b/Levels/SampleBase/SampleBase.prefab @@ -58,324 +58,199 @@ } }, "Entities": { - "Entity_[1000364710628]": { - "Id": "Entity_[1000364710628]", - "Name": "Box3", + "Entity_[14030996048227]": { + "Id": "Entity_[14030996048227]", + "Name": "StressTestEntity", "Components": { - "Component_[11384954117619258935]": { - "$type": "EditorColliderComponent", - "Id": 11384954117619258935, - "ColliderConfiguration": { - "MaterialSelection": { - "MaterialIds": [ - {} - ] - } - }, - "ShapeConfiguration": { - "ShapeType": 1 - } + "Component_[11071255408563586395]": { + "$type": "EditorEntitySortComponent", + "Id": 11071255408563586395 }, - "Component_[11653223786701195962]": { + "Component_[1271454470034210481]": { "$type": "SelectionComponent", - "Id": 11653223786701195962 - }, - "Component_[11829233075139704453]": { - "$type": "{27F1E1A1-8D9D-4C3B-BD3A-AFB9762449C0} TransformComponent", - "Id": 11829233075139704453, - "Parent Entity": "Entity_[356758116574]", - "Transform Data": { - "Translate": [ - 0.9304907321929932, - 2.19852352142334, - 2.646372079849243 - ] - } + "Id": 1271454470034210481 }, - "Component_[12724016572532454792]": { - "$type": "AZ::Render::EditorMeshComponent", - "Id": 12724016572532454792, - "Controller": { - "Configuration": { - "ModelAsset": { - "assetId": { - "guid": "{593006BE-FE73-5A4B-A0A6-06C02EFFE458}", - "subId": 285127096 - }, - "assetHint": "objects/cube.azmodel" - } - } - } + "Component_[13137916724228702403]": { + "$type": "EditorPendingCompositionComponent", + "Id": 13137916724228702403 }, - "Component_[14564562245168579615]": { - "$type": 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14564562245168579615, + "SortIndex": 6 + }, + { + "ComponentId": 9450029410653326667, + "SortIndex": 7 + } + ] + }, + "Component_[8125251054274400256]": { + "$type": "GenericComponentWrapper", + "Id": 8125251054274400256, + "m_template": { + "$type": "NetBindComponent" + } + }, + "Component_[8184187118822500353]": { + "$type": "EditorMaterialComponent", + "Id": 8184187118822500353, + "materialSlots": [ + { + "id": { + "materialSlotStableId": 2418540911 + }, + "defaultMaterialAsset": { + "assetId": { + "guid": "{593006BE-FE73-5A4B-A0A6-06C02EFFE458}", + "subId": 2418540911 + }, + "loadBehavior": "PreLoad", + "assetHint": "objects/cube_cube_material_8207354365278159215.azmaterial" + } + } + ], + "materialSlotsByLod": [ + [ + { + "id": { + "lodIndex": 0, + "materialSlotStableId": 2418540911 + }, + "defaultMaterialAsset": { + "assetId": { + "guid": "{593006BE-FE73-5A4B-A0A6-06C02EFFE458}", + "subId": 2418540911 + }, + "loadBehavior": "PreLoad", + "assetHint": "objects/cube_cube_material_8207354365278159215.azmaterial" + } + } + ] + ] + }, + "Component_[9450029410653326667]": { + "$type": "GenericComponentWrapper", + "Id": 9450029410653326667, + "m_template": { + "$type": "MultiplayerSample::NetworkRigidBodyComponent" + } + }, + "Component_[9452550092591643181]": { + "$type": "EditorLockComponent", + "Id": 9452550092591643181 + } + } + }, + "Entity_[781021940067]": { + "Id": "Entity_[781021940067]", + "Name": "Box3", + "Components": { + "Component_[11384954117619258935]": { + "$type": "EditorColliderComponent", + "Id": 11384954117619258935, + "ColliderConfiguration": { + "MaterialSelection": { + "MaterialIds": [ + {} + ] + } + }, + "ShapeConfiguration": { + "ShapeType": 1 + } + }, + "Component_[11653223786701195962]": { + "$type": "SelectionComponent", + "Id": 11653223786701195962 + }, + "Component_[11829233075139704453]": { + "$type": "{27F1E1A1-8D9D-4C3B-BD3A-AFB9762449C0} TransformComponent", + "Id": 11829233075139704453, + "Parent Entity": "ContainerEntity", + "Transform Data": { + "Translate": [ + 1.7793126106262207, + 0.6112356185913086, + 2.126070022583008 + ] + } + }, + "Component_[12724016572532454792]": { + "$type": "AZ::Render::EditorMeshComponent", + "Id": 12724016572532454792, + "Controller": { + "Configuration": { + "ModelAsset": { + "assetId": { + "guid": "{593006BE-FE73-5A4B-A0A6-06C02EFFE458}", + "subId": 285127096 + }, + "assetHint": "objects/cube.azmodel" + } + } + } + }, + "Component_[14564562245168579615]": { + "$type": "EditorRigidBodyComponent", + "Id": 14564562245168579615, + "Configuration": { + "entityId": "", + "Mass": 999.9999389648438, + "Inertia tensor": { + "roll": 0.0, + "pitch": 0.0, + "yaw": 0.0, + "scale": 0.005999999586492777 + } + } + }, + "Component_[16056896985233530106]": { + "$type": "EditorDisabledCompositionComponent", + "Id": 16056896985233530106 + }, + "Component_[17648193282110847484]": { + "$type": "EditorOnlyEntityComponent", + "Id": 17648193282110847484 + }, + "Component_[17736719688956315985]": { + "$type": "GenericComponentWrapper", + "Id": 17736719688956315985, + "m_template": { + "$type": "Multiplayer::NetworkTransformComponent" + } + }, + "Component_[1835082203551392000]": { + "$type": "EditorPendingCompositionComponent", + "Id": 1835082203551392000 + }, + "Component_[2164842339052442926]": { + "$type": "EditorEntitySortComponent", + "Id": 2164842339052442926 + }, + "Component_[3933618364732995768]": { + "$type": "EditorVisibilityComponent", + "Id": 3933618364732995768 + }, + "Component_[4455772334179006063]": { + "$type": "EditorEntityIconComponent", + "Id": 4455772334179006063 + }, + "Component_[7903212753103164289]": { + "$type": "EditorInspectorComponent", + "Id": 7903212753103164289, + "ComponentOrderEntryArray": [ + { + "ComponentId": 11829233075139704453 + }, + { + "ComponentId": 8125251054274400256, + "SortIndex": 1 + }, + { + "ComponentId": 17736719688956315985, + "SortIndex": 2 + }, + { + "ComponentId": 12724016572532454792, + "SortIndex": 3 + }, + { + "ComponentId": 8184187118822500353, + "SortIndex": 4 + }, + { + "ComponentId": 11384954117619258935, + "SortIndex": 5 + }, + { + "ComponentId": 14564562245168579615, + "SortIndex": 6 + }, + { + "ComponentId": 9450029410653326667, + "SortIndex": 7 + } + ] + }, + "Component_[8125251054274400256]": { + "$type": "GenericComponentWrapper", + "Id": 8125251054274400256, + "m_template": { + "$type": "NetBindComponent" + } + }, + "Component_[8184187118822500353]": { + "$type": "EditorMaterialComponent", + "Id": 8184187118822500353, + "materialSlots": [ + { + "id": { + "materialSlotStableId": 2418540911 + }, + "defaultMaterialAsset": { + "assetId": { + "guid": "{593006BE-FE73-5A4B-A0A6-06C02EFFE458}", + "subId": 2418540911 + }, + "loadBehavior": "PreLoad", + "assetHint": "objects/cube_cube_material_8207354365278159215.azmaterial" + } + } + ], + "materialSlotsByLod": [ + [ + { + "id": { + "lodIndex": 0, + "materialSlotStableId": 2418540911 + }, + "defaultMaterialAsset": { + "assetId": { + "guid": "{593006BE-FE73-5A4B-A0A6-06C02EFFE458}", + "subId": 2418540911 + }, + "loadBehavior": "PreLoad", + "assetHint": "objects/cube_cube_material_8207354365278159215.azmaterial" + } + } + ] + ] + }, + "Component_[9450029410653326667]": { + "$type": "GenericComponentWrapper", + "Id": 9450029410653326667, + "m_template": { + "$type": "MultiplayerSample::NetworkRigidBodyComponent" + } + }, + "Component_[9452550092591643181]": { + "$type": "EditorLockComponent", + "Id": 9452550092591643181 + } + } + } + } +} \ No newline at end of file diff --git a/Prefabs/Player.prefab b/Prefabs/Player.prefab index 2816fad41..b98253050 100644 --- a/Prefabs/Player.prefab +++ b/Prefabs/Player.prefab @@ -129,6 +129,13 @@ "ApplyMoveOnPhysicsTick": false } }, + "Component_[1673121106304051384]": { + "$type": "GenericComponentWrapper", + "Id": 1673121106304051384, + "m_template": { + "$type": "NetworkAiComponent" + } + }, "Component_[16870214955717717317]": { "$type": "EditorEntitySortComponent", "Id": 16870214955717717317 @@ -369,10 +376,8 @@ "WeaponType": 1, "CooldownTimeMs": 500, "GatherParams": { - "GatherShape": 0, "CastDistance": 2000.0, - "TravelSpeed": 200.0, - "BulletDrop": true + "TravelSpeed": 200.0 }, "DamageEffect": { "HitMagnitude": 10.0 @@ -385,8 +390,7 @@ "GatherShape": 2, "CastDistance": 100.0, "TravelSpeed": 50.0, - "Multihit": true, - "BulletDrop": true + "Multihit": true }, "DamageEffect": { "HitMagnitude": 50.0 @@ -398,6 +402,116 @@ "RightHand" ] } + }, + "Component_[9355205875164065586]": { + "$type": "EditorMaterialComponent", + "Id": 9355205875164065586, + "Controller": { + "Configuration": { + "materials": [ + { + "Key": { + "materialSlotStableId": 3026370142 + }, + "Value": { + "MaterialAsset": { + "assetId": { + "guid": "{665C08D7-6D4F-5D00-BE83-66F147764D44}" + }, + "assetHint": "burt/burtactor.azmaterial" + } + } + } + ] + } + }, + "materialSlots": [ + { + "id": { + "materialSlotStableId": 3026370142 + }, + "materialAsset": { + "assetId": { + "guid": "{665C08D7-6D4F-5D00-BE83-66F147764D44}" + }, + "assetHint": "burt/burtactor.azmaterial" + }, + "defaultMaterialAsset": { + "assetId": { + "guid": "{85A4DFBC-18C2-5D1B-8066-F82FBF31E794}", + "subId": 3026370142 + }, + "loadBehavior": "PreLoad", + "assetHint": "burt/burtactor_burtmat_8697524831461228126.azmaterial" + } + } + ], + "materialSlotsByLod": [ + [ + { + "id": { + "lodIndex": 0, + "materialSlotStableId": 3026370142 + }, + "defaultMaterialAsset": { + "assetId": { + "guid": "{85A4DFBC-18C2-5D1B-8066-F82FBF31E794}", + "subId": 3026370142 + }, + "loadBehavior": "PreLoad", + "assetHint": "burt/burtactor_burtmat_8697524831461228126.azmaterial" + } + } + ], + [ + { + "id": { + "lodIndex": 1, + "materialSlotStableId": 3026370142 + }, + "defaultMaterialAsset": { + "assetId": { + "guid": "{85A4DFBC-18C2-5D1B-8066-F82FBF31E794}", + "subId": 3026370142 + }, + "loadBehavior": "PreLoad", + "assetHint": "burt/burtactor_burtmat_8697524831461228126.azmaterial" + } + } + ], + [ + { + "id": { + "lodIndex": 2, + "materialSlotStableId": 3026370142 + }, + "defaultMaterialAsset": { + "assetId": { + "guid": "{85A4DFBC-18C2-5D1B-8066-F82FBF31E794}", + "subId": 3026370142 + }, + "loadBehavior": "PreLoad", + "assetHint": "burt/burtactor_burtmat_8697524831461228126.azmaterial" + } + } + ], + [ + { + "id": { + "lodIndex": 3, + "materialSlotStableId": 3026370142 + }, + "defaultMaterialAsset": { + "assetId": { + "guid": "{85A4DFBC-18C2-5D1B-8066-F82FBF31E794}", + "subId": 3026370142 + }, + "loadBehavior": "PreLoad", + "assetHint": "burt/burtactor_burtmat_8697524831461228126.azmaterial" + } + } + ] + ] } } } From a6500df9e3ad1e9cd50908b04955f0d284125538 Mon Sep 17 00:00:00 2001 From: Jeremy Ong Date: Wed, 8 Sep 2021 20:09:10 -0600 Subject: [PATCH 45/64] Drive AI using AI::ScheduledEvent and set AI replicated behavior constants via ImGUI interface Signed-off-by: Jeremy Ong --- .../NetworkAiComponent.AutoComponent.xml | 2 - .../StressTestComponent.AutoComponent.xml | 5 ++ .../Source/Components/NetworkAiComponent.cpp | 31 +++++++++--- .../Source/Components/NetworkAiComponent.h | 13 ++++- .../Components/NetworkWeaponsComponent.cpp | 30 +++++------ .../Components/NetworkWeaponsComponent.h | 8 +-- .../Source/Components/StressTestComponent.cpp | 50 ++++++++++++++----- .../Source/Components/StressTestComponent.h | 14 +++++- .../WasdPlayerMovementComponent.cpp | 45 ++++++++--------- .../Components/WasdPlayerMovementComponent.h | 10 +--- Gem/Code/multiplayersample_files.cmake | 2 +- 11 files changed, 128 insertions(+), 82 deletions(-) diff --git a/Gem/Code/Source/AutoGen/NetworkAiComponent.AutoComponent.xml b/Gem/Code/Source/AutoGen/NetworkAiComponent.AutoComponent.xml index 414d8b8c2..40714516f 100644 --- a/Gem/Code/Source/AutoGen/NetworkAiComponent.AutoComponent.xml +++ b/Gem/Code/Source/AutoGen/NetworkAiComponent.AutoComponent.xml @@ -9,6 +9,4 @@ xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"> - - diff --git a/Gem/Code/Source/AutoGen/StressTestComponent.AutoComponent.xml b/Gem/Code/Source/AutoGen/StressTestComponent.AutoComponent.xml index 336179c51..b6d6b5807 100644 --- a/Gem/Code/Source/AutoGen/StressTestComponent.AutoComponent.xml +++ b/Gem/Code/Source/AutoGen/StressTestComponent.AutoComponent.xml @@ -10,6 +10,11 @@ + + + + + diff --git a/Gem/Code/Source/Components/NetworkAiComponent.cpp b/Gem/Code/Source/Components/NetworkAiComponent.cpp index d11da938c..eb262377f 100644 --- a/Gem/Code/Source/Components/NetworkAiComponent.cpp +++ b/Gem/Code/Source/Components/NetworkAiComponent.cpp @@ -16,6 +16,8 @@ namespace MultiplayerSample { + constexpr static float SecondsToMs = 1000.f; + void NetworkAiComponent::Reflect(AZ::ReflectContext* context) { if (AZ::SerializeContext* serializeContext = azrtti_cast(context)) @@ -28,8 +30,6 @@ namespace MultiplayerSample void NetworkAiComponent::OnInit() { - // TODO: Provide an interface for controlling the seed - m_lcg.SetSeed(static_cast(AZ::Interface::Get()->GetElapsedTimeMs())); } void NetworkAiComponent::OnActivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating) @@ -43,15 +43,20 @@ namespace MultiplayerSample void NetworkAiComponent::TickMovement(WasdPlayerMovementComponentController& movementController, float deltaTime) { // TODO: Execute this tick only if this component is owned by this endpoint (currently ticks on server only) - m_remainingTimeMs -= deltaTime * 1000; + float deltaTimeMs = deltaTime * SecondsToMs; + m_remainingTimeMs -= deltaTimeMs; if (m_remainingTimeMs <= 0) { // Determine a new directive after 500 to 9500 ms - m_remainingTimeMs = m_lcg.GetRandomFloat() * 9500.f + 500.f; + m_remainingTimeMs = m_lcg.GetRandomFloat() * (m_actionIntervalMaxMs - m_actionIntervalMinMs) + m_actionIntervalMinMs; m_turnRate = 1.f / m_remainingTimeMs; + + // Randomize new target yaw and pitch and compute the delta from the current yaw and pitch respectively m_targetYawDelta = -movementController.m_viewYaw + (m_lcg.GetRandomFloat() * 2.f - 1.f); m_targetPitchDelta = -movementController.m_viewPitch + (m_lcg.GetRandomFloat() - 0.5f); + + // Randomize the action and strafe direction (used only if we decide to strafe) m_action = static_cast(m_lcg.GetRandom() % static_cast(Action::COUNT)); m_strafingRight = static_cast(m_lcg.GetRandom() % 2); } @@ -59,8 +64,8 @@ namespace MultiplayerSample // Translate desired motion into inputs // Interpolate the current view yaw and pitch values towards the desired values - movementController.m_viewYaw += 1000.f * m_turnRate * deltaTime * m_targetYawDelta; - movementController.m_viewPitch += 1000.f * m_turnRate * deltaTime * m_targetPitchDelta; + movementController.m_viewYaw += m_turnRate * deltaTimeMs * m_targetYawDelta; + movementController.m_viewPitch += m_turnRate * deltaTimeMs * m_targetPitchDelta; // Reset keyboard movement inputs decided on the previous frame movementController.m_forwardDown = false; @@ -106,13 +111,13 @@ namespace MultiplayerSample void NetworkAiComponent::TickWeapons(NetworkWeaponsComponentController& weaponsController, float deltaTime) { // TODO: Execute this tick only if this component is owned by this endpoint (currently ticks on server only) - m_timeToNextShot -= deltaTime * 1000; + m_timeToNextShot -= deltaTime * SecondsToMs; if (m_timeToNextShot <= 0) { if (m_shotFired) { // Fire weapon between 100 and 10000 ms from now - m_timeToNextShot = m_lcg.GetRandomFloat() * 9900.f + 100.f; + m_timeToNextShot = m_lcg.GetRandomFloat() * (m_fireIntervalMaxMs - m_fireIntervalMinMs) + m_fireIntervalMinMs; m_shotFired = false; weaponsController.m_weaponFiring = false; } @@ -123,4 +128,14 @@ namespace MultiplayerSample } } } + + void NetworkAiComponent::ConfigureAi( + float fireIntervalMinMs, float fireIntervalMaxMs, float actionIntervalMinMs, float actionIntervalMaxMs, uint64_t seed) + { + m_fireIntervalMinMs = fireIntervalMinMs; + m_fireIntervalMaxMs = fireIntervalMaxMs; + m_actionIntervalMinMs = actionIntervalMinMs; + m_actionIntervalMaxMs = actionIntervalMaxMs; + m_lcg.SetSeed(seed); + } } diff --git a/Gem/Code/Source/Components/NetworkAiComponent.h b/Gem/Code/Source/Components/NetworkAiComponent.h index d4858bfe6..936fb1119 100644 --- a/Gem/Code/Source/Components/NetworkAiComponent.h +++ b/Gem/Code/Source/Components/NetworkAiComponent.h @@ -16,6 +16,9 @@ namespace MultiplayerSample class NetworkWeaponsComponentController; class WasdPlayerMovementComponentController; + + // The NetworkAiComponent, when active, can execute behaviors and produce synthetic inputs to drive the + // WasdPlayerMovementComponentController and NetworkWeaponsComponentController. class NetworkAiComponent : public NetworkAiComponentBase { public: @@ -34,11 +37,19 @@ namespace MultiplayerSample void TickWeapons(NetworkWeaponsComponentController& weaponsController, float deltaTime); private: + friend class StressTestComponentController; + void ConfigureAi( + float fireIntervalMinMs, float fireIntervalMaxMs, float actionIntervalMinMs, float actionIntervalMaxMs, uint64_t seed); + AZ::SimpleLcgRandom m_lcg; // Our "AI" is really just a chaos monkey. Every N ms, we choose a cardinal direction to move towards, // and flip coins to determine if we should shoot, or perform some other action. float m_remainingTimeMs = 0.f; + float m_fireIntervalMinMs = 100.f; + float m_fireIntervalMaxMs = 10000.f; + float m_actionIntervalMinMs = 500.f; + float m_actionIntervalMaxMs = 10000.f; float m_turnRate = 0.f; float m_targetYawDelta = 0.f; @@ -51,7 +62,7 @@ namespace MultiplayerSample Sprinting, Jumping, Crouching, - COUNT = Crouching + COUNT = Crouching + 1 }; Action m_action = Action::Default; bool m_strafingRight = false; diff --git a/Gem/Code/Source/Components/NetworkWeaponsComponent.cpp b/Gem/Code/Source/Components/NetworkWeaponsComponent.cpp index bd7c80818..61c874f22 100644 --- a/Gem/Code/Source/Components/NetworkWeaponsComponent.cpp +++ b/Gem/Code/Source/Components/NetworkWeaponsComponent.cpp @@ -298,6 +298,11 @@ namespace MultiplayerSample NetworkWeaponsComponentController::NetworkWeaponsComponentController(NetworkWeaponsComponent& parent) : NetworkWeaponsComponentControllerBase(parent) + , m_updateAI{ [this] + { + UpdateAI(); + }, + AZ::Name{ "WeaponsControllerAI" } } { ; } @@ -309,7 +314,7 @@ namespace MultiplayerSample m_aiEnabled = FindComponent()->GetEnabled(); if (m_aiEnabled) { - AZ::TickBus::Handler::BusConnect(); + m_updateAI.Enqueue(AZ::TimeMs{ 0 }, true); } else { @@ -322,18 +327,11 @@ namespace MultiplayerSample void NetworkWeaponsComponentController::OnDeactivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating) { - if (IsAutonomous()) + if (IsAutonomous() && !m_aiEnabled) { - if (m_aiEnabled) - { - AZ::TickBus::Handler::BusDisconnect(); - } - else - { - StartingPointInput::InputEventNotificationBus::MultiHandler::BusDisconnect(DrawEventId); - StartingPointInput::InputEventNotificationBus::MultiHandler::BusDisconnect(FirePrimaryEventId); - StartingPointInput::InputEventNotificationBus::MultiHandler::BusDisconnect(FireSecondaryEventId); - } + StartingPointInput::InputEventNotificationBus::MultiHandler::BusDisconnect(DrawEventId); + StartingPointInput::InputEventNotificationBus::MultiHandler::BusDisconnect(FirePrimaryEventId); + StartingPointInput::InputEventNotificationBus::MultiHandler::BusDisconnect(FireSecondaryEventId); } } @@ -480,13 +478,9 @@ namespace MultiplayerSample ; } - void NetworkWeaponsComponentController::OnTick(float deltaTime, [[maybe_unused]] AZ::ScriptTimePoint time) + void NetworkWeaponsComponentController::UpdateAI() { + float deltaTime = static_cast(m_updateAI.TimeInQueueMs()) / 1000.f; FindComponent()->TickWeapons(*this, deltaTime); } - - int NetworkWeaponsComponentController::GetTickOrder() - { - return AZ::ComponentTickBus::TICK_GAME; - } } // namespace MultiplayerSample diff --git a/Gem/Code/Source/Components/NetworkWeaponsComponent.h b/Gem/Code/Source/Components/NetworkWeaponsComponent.h index d1651ce32..49944d284 100644 --- a/Gem/Code/Source/Components/NetworkWeaponsComponent.h +++ b/Gem/Code/Source/Components/NetworkWeaponsComponent.h @@ -11,8 +11,6 @@ #include #include -#include - namespace DebugDraw { class DebugDrawRequests; } namespace MultiplayerSample @@ -70,7 +68,6 @@ namespace MultiplayerSample class NetworkWeaponsComponentController : public NetworkWeaponsComponentControllerBase , private StartingPointInput::InputEventNotificationBus::MultiHandler - , private AZ::TickBus::Handler { public: NetworkWeaponsComponentController(NetworkWeaponsComponent& parent); @@ -84,9 +81,7 @@ namespace MultiplayerSample private: friend class NetworkAiComponent; - //! AZ::TickBus::Handler interface - void OnTick(float deltaTime, AZ::ScriptTimePoint time) override; - int GetTickOrder() override; + void UpdateAI(); //! Update pump for player controlled weapons //! @param deltaTime the time in seconds since last tick @@ -103,6 +98,7 @@ namespace MultiplayerSample void OnHeld(float value) override; //! @} + AZ::ScheduledEvent m_updateAI; bool m_aiEnabled = false; bool m_weaponDrawn = false; WeaponActivationBitset m_weaponFiring; diff --git a/Gem/Code/Source/Components/StressTestComponent.cpp b/Gem/Code/Source/Components/StressTestComponent.cpp index ddea17d5f..d1bf3e03a 100644 --- a/Gem/Code/Source/Components/StressTestComponent.cpp +++ b/Gem/Code/Source/Components/StressTestComponent.cpp @@ -74,7 +74,7 @@ namespace MultiplayerSample { if (m_displayEntitySpawner) { - if (ImGui::Begin("Entity Spawner", &m_displayEntitySpawner, ImGuiWindowFlags_None)) + if (ImGui::Begin("Entity Spawner", &m_displayEntitySpawner, ImGuiWindowFlags_AlwaysAutoResize)) { DrawEntitySpawner(); } @@ -85,22 +85,45 @@ namespace MultiplayerSample { ImGui::SliderInt("Quantity", &m_quantity, 1, 100); ImGui::SliderInt("Team ID", &m_teamID, 0, 3); + ImGui::InputFloat("Fire Interval Min (ms)", &m_fireIntervalMinMs, 0.f, 100000.f); + ImGui::InputFloat("Fire Interval Max (ms)", &m_fireIntervalMaxMs, 0.f, 100000.f); + ImGui::InputFloat("Action Interval Min (ms)", &m_actionIntervalMinMs, 0.f, 100000.f); + ImGui::InputFloat("Action Interval Max (ms)", &m_actionIntervalMaxMs, 0.f, 100000.f); + constexpr static uint64_t SeedMin = 0; + constexpr static uint64_t SeedMax = AZStd::numeric_limits::max(); + ImGui::InputScalar("Seed", ImGuiDataType_U64, &m_seed, &SeedMin, &SeedMax, "%llu"); + if (ImGui::Button("Spawn AI Entity")) { + uint64_t seed = m_seed == 0 ? static_cast(AZ::Interface::Get()->GetElapsedTimeMs()) : m_seed; + for (int i = 0; i != m_quantity; ++i) { if (m_isServer) { - HandleSpawnAIEntity(nullptr, m_teamID); + HandleSpawnAIEntity( + nullptr, + m_fireIntervalMinMs, + m_fireIntervalMaxMs, + m_actionIntervalMinMs, + m_actionIntervalMaxMs, + seed + i, + m_teamID); } else { - SpawnAIEntity(m_teamID); + SpawnAIEntity( + m_fireIntervalMinMs, + m_fireIntervalMaxMs, + m_actionIntervalMinMs, + m_actionIntervalMaxMs, + seed + i, + m_teamID); } } } } -#endif +#endif // defined(IMGUI_ENABLED) void StressTestComponent::OnActivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating) { @@ -111,29 +134,32 @@ namespace MultiplayerSample } void StressTestComponentController::HandleSpawnAIEntity( - AzNetworking::IConnection* invokingConnection, [[maybe_unused]] const int& teamId) + AzNetworking::IConnection* invokingConnection, + const float& fireIntervalMinMs, + const float& fireIntervalMaxMs, + const float& actionIntervalMinMs, + const float& actionIntervalMaxMs, + const uint64_t& seed, + [[maybe_unused]] const int& teamId) { static Multiplayer::PrefabEntityId prefabId(AZ::Name{ "prefabs/player.network.spawnable" }); Multiplayer::INetworkEntityManager::EntityList entityList = AZ::Interface::Get()->GetNetworkEntityManager()->CreateEntitiesImmediate( - prefabId, Multiplayer::NetEntityRole::Authority, AZ::Transform::CreateIdentity(), Multiplayer::AutoActivate::DoNotActivate); + prefabId, Multiplayer::NetEntityRole::Authority, AZ::Transform::CreateIdentity(), Multiplayer::AutoActivate::DoNotActivate); Multiplayer::NetworkEntityHandle createdEntity = entityList[0]; // Drive inputs from AI instead of user inputs and disable camera following + NetworkAiComponent* aiComponent = createdEntity.FindComponent(); + aiComponent->ConfigureAi(fireIntervalMinMs, fireIntervalMaxMs, actionIntervalMinMs, actionIntervalMaxMs, seed); + NetworkAiComponentController* networkAiController = reinterpret_cast(createdEntity.FindComponent()->GetController()); networkAiController->SetEnabled(true); if (invokingConnection) { - networkAiController->SetOwningConnectionId(static_cast(invokingConnection->GetConnectionId())); createdEntity.GetNetBindComponent()->SetOwningConnectionId(invokingConnection->GetConnectionId()); } - else - { - // Server-owned AI component - networkAiController->SetOwningConnectionId(0xffffff); - } createdEntity.GetNetBindComponent()->SetAllowAutonomy(true); createdEntity.Activate(); } diff --git a/Gem/Code/Source/Components/StressTestComponent.h b/Gem/Code/Source/Components/StressTestComponent.h index 7ac96f786..5370866da 100644 --- a/Gem/Code/Source/Components/StressTestComponent.h +++ b/Gem/Code/Source/Components/StressTestComponent.h @@ -42,7 +42,14 @@ namespace MultiplayerSample void OnActivate(Multiplayer::EntityIsMigrating entityIsMigrating) override; void OnDeactivate(Multiplayer::EntityIsMigrating entityIsMigrating) override; - void HandleSpawnAIEntity(AzNetworking::IConnection* invokingConnection, const int& teamId) override; + void HandleSpawnAIEntity( + AzNetworking::IConnection* invokingConnection, + const float& fireIntervalMinMs, + const float& fireIntervalMaxMs, + const float& actionIntervalMinMs, + const float& actionIntervalMaxMs, + const uint64_t& seed, + const int& teamId); #if defined(IMGUI_ENABLED) void OnImGuiMainMenuUpdate() override; @@ -56,6 +63,11 @@ namespace MultiplayerSample bool m_displayEntitySpawner = false; bool m_isServer = false; int m_quantity = 1; + float m_fireIntervalMinMs = 100.f; + float m_fireIntervalMaxMs = 10000.f; + float m_actionIntervalMinMs = 500.f; + float m_actionIntervalMaxMs = 10000.f; + uint64_t m_seed = 0; int m_teamID = 0; #endif }; diff --git a/Gem/Code/Source/Components/WasdPlayerMovementComponent.cpp b/Gem/Code/Source/Components/WasdPlayerMovementComponent.cpp index 7d7717ebb..ac1980eb9 100644 --- a/Gem/Code/Source/Components/WasdPlayerMovementComponent.cpp +++ b/Gem/Code/Source/Components/WasdPlayerMovementComponent.cpp @@ -12,6 +12,7 @@ #include #include #include +#include #include namespace MultiplayerSample @@ -22,6 +23,11 @@ namespace MultiplayerSample WasdPlayerMovementComponentController::WasdPlayerMovementComponentController(WasdPlayerMovementComponent& parent) : WasdPlayerMovementComponentControllerBase(parent) + , m_updateAI{ [this] + { + UpdateAI(); + }, + AZ::Name{ "MovementControllerAi" } } { ; } @@ -33,7 +39,7 @@ namespace MultiplayerSample m_aiEnabled = FindComponent()->GetEnabled(); if (m_aiEnabled) { - AZ::TickBus::Handler::BusConnect(); + m_updateAI.Enqueue(AZ::TimeMs{ 0 }, true); } else { @@ -52,24 +58,17 @@ namespace MultiplayerSample void WasdPlayerMovementComponentController::OnDeactivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating) { - if (IsAutonomous()) - { - if (m_aiEnabled) - { - AZ::TickBus::Handler::BusDisconnect(); - } - else - { - StartingPointInput::InputEventNotificationBus::MultiHandler::BusDisconnect(MoveFwdEventId); - StartingPointInput::InputEventNotificationBus::MultiHandler::BusDisconnect(MoveBackEventId); - StartingPointInput::InputEventNotificationBus::MultiHandler::BusDisconnect(MoveLeftEventId); - StartingPointInput::InputEventNotificationBus::MultiHandler::BusDisconnect(MoveRightEventId); - StartingPointInput::InputEventNotificationBus::MultiHandler::BusDisconnect(SprintEventId); - StartingPointInput::InputEventNotificationBus::MultiHandler::BusDisconnect(JumpEventId); - StartingPointInput::InputEventNotificationBus::MultiHandler::BusDisconnect(CrouchEventId); - StartingPointInput::InputEventNotificationBus::MultiHandler::BusDisconnect(LookLeftRightEventId); - StartingPointInput::InputEventNotificationBus::MultiHandler::BusDisconnect(LookUpDownEventId); - } + if (IsAutonomous() && !m_aiEnabled) + { + StartingPointInput::InputEventNotificationBus::MultiHandler::BusDisconnect(MoveFwdEventId); + StartingPointInput::InputEventNotificationBus::MultiHandler::BusDisconnect(MoveBackEventId); + StartingPointInput::InputEventNotificationBus::MultiHandler::BusDisconnect(MoveLeftEventId); + StartingPointInput::InputEventNotificationBus::MultiHandler::BusDisconnect(MoveRightEventId); + StartingPointInput::InputEventNotificationBus::MultiHandler::BusDisconnect(SprintEventId); + StartingPointInput::InputEventNotificationBus::MultiHandler::BusDisconnect(JumpEventId); + StartingPointInput::InputEventNotificationBus::MultiHandler::BusDisconnect(CrouchEventId); + StartingPointInput::InputEventNotificationBus::MultiHandler::BusDisconnect(LookLeftRightEventId); + StartingPointInput::InputEventNotificationBus::MultiHandler::BusDisconnect(LookUpDownEventId); } } @@ -305,13 +304,9 @@ namespace MultiplayerSample } } - void WasdPlayerMovementComponentController::OnTick(float deltaTime, [[maybe_unused]] AZ::ScriptTimePoint time) + void WasdPlayerMovementComponentController::UpdateAI() { + float deltaTime = static_cast(m_updateAI.TimeInQueueMs()) / 1000.f; FindComponent()->TickMovement(*this, deltaTime); } - - int WasdPlayerMovementComponentController::GetTickOrder() - { - return AZ::ComponentTickBus::TICK_GAME; - } } // namespace MultiplayerSample diff --git a/Gem/Code/Source/Components/WasdPlayerMovementComponent.h b/Gem/Code/Source/Components/WasdPlayerMovementComponent.h index 7d18c62ca..3870d3b35 100644 --- a/Gem/Code/Source/Components/WasdPlayerMovementComponent.h +++ b/Gem/Code/Source/Components/WasdPlayerMovementComponent.h @@ -10,8 +10,6 @@ #include #include -#include - namespace MultiplayerSample { // Input Event Ids for Player Controls @@ -30,7 +28,6 @@ namespace MultiplayerSample class WasdPlayerMovementComponentController : public WasdPlayerMovementComponentControllerBase , private StartingPointInput::InputEventNotificationBus::MultiHandler - , private AZ::TickBus::Handler { public: WasdPlayerMovementComponentController(WasdPlayerMovementComponent& parent); @@ -54,12 +51,9 @@ namespace MultiplayerSample void OnHeld(float value) override; //! @} - //! AZ::TickBus::Handler interface - //! @{ - void OnTick(float deltaTime, AZ::ScriptTimePoint time) override; - int GetTickOrder() override; - //! @} + void UpdateAI(); + AZ::ScheduledEvent m_updateAI; float m_forwardWeight = 0.0f; float m_leftWeight = 0.0f; float m_backwardWeight = 0.0f; diff --git a/Gem/Code/multiplayersample_files.cmake b/Gem/Code/multiplayersample_files.cmake index 6c8f3ef24..822a430c9 100644 --- a/Gem/Code/multiplayersample_files.cmake +++ b/Gem/Code/multiplayersample_files.cmake @@ -16,7 +16,7 @@ set(FILES Source/AutoGen/NetworkRigidBodyComponent.AutoComponent.xml Source/AutoGen/NetworkWeaponsComponent.AutoComponent.xml Source/AutoGen/SimplePlayerCameraComponent.AutoComponent.xml - Source/AutoGen/StressTestCOmponent.AutoComponent.xml + Source/AutoGen/StressTestComponent.AutoComponent.xml Source/AutoGen/WasdPlayerMovementComponent.AutoComponent.xml Source/Components/ExampleFilteredEntityComponent.h Source/Components/ExampleFilteredEntityComponent.cpp From 10a0f52c2d1c5343e8702500bbae23c9903814cb Mon Sep 17 00:00:00 2001 From: Gene Walters Date: Mon, 13 Sep 2021 15:00:29 -0700 Subject: [PATCH 46/64] Moving NetworkHitVolumesComponent and NetworkRigidBodyComponent to the MultiplayerGem Signed-off-by: Gene Walters --- ...tworkHitVolumesComponent.AutoComponent.xml | 12 - ...etworkRigidBodyComponent.AutoComponent.xml | 18 -- .../Components/NetworkCharacterComponent.cpp | 4 +- .../Components/NetworkHitVolumesComponent.cpp | 222 ------------------ .../Components/NetworkHitVolumesComponent.h | 89 ------- .../Components/NetworkRigidBodyComponent.cpp | 147 ------------ .../Components/NetworkRigidBodyComponent.h | 68 ------ .../Components/NetworkWeaponsComponent.cpp | 8 +- Gem/Code/multiplayersample_files.cmake | 6 - Prefabs/4x4x4BoxGrid.prefab | 128 +++++----- Prefabs/Player.prefab | 2 +- 11 files changed, 70 insertions(+), 634 deletions(-) delete mode 100644 Gem/Code/Source/AutoGen/NetworkHitVolumesComponent.AutoComponent.xml delete mode 100644 Gem/Code/Source/AutoGen/NetworkRigidBodyComponent.AutoComponent.xml delete mode 100644 Gem/Code/Source/Components/NetworkHitVolumesComponent.cpp delete mode 100644 Gem/Code/Source/Components/NetworkHitVolumesComponent.h delete mode 100644 Gem/Code/Source/Components/NetworkRigidBodyComponent.cpp delete mode 100644 Gem/Code/Source/Components/NetworkRigidBodyComponent.h diff --git a/Gem/Code/Source/AutoGen/NetworkHitVolumesComponent.AutoComponent.xml b/Gem/Code/Source/AutoGen/NetworkHitVolumesComponent.AutoComponent.xml deleted file mode 100644 index b7e9e6831..000000000 --- a/Gem/Code/Source/AutoGen/NetworkHitVolumesComponent.AutoComponent.xml +++ /dev/null @@ -1,12 +0,0 @@ - - - - - - diff --git a/Gem/Code/Source/AutoGen/NetworkRigidBodyComponent.AutoComponent.xml b/Gem/Code/Source/AutoGen/NetworkRigidBodyComponent.AutoComponent.xml deleted file mode 100644 index 0db40f4ba..000000000 --- a/Gem/Code/Source/AutoGen/NetworkRigidBodyComponent.AutoComponent.xml +++ /dev/null @@ -1,18 +0,0 @@ - - - - - - - - - - - - diff --git a/Gem/Code/Source/Components/NetworkCharacterComponent.cpp b/Gem/Code/Source/Components/NetworkCharacterComponent.cpp index 9935924cf..cfcf1b5d6 100644 --- a/Gem/Code/Source/Components/NetworkCharacterComponent.cpp +++ b/Gem/Code/Source/Components/NetworkCharacterComponent.cpp @@ -6,7 +6,7 @@ */ #include -#include +#include #include #include #include @@ -57,7 +57,7 @@ namespace MultiplayerSample { const AZ::EntityId entityId = actorData->GetEntityId(); - if (NetworkRigidBodyRequestBus::FindFirstHandler(entityId) != nullptr) + if (Multiplayer::NetworkRigidBodyRequestBus::FindFirstHandler(entityId) != nullptr) { // Network rigid bodies are kinematic on the client but dynamic on the server, // hence filtering treats these actors as dynamic to support client prediction and avoid desyncs diff --git a/Gem/Code/Source/Components/NetworkHitVolumesComponent.cpp b/Gem/Code/Source/Components/NetworkHitVolumesComponent.cpp deleted file mode 100644 index 66660ceaa..000000000 --- a/Gem/Code/Source/Components/NetworkHitVolumesComponent.cpp +++ /dev/null @@ -1,222 +0,0 @@ -/* - * Copyright (c) Contributors to the Open 3D Engine Project - * - * SPDX-License-Identifier: Apache-2.0 OR MIT - * - */ - -#include -#include -#include -#include -#include -#include -#include -#include -#include -#include - -namespace MultiplayerSample -{ - AZ_CVAR(bool, bg_DrawArticulatedHitVolumes, false, nullptr, AZ::ConsoleFunctorFlags::Null, "Enables debug draw of articulated hit volumes"); - AZ_CVAR(float, bg_DrawDebugHitVolumeLifetime, 0.0f, nullptr, AZ::ConsoleFunctorFlags::Null, "The lifetime for hit volume draw-debug shapes"); - - AZ_CVAR(float, bg_RewindPositionTolerance, 0.0001f, nullptr, AZ::ConsoleFunctorFlags::Null, "Don't sync the physx entity if the square of delta position is less than this value"); - AZ_CVAR(float, bg_RewindOrientationTolerance, 0.001f, nullptr, AZ::ConsoleFunctorFlags::Null, "Don't sync the physx entity if the square of delta orientation is less than this value"); - - NetworkHitVolumesComponent::AnimatedHitVolume::AnimatedHitVolume - ( - AzNetworking::ConnectionId connectionId, - Physics::CharacterRequests* character, - const char* hitVolumeName, - const Physics::ColliderConfiguration* colliderConfig, - const Physics::ShapeConfiguration* shapeConfig, - const uint32_t jointIndex - ) - : m_colliderConfig(colliderConfig) - , m_shapeConfig(shapeConfig) - , m_jointIndex(jointIndex) - { - m_transform.SetOwningConnectionId(connectionId); - - m_colliderOffSetTransform = AZ::Transform::CreateFromQuaternionAndTranslation(m_colliderConfig->m_rotation, m_colliderConfig->m_position); - - if (m_colliderConfig->m_isExclusive) - { - Physics::SystemRequestBus::BroadcastResult(m_physicsShape, &Physics::SystemRequests::CreateShape, *m_colliderConfig, *m_shapeConfig); - } - else - { - Physics::ColliderConfiguration colliderConfiguration = *m_colliderConfig; - colliderConfiguration.m_isExclusive = true; - colliderConfiguration.m_isSimulated = false; - colliderConfiguration.m_isInSceneQueries = true; - Physics::SystemRequestBus::BroadcastResult(m_physicsShape, &Physics::SystemRequests::CreateShape, colliderConfiguration, *m_shapeConfig); - } - - if (m_physicsShape) - { - m_physicsShape->SetName(hitVolumeName); - character->GetCharacter()->AttachShape(m_physicsShape); - } - } - - void NetworkHitVolumesComponent::AnimatedHitVolume::UpdateTransform(const AZ::Transform& transform) - { - m_transform = transform; - m_physicsShape->SetLocalPose(transform.GetTranslation(), transform.GetRotation()); - } - - void NetworkHitVolumesComponent::AnimatedHitVolume::SyncToCurrentTransform() - { - AZ::Transform rewoundTransform; - const AZ::Transform& targetTransform = m_transform.Get(); - const float blendFactor = Multiplayer::GetNetworkTime()->GetHostBlendFactor(); - if (blendFactor < 1.f) - { - // If a blend factor was supplied, interpolate the transform appropriately - const AZ::Transform& previousTransform = m_transform.GetPrevious(); - rewoundTransform.SetRotation(previousTransform.GetRotation().Slerp(targetTransform.GetRotation(), blendFactor)); - rewoundTransform.SetTranslation(previousTransform.GetTranslation().Lerp(targetTransform.GetTranslation(), blendFactor)); - rewoundTransform.SetUniformScale(AZ::Lerp(previousTransform.GetUniformScale(), targetTransform.GetUniformScale(), blendFactor)); - } - else - { - rewoundTransform = m_transform.Get(); - } - - const AZ::Transform physicsTransform = AZ::Transform::CreateFromQuaternionAndTranslation(m_physicsShape->GetLocalPose().second, m_physicsShape->GetLocalPose().first); - - // Don't call SetLocalPose unless the transforms are actually different - const AZ::Vector3 positionDelta = physicsTransform.GetTranslation() - rewoundTransform.GetTranslation(); - const AZ::Quaternion orientationDelta = physicsTransform.GetRotation() - rewoundTransform.GetRotation(); - - if ((positionDelta.GetLengthSq() >= bg_RewindPositionTolerance) || (orientationDelta.GetLengthSq() >= bg_RewindOrientationTolerance)) - { - m_physicsShape->SetLocalPose(rewoundTransform.GetTranslation(), rewoundTransform.GetRotation()); - } - } - - void NetworkHitVolumesComponent::NetworkHitVolumesComponent::Reflect(AZ::ReflectContext* context) - { - AZ::SerializeContext* serializeContext = azrtti_cast(context); - if (serializeContext) - { - serializeContext->Class() - ->Version(1); - } - NetworkHitVolumesComponentBase::Reflect(context); - } - - NetworkHitVolumesComponent::NetworkHitVolumesComponent() - : m_syncRewindHandler([this]() { OnSyncRewind(); }) - , m_preRenderHandler([this](float deltaTime, float blendFactor) { OnPreRender(deltaTime, blendFactor); }) - , m_transformChangedHandler([this](const AZ::Transform&, const AZ::Transform& worldTm) { OnTransformUpdate(worldTm); }) - { - ; - } - - void NetworkHitVolumesComponent::OnInit() - { - ; - } - - void NetworkHitVolumesComponent::OnActivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating) - { - EMotionFX::Integration::ActorComponentNotificationBus::Handler::BusConnect(GetEntityId()); - GetNetBindComponent()->AddEntitySyncRewindEventHandler(m_syncRewindHandler); - m_physicsCharacter = Physics::CharacterRequestBus::FindFirstHandler(GetEntityId()); - GetTransformComponent()->BindTransformChangedEventHandler(m_transformChangedHandler); - OnTransformUpdate(GetTransformComponent()->GetWorldTM()); - } - - void NetworkHitVolumesComponent::OnDeactivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating) - { - DestroyHitVolumes(); - EMotionFX::Integration::ActorComponentNotificationBus::Handler::BusDisconnect(); - } - - void NetworkHitVolumesComponent::OnPreRender([[maybe_unused]] float deltaTime, [[maybe_unused]] float blendFactor) - { - if (m_animatedHitVolumes.size() <= 0) - { - CreateHitVolumes(); - } - - AZ::Vector3 position, scale; - AZ::Quaternion rotation; - for (AnimatedHitVolume& hitVolume : m_animatedHitVolumes) - { - m_actorComponent->GetJointTransformComponents(hitVolume.m_jointIndex, EMotionFX::Integration::Space::ModelSpace, position, rotation, scale); - hitVolume.UpdateTransform(AZ::Transform::CreateFromQuaternionAndTranslation(rotation, position) * hitVolume.m_colliderOffSetTransform); - } - } - - void NetworkHitVolumesComponent::OnTransformUpdate([[maybe_unused]] const AZ::Transform& transform) - { - OnSyncRewind(); - } - - void NetworkHitVolumesComponent::OnSyncRewind() - { - if (m_physicsCharacter && m_physicsCharacter->GetCharacter()) - { - uint32_t frameId = static_cast(Multiplayer::GetNetworkTime()->GetHostFrameId()); - m_physicsCharacter->GetCharacter()->SetFrameId(frameId); - } - - for (AnimatedHitVolume& hitVolume : m_animatedHitVolumes) - { - hitVolume.SyncToCurrentTransform(); - } - } - - void NetworkHitVolumesComponent::CreateHitVolumes() - { - if (m_physicsCharacter == nullptr || m_actorComponent == nullptr) - { - return; - } - - const Physics::AnimationConfiguration* physicsConfig = m_actorComponent->GetPhysicsConfig(); - if (physicsConfig == nullptr) - { - return; - } - - m_hitDetectionConfig = &physicsConfig->m_hitDetectionConfig; - const AzNetworking::ConnectionId owningConnectionId = GetNetBindComponent()->GetOwningConnectionId(); - - m_animatedHitVolumes.reserve(m_hitDetectionConfig->m_nodes.size()); - for (const Physics::CharacterColliderNodeConfiguration& nodeConfig : m_hitDetectionConfig->m_nodes) - { - const AZStd::size_t jointIndex = m_actorComponent->GetJointIndexByName(nodeConfig.m_name.c_str()); - if (jointIndex == EMotionFX::Integration::ActorComponentRequests::s_invalidJointIndex) - { - continue; - } - - for (const AzPhysics::ShapeColliderPair& coliderPair : nodeConfig.m_shapes) - { - const Physics::ColliderConfiguration* colliderConfig = coliderPair.first.get(); - Physics::ShapeConfiguration* shapeConfig = coliderPair.second.get(); - m_animatedHitVolumes.emplace_back(owningConnectionId, m_physicsCharacter, nodeConfig.m_name.c_str(), colliderConfig, shapeConfig, aznumeric_cast(jointIndex)); - } - } - } - - void NetworkHitVolumesComponent::DestroyHitVolumes() - { - m_animatedHitVolumes.clear(); - } - - void NetworkHitVolumesComponent::OnActorInstanceCreated([[maybe_unused]] EMotionFX::ActorInstance* actorInstance) - { - m_actorComponent = EMotionFX::Integration::ActorComponentRequestBus::FindFirstHandler(GetEntity()->GetId()); - } - - void NetworkHitVolumesComponent::OnActorInstanceDestroyed([[maybe_unused]] EMotionFX::ActorInstance* actorInstance) - { - m_actorComponent = nullptr; - } -} diff --git a/Gem/Code/Source/Components/NetworkHitVolumesComponent.h b/Gem/Code/Source/Components/NetworkHitVolumesComponent.h deleted file mode 100644 index 612cba9c9..000000000 --- a/Gem/Code/Source/Components/NetworkHitVolumesComponent.h +++ /dev/null @@ -1,89 +0,0 @@ -/* - * Copyright (c) Contributors to the Open 3D Engine Project - * - * SPDX-License-Identifier: Apache-2.0 OR MIT - * - */ - -#pragma once - -#include -#include -#include -#include - -namespace Physics -{ - class CharacterRequests; - class CharacterHitDetectionConfiguration; -} - -namespace MultiplayerSample -{ - class NetworkHitVolumesComponent - : public NetworkHitVolumesComponentBase - , private EMotionFX::Integration::ActorComponentNotificationBus::Handler - { - public: - struct AnimatedHitVolume final - { - AnimatedHitVolume - ( - AzNetworking::ConnectionId connectionId, - Physics::CharacterRequests* character, - const char* hitVolumeName, - const Physics::ColliderConfiguration* colliderConfig, - const Physics::ShapeConfiguration* shapeConfig, - const uint32_t jointIndex - ); - - ~AnimatedHitVolume() = default; - - void UpdateTransform(const AZ::Transform& transform); - void SyncToCurrentTransform(); - - Multiplayer::RewindableObject m_transform; - AZStd::shared_ptr m_physicsShape; - - // Cached so we don't have to do subsequent lookups by name - const Physics::ColliderConfiguration* m_colliderConfig = nullptr; - const Physics::ShapeConfiguration* m_shapeConfig = nullptr; - AZ::Transform m_colliderOffSetTransform; - const AZ::u32 m_jointIndex = 0; - }; - - AZ_MULTIPLAYER_COMPONENT(MultiplayerSample::NetworkHitVolumesComponent, s_networkHitVolumesComponentConcreteUuid, MultiplayerSample::NetworkHitVolumesComponentBase); - - static void Reflect(AZ::ReflectContext* context); - - NetworkHitVolumesComponent(); - - void OnInit() override; - void OnActivate(Multiplayer::EntityIsMigrating entityIsMigrating) override; - void OnDeactivate(Multiplayer::EntityIsMigrating entityIsMigrating) override; - - private: - void OnPreRender(float deltaTime, float blendFactor); - void OnTransformUpdate(const AZ::Transform& transform); - void OnSyncRewind(); - - void CreateHitVolumes(); - void DestroyHitVolumes(); - - //! ActorComponentNotificationBus::Handler - //! @{ - void OnActorInstanceCreated(EMotionFX::ActorInstance* actorInstance) override; - void OnActorInstanceDestroyed(EMotionFX::ActorInstance* actorInstance) override; - //! @} - - Physics::CharacterRequests* m_physicsCharacter = nullptr; - EMotionFX::Integration::ActorComponentRequests* m_actorComponent = nullptr; - const Physics::CharacterColliderConfiguration* m_hitDetectionConfig = nullptr; - - AZStd::vector m_animatedHitVolumes; - - Multiplayer::EntitySyncRewindEvent::Handler m_syncRewindHandler; - Multiplayer::EntityPreRenderEvent::Handler m_preRenderHandler; - AZ::TransformChangedEvent::Handler m_transformChangedHandler; - }; -} diff --git a/Gem/Code/Source/Components/NetworkRigidBodyComponent.cpp b/Gem/Code/Source/Components/NetworkRigidBodyComponent.cpp deleted file mode 100644 index a41d452a6..000000000 --- a/Gem/Code/Source/Components/NetworkRigidBodyComponent.cpp +++ /dev/null @@ -1,147 +0,0 @@ -/* - * 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. - * - * SPDX-License-Identifier: Apache-2.0 OR MIT - * - */ - -#include -#include -#include -#include - -namespace MultiplayerSample -{ - AZ_CVAR_EXTERNED(float, bg_RewindPositionTolerance); - AZ_CVAR_EXTERNED(float, bg_RewindOrientationTolerance); - - void NetworkRigidBodyComponent::NetworkRigidBodyComponent::Reflect(AZ::ReflectContext* context) - { - AZ::SerializeContext* serializeContext = azrtti_cast(context); - if (serializeContext) - { - serializeContext->Class()->Version(1); - } - NetworkRigidBodyComponentBase::Reflect(context); - } - - void NetworkRigidBodyComponent::GetProvidedServices(AZ::ComponentDescriptor::DependencyArrayType& provided) - { - provided.push_back(AZ_CRC_CE("NetworkRigidBodyService")); - } - - void NetworkRigidBodyComponent::GetRequiredServices(AZ::ComponentDescriptor::DependencyArrayType& required) - { - required.push_back(AZ_CRC_CE("PhysXRigidBodyService")); - } - - void NetworkRigidBodyComponent::GetDependentServices(AZ::ComponentDescriptor::DependencyArrayType& dependent) - { - dependent.push_back(AZ_CRC_CE("TransformService")); - dependent.push_back(AZ_CRC_CE("PhysXRigidBodyService")); - } - - NetworkRigidBodyComponent::NetworkRigidBodyComponent() - : m_syncRewindHandler([this](){ OnSyncRewind(); }) - , m_transformChangedHandler([this]([[maybe_unused]] const AZ::Transform& localTm, const AZ::Transform& worldTm){ OnTransformUpdate(worldTm); }) - { - } - - void NetworkRigidBodyComponent::OnInit() - { - } - - void NetworkRigidBodyComponent::OnActivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating) - { - NetworkRigidBodyRequestBus::Handler::BusConnect(GetEntityId()); - - GetNetBindComponent()->AddEntitySyncRewindEventHandler(m_syncRewindHandler); - GetEntity()->FindComponent()->BindTransformChangedEventHandler(m_transformChangedHandler); - - m_physicsRigidBodyComponent = - Physics::RigidBodyRequestBus::FindFirstHandler(GetEntity()->GetId()); - AZ_Assert(m_physicsRigidBodyComponent, "PhysX Rigid Body Component is required on entity %s", GetEntity()->GetName().c_str()); - - if (!HasController()) - { - m_physicsRigidBodyComponent->SetKinematic(true); - } - } - - void NetworkRigidBodyComponent::OnDeactivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating) - { - NetworkRigidBodyRequestBus::Handler::BusDisconnect(); - } - - void NetworkRigidBodyComponent::OnTransformUpdate(const AZ::Transform& worldTm) - { - m_transform = worldTm; - - if (!HasController()) - { - m_physicsRigidBodyComponent->SetKinematicTarget(worldTm); - } - } - - void NetworkRigidBodyComponent::OnSyncRewind() - { - uint32_t frameId = static_cast(Multiplayer::GetNetworkTime()->GetHostFrameId()); - - AzPhysics::RigidBody* rigidBody = m_physicsRigidBodyComponent->GetRigidBody(); - rigidBody->SetFrameId(frameId); - - AZ::Transform rewoundTransform; - const AZ::Transform& targetTransform = m_transform.Get(); - const float blendFactor = Multiplayer::GetNetworkTime()->GetHostBlendFactor(); - if (blendFactor < 1.f) - { - // If a blend factor was supplied, interpolate the transform appropriately - const AZ::Transform& previousTransform = m_transform.GetPrevious(); - rewoundTransform.SetRotation(previousTransform.GetRotation().Slerp(targetTransform.GetRotation(), blendFactor)); - rewoundTransform.SetTranslation(previousTransform.GetTranslation().Lerp(targetTransform.GetTranslation(), blendFactor)); - rewoundTransform.SetUniformScale(AZ::Lerp(previousTransform.GetUniformScale(), targetTransform.GetUniformScale(), blendFactor)); - } - else - { - rewoundTransform = m_transform.Get(); - } - const AZ::Transform& physicsTransform = rigidBody->GetTransform(); - - // Don't call SetLocalPose unless the transforms are actually different - const AZ::Vector3 positionDelta = physicsTransform.GetTranslation() - rewoundTransform.GetTranslation(); - const AZ::Quaternion orientationDelta = physicsTransform.GetRotation() - rewoundTransform.GetRotation(); - - if ((positionDelta.GetLengthSq() >= bg_RewindPositionTolerance) || - (orientationDelta.GetLengthSq() >= bg_RewindOrientationTolerance)) - { - rigidBody->SetTransform(rewoundTransform); - } - } - - NetworkRigidBodyComponentController::NetworkRigidBodyComponentController(NetworkRigidBodyComponent& parent) - : NetworkRigidBodyComponentControllerBase(parent) - { - ; - } - - void NetworkRigidBodyComponentController::OnActivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating) - { - ; - } - - void NetworkRigidBodyComponentController::OnDeactivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating) - { - ; - } - - void NetworkRigidBodyComponentController::HandleSendApplyImpulse - ( - [[maybe_unused]] AzNetworking::IConnection* invokingConnection, - const AZ::Vector3& impulse, - const AZ::Vector3& worldPoint - ) - { - AzPhysics::RigidBody* rigidBody = GetParent().m_physicsRigidBodyComponent->GetRigidBody(); - rigidBody->ApplyLinearImpulseAtWorldPoint(impulse, worldPoint); - } -} // namespace MultiplayerSample diff --git a/Gem/Code/Source/Components/NetworkRigidBodyComponent.h b/Gem/Code/Source/Components/NetworkRigidBodyComponent.h deleted file mode 100644 index cdf13da7e..000000000 --- a/Gem/Code/Source/Components/NetworkRigidBodyComponent.h +++ /dev/null @@ -1,68 +0,0 @@ -/* - * 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. - * - * SPDX-License-Identifier: Apache-2.0 OR MIT - * - */ -#pragma once - -#include -#include -#include - -namespace Physics -{ - class RigidBodyRequests; -} - -namespace MultiplayerSample -{ - //! Bus for requests to the network rigid body component. - class NetworkRigidBodyRequests : public AZ::ComponentBus - { - }; - using NetworkRigidBodyRequestBus = AZ::EBus; - - class NetworkRigidBodyComponent final - : public NetworkRigidBodyComponentBase - , private NetworkRigidBodyRequestBus::Handler - { - friend class NetworkRigidBodyComponentController; - - public: - AZ_MULTIPLAYER_COMPONENT( - MultiplayerSample::NetworkRigidBodyComponent, s_networkRigidBodyComponentConcreteUuid, MultiplayerSample::NetworkRigidBodyComponentBase); - - static void Reflect(AZ::ReflectContext* context); - static void GetProvidedServices(AZ::ComponentDescriptor::DependencyArrayType& provided); - static void GetRequiredServices(AZ::ComponentDescriptor::DependencyArrayType& required); - static void GetDependentServices(AZ::ComponentDescriptor::DependencyArrayType& dependent); - - NetworkRigidBodyComponent(); - - void OnInit() override; - void OnActivate(Multiplayer::EntityIsMigrating entityIsMigrating) override; - void OnDeactivate(Multiplayer::EntityIsMigrating entityIsMigrating) override; - - private: - void OnTransformUpdate(const AZ::Transform& worldTm); - void OnSyncRewind(); - - Multiplayer::EntitySyncRewindEvent::Handler m_syncRewindHandler; - AZ::TransformChangedEvent::Handler m_transformChangedHandler; - Physics::RigidBodyRequests* m_physicsRigidBodyComponent = nullptr; - Multiplayer::RewindableObject m_transform; - }; - - class NetworkRigidBodyComponentController - : public NetworkRigidBodyComponentControllerBase - { - public: - NetworkRigidBodyComponentController(NetworkRigidBodyComponent& parent); - - void OnActivate(Multiplayer::EntityIsMigrating entityIsMigrating) override; - void OnDeactivate(Multiplayer::EntityIsMigrating entityIsMigrating) override; - - void HandleSendApplyImpulse(AzNetworking::IConnection* invokingConnection, const AZ::Vector3& impulse, const AZ::Vector3& worldPoint) override; - }; -} // namespace MultiplayerSample diff --git a/Gem/Code/Source/Components/NetworkWeaponsComponent.cpp b/Gem/Code/Source/Components/NetworkWeaponsComponent.cpp index 61c874f22..11d497f89 100644 --- a/Gem/Code/Source/Components/NetworkWeaponsComponent.cpp +++ b/Gem/Code/Source/Components/NetworkWeaponsComponent.cpp @@ -10,7 +10,7 @@ #include #include #include -#include +#include #include #include #include @@ -218,8 +218,7 @@ namespace MultiplayerSample float damage = effect.m_hitMagnitude * powf((effect.m_hitFalloff * (1.0f - hitDistance / maxDistance)), effect.m_hitExponent); // Look for physics rigid body component and make impact updates - NetworkRigidBodyComponent* rigidBodyComponent = entityHandle.GetEntity()->FindComponent(); - if (rigidBodyComponent) + if (Multiplayer::NetworkRigidBodyComponent* rigidBodyComponent = entityHandle.GetEntity()->FindComponent()) { const AZ::Vector3 hitLocation = hitInfo.m_hitEvent.m_hitTransform.GetTranslation(); const AZ::Vector3 hitDelta = hitEntity.m_hitPosition - hitLocation; @@ -228,8 +227,7 @@ namespace MultiplayerSample } // Look for health component and directly update health based on hit parameters - NetworkHealthComponent* healthComponent = entityHandle.GetEntity()->FindComponent(); - if (healthComponent) + if (NetworkHealthComponent* healthComponent = entityHandle.GetEntity()->FindComponent()) { healthComponent->SendHealthDelta(damage * -1.0f); } diff --git a/Gem/Code/multiplayersample_files.cmake b/Gem/Code/multiplayersample_files.cmake index 822a430c9..3645fb17e 100644 --- a/Gem/Code/multiplayersample_files.cmake +++ b/Gem/Code/multiplayersample_files.cmake @@ -10,10 +10,8 @@ set(FILES Source/AutoGen/NetworkAnimationComponent.AutoComponent.xml Source/AutoGen/NetworkCharacterComponent.AutoComponent.xml Source/AutoGen/NetworkHealthComponent.AutoComponent.xml - Source/AutoGen/NetworkHitVolumesComponent.AutoComponent.xml Source/AutoGen/NetworkPlayerSpawnerComponent.AutoComponent.xml Source/AutoGen/NetworkRandomComponent.AutoComponent.xml - Source/AutoGen/NetworkRigidBodyComponent.AutoComponent.xml Source/AutoGen/NetworkWeaponsComponent.AutoComponent.xml Source/AutoGen/SimplePlayerCameraComponent.AutoComponent.xml Source/AutoGen/StressTestComponent.AutoComponent.xml @@ -28,14 +26,10 @@ set(FILES Source/Components/NetworkCharacterComponent.h Source/Components/NetworkHealthComponent.cpp Source/Components/NetworkHealthComponent.h - Source/Components/NetworkHitVolumesComponent.cpp - Source/Components/NetworkHitVolumesComponent.h Source/Components/NetworkPlayerSpawnerComponent.cpp Source/Components/NetworkPlayerSpawnerComponent.h Source/Components/NetworkRandomComponent.cpp Source/Components/NetworkRandomComponent.h - Source/Components/NetworkRigidBodyComponent.cpp - Source/Components/NetworkRigidBodyComponent.h Source/Components/NetworkWeaponsComponent.cpp Source/Components/NetworkWeaponsComponent.h Source/Components/SimplePlayerCameraComponent.cpp diff --git a/Prefabs/4x4x4BoxGrid.prefab b/Prefabs/4x4x4BoxGrid.prefab index c09dba2c2..37530431e 100644 --- a/Prefabs/4x4x4BoxGrid.prefab +++ b/Prefabs/4x4x4BoxGrid.prefab @@ -230,7 +230,7 @@ "$type": "GenericComponentWrapper", "Id": 9450029410653326667, "m_template": { - "$type": "MultiplayerSample::NetworkRigidBodyComponent" + "$type": "Multiplayer::NetworkRigidBodyComponent" } }, "Component_[9452550092591643181]": { @@ -418,7 +418,7 @@ "$type": "GenericComponentWrapper", "Id": 9450029410653326667, "m_template": { - "$type": "MultiplayerSample::NetworkRigidBodyComponent" + "$type": "Multiplayer::NetworkRigidBodyComponent" } }, "Component_[9452550092591643181]": { @@ -606,7 +606,7 @@ "$type": "GenericComponentWrapper", "Id": 9450029410653326667, "m_template": { - "$type": "MultiplayerSample::NetworkRigidBodyComponent" + "$type": "Multiplayer::NetworkRigidBodyComponent" } }, "Component_[9452550092591643181]": { @@ -794,7 +794,7 @@ "$type": "GenericComponentWrapper", "Id": 9450029410653326667, "m_template": { - "$type": "MultiplayerSample::NetworkRigidBodyComponent" + "$type": "Multiplayer::NetworkRigidBodyComponent" } }, "Component_[9452550092591643181]": { @@ -982,7 +982,7 @@ "$type": "GenericComponentWrapper", "Id": 9450029410653326667, "m_template": { - "$type": "MultiplayerSample::NetworkRigidBodyComponent" + "$type": "Multiplayer::NetworkRigidBodyComponent" } }, "Component_[9452550092591643181]": { @@ -1170,7 +1170,7 @@ "$type": "GenericComponentWrapper", "Id": 9450029410653326667, "m_template": { - "$type": "MultiplayerSample::NetworkRigidBodyComponent" + "$type": "Multiplayer::NetworkRigidBodyComponent" } }, "Component_[9452550092591643181]": { @@ -1358,7 +1358,7 @@ "$type": "GenericComponentWrapper", "Id": 9450029410653326667, "m_template": { - "$type": "MultiplayerSample::NetworkRigidBodyComponent" + "$type": "Multiplayer::NetworkRigidBodyComponent" } }, "Component_[9452550092591643181]": { @@ -1546,7 +1546,7 @@ "$type": "GenericComponentWrapper", "Id": 9450029410653326667, "m_template": { - "$type": "MultiplayerSample::NetworkRigidBodyComponent" + "$type": "Multiplayer::NetworkRigidBodyComponent" } }, "Component_[9452550092591643181]": { @@ -1734,7 +1734,7 @@ "$type": "GenericComponentWrapper", "Id": 9450029410653326667, "m_template": { - "$type": "MultiplayerSample::NetworkRigidBodyComponent" + "$type": "Multiplayer::NetworkRigidBodyComponent" } }, "Component_[9452550092591643181]": { @@ -1922,7 +1922,7 @@ "$type": "GenericComponentWrapper", "Id": 9450029410653326667, "m_template": { - "$type": "MultiplayerSample::NetworkRigidBodyComponent" + "$type": "Multiplayer::NetworkRigidBodyComponent" } }, "Component_[9452550092591643181]": { @@ -2110,7 +2110,7 @@ "$type": "GenericComponentWrapper", "Id": 9450029410653326667, "m_template": { - "$type": "MultiplayerSample::NetworkRigidBodyComponent" + "$type": "Multiplayer::NetworkRigidBodyComponent" } }, "Component_[9452550092591643181]": { @@ -2298,7 +2298,7 @@ "$type": "GenericComponentWrapper", "Id": 9450029410653326667, "m_template": { - "$type": "MultiplayerSample::NetworkRigidBodyComponent" + "$type": "Multiplayer::NetworkRigidBodyComponent" } }, "Component_[9452550092591643181]": { @@ -2486,7 +2486,7 @@ "$type": "GenericComponentWrapper", "Id": 9450029410653326667, "m_template": { - "$type": "MultiplayerSample::NetworkRigidBodyComponent" + "$type": "Multiplayer::NetworkRigidBodyComponent" } }, "Component_[9452550092591643181]": { @@ -2674,7 +2674,7 @@ "$type": "GenericComponentWrapper", "Id": 9450029410653326667, "m_template": { - "$type": "MultiplayerSample::NetworkRigidBodyComponent" + "$type": "Multiplayer::NetworkRigidBodyComponent" } }, "Component_[9452550092591643181]": { @@ -2862,7 +2862,7 @@ "$type": "GenericComponentWrapper", "Id": 9450029410653326667, "m_template": { - "$type": "MultiplayerSample::NetworkRigidBodyComponent" + "$type": "Multiplayer::NetworkRigidBodyComponent" } }, "Component_[9452550092591643181]": { @@ -3050,7 +3050,7 @@ "$type": "GenericComponentWrapper", "Id": 9450029410653326667, "m_template": { - "$type": "MultiplayerSample::NetworkRigidBodyComponent" + "$type": "Multiplayer::NetworkRigidBodyComponent" } }, "Component_[9452550092591643181]": { @@ -3238,7 +3238,7 @@ "$type": "GenericComponentWrapper", "Id": 9450029410653326667, "m_template": { - "$type": "MultiplayerSample::NetworkRigidBodyComponent" + "$type": "Multiplayer::NetworkRigidBodyComponent" } }, "Component_[9452550092591643181]": { @@ -3426,7 +3426,7 @@ "$type": "GenericComponentWrapper", "Id": 9450029410653326667, "m_template": { - "$type": "MultiplayerSample::NetworkRigidBodyComponent" + "$type": "Multiplayer::NetworkRigidBodyComponent" } }, "Component_[9452550092591643181]": { @@ -3614,7 +3614,7 @@ "$type": "GenericComponentWrapper", "Id": 9450029410653326667, "m_template": { - "$type": "MultiplayerSample::NetworkRigidBodyComponent" + "$type": "Multiplayer::NetworkRigidBodyComponent" } }, "Component_[9452550092591643181]": { @@ -3802,7 +3802,7 @@ "$type": "GenericComponentWrapper", "Id": 9450029410653326667, "m_template": { - "$type": "MultiplayerSample::NetworkRigidBodyComponent" + "$type": "Multiplayer::NetworkRigidBodyComponent" } }, "Component_[9452550092591643181]": { @@ -3990,7 +3990,7 @@ "$type": "GenericComponentWrapper", "Id": 9450029410653326667, "m_template": { - "$type": "MultiplayerSample::NetworkRigidBodyComponent" + "$type": "Multiplayer::NetworkRigidBodyComponent" } }, "Component_[9452550092591643181]": { @@ -4178,7 +4178,7 @@ "$type": "GenericComponentWrapper", "Id": 9450029410653326667, "m_template": { - "$type": "MultiplayerSample::NetworkRigidBodyComponent" + "$type": "Multiplayer::NetworkRigidBodyComponent" } }, "Component_[9452550092591643181]": { @@ -4366,7 +4366,7 @@ "$type": "GenericComponentWrapper", "Id": 9450029410653326667, "m_template": { - "$type": "MultiplayerSample::NetworkRigidBodyComponent" + "$type": "Multiplayer::NetworkRigidBodyComponent" } }, "Component_[9452550092591643181]": { @@ -4554,7 +4554,7 @@ "$type": "GenericComponentWrapper", "Id": 9450029410653326667, "m_template": { - "$type": "MultiplayerSample::NetworkRigidBodyComponent" + "$type": "Multiplayer::NetworkRigidBodyComponent" } }, "Component_[9452550092591643181]": { @@ -4742,7 +4742,7 @@ "$type": "GenericComponentWrapper", "Id": 9450029410653326667, "m_template": { - "$type": "MultiplayerSample::NetworkRigidBodyComponent" + "$type": "Multiplayer::NetworkRigidBodyComponent" } }, "Component_[9452550092591643181]": { @@ -4930,7 +4930,7 @@ "$type": "GenericComponentWrapper", "Id": 9450029410653326667, "m_template": { - "$type": "MultiplayerSample::NetworkRigidBodyComponent" + "$type": "Multiplayer::NetworkRigidBodyComponent" } }, "Component_[9452550092591643181]": { @@ -5118,7 +5118,7 @@ "$type": "GenericComponentWrapper", "Id": 9450029410653326667, "m_template": { - "$type": "MultiplayerSample::NetworkRigidBodyComponent" + "$type": "Multiplayer::NetworkRigidBodyComponent" } }, "Component_[9452550092591643181]": { @@ -5306,7 +5306,7 @@ "$type": "GenericComponentWrapper", "Id": 9450029410653326667, "m_template": { - "$type": "MultiplayerSample::NetworkRigidBodyComponent" + "$type": "Multiplayer::NetworkRigidBodyComponent" } }, "Component_[9452550092591643181]": { @@ -5494,7 +5494,7 @@ "$type": "GenericComponentWrapper", "Id": 9450029410653326667, "m_template": { - "$type": "MultiplayerSample::NetworkRigidBodyComponent" + "$type": "Multiplayer::NetworkRigidBodyComponent" } }, "Component_[9452550092591643181]": { @@ -5682,7 +5682,7 @@ "$type": "GenericComponentWrapper", "Id": 9450029410653326667, "m_template": { - "$type": "MultiplayerSample::NetworkRigidBodyComponent" + "$type": "Multiplayer::NetworkRigidBodyComponent" } }, "Component_[9452550092591643181]": { @@ -5870,7 +5870,7 @@ "$type": "GenericComponentWrapper", "Id": 9450029410653326667, "m_template": { - "$type": "MultiplayerSample::NetworkRigidBodyComponent" + "$type": "Multiplayer::NetworkRigidBodyComponent" } }, "Component_[9452550092591643181]": { @@ -6058,7 +6058,7 @@ "$type": "GenericComponentWrapper", "Id": 9450029410653326667, "m_template": { - "$type": "MultiplayerSample::NetworkRigidBodyComponent" + "$type": "Multiplayer::NetworkRigidBodyComponent" } }, "Component_[9452550092591643181]": { @@ -6246,7 +6246,7 @@ "$type": "GenericComponentWrapper", "Id": 9450029410653326667, "m_template": { - "$type": "MultiplayerSample::NetworkRigidBodyComponent" + "$type": "Multiplayer::NetworkRigidBodyComponent" } }, "Component_[9452550092591643181]": { @@ -6434,7 +6434,7 @@ "$type": "GenericComponentWrapper", "Id": 9450029410653326667, "m_template": { - "$type": "MultiplayerSample::NetworkRigidBodyComponent" + "$type": "Multiplayer::NetworkRigidBodyComponent" } }, "Component_[9452550092591643181]": { @@ -6622,7 +6622,7 @@ "$type": "GenericComponentWrapper", "Id": 9450029410653326667, "m_template": { - "$type": "MultiplayerSample::NetworkRigidBodyComponent" + "$type": "Multiplayer::NetworkRigidBodyComponent" } }, "Component_[9452550092591643181]": { @@ -6810,7 +6810,7 @@ "$type": "GenericComponentWrapper", "Id": 9450029410653326667, "m_template": { - "$type": "MultiplayerSample::NetworkRigidBodyComponent" + "$type": "Multiplayer::NetworkRigidBodyComponent" } }, "Component_[9452550092591643181]": { @@ -6998,7 +6998,7 @@ "$type": "GenericComponentWrapper", "Id": 9450029410653326667, "m_template": { - "$type": "MultiplayerSample::NetworkRigidBodyComponent" + "$type": "Multiplayer::NetworkRigidBodyComponent" } }, "Component_[9452550092591643181]": { @@ -7186,7 +7186,7 @@ "$type": "GenericComponentWrapper", "Id": 9450029410653326667, "m_template": { - "$type": "MultiplayerSample::NetworkRigidBodyComponent" + "$type": "Multiplayer::NetworkRigidBodyComponent" } }, "Component_[9452550092591643181]": { @@ -7374,7 +7374,7 @@ "$type": "GenericComponentWrapper", "Id": 9450029410653326667, "m_template": { - "$type": "MultiplayerSample::NetworkRigidBodyComponent" + "$type": "Multiplayer::NetworkRigidBodyComponent" } }, "Component_[9452550092591643181]": { @@ -7562,7 +7562,7 @@ "$type": "GenericComponentWrapper", "Id": 9450029410653326667, "m_template": { - "$type": "MultiplayerSample::NetworkRigidBodyComponent" + "$type": "Multiplayer::NetworkRigidBodyComponent" } }, "Component_[9452550092591643181]": { @@ -7750,7 +7750,7 @@ "$type": "GenericComponentWrapper", "Id": 9450029410653326667, "m_template": { - "$type": "MultiplayerSample::NetworkRigidBodyComponent" + "$type": "Multiplayer::NetworkRigidBodyComponent" } }, "Component_[9452550092591643181]": { @@ -7938,7 +7938,7 @@ "$type": "GenericComponentWrapper", "Id": 9450029410653326667, "m_template": { - "$type": "MultiplayerSample::NetworkRigidBodyComponent" + "$type": "Multiplayer::NetworkRigidBodyComponent" } }, "Component_[9452550092591643181]": { @@ -8126,7 +8126,7 @@ "$type": "GenericComponentWrapper", "Id": 9450029410653326667, "m_template": { - "$type": "MultiplayerSample::NetworkRigidBodyComponent" + "$type": "Multiplayer::NetworkRigidBodyComponent" } }, "Component_[9452550092591643181]": { @@ -8314,7 +8314,7 @@ "$type": "GenericComponentWrapper", "Id": 9450029410653326667, "m_template": { - "$type": "MultiplayerSample::NetworkRigidBodyComponent" + "$type": "Multiplayer::NetworkRigidBodyComponent" } }, "Component_[9452550092591643181]": { @@ -8502,7 +8502,7 @@ "$type": "GenericComponentWrapper", "Id": 9450029410653326667, "m_template": { - "$type": "MultiplayerSample::NetworkRigidBodyComponent" + "$type": "Multiplayer::NetworkRigidBodyComponent" } }, "Component_[9452550092591643181]": { @@ -8690,7 +8690,7 @@ "$type": "GenericComponentWrapper", "Id": 9450029410653326667, "m_template": { - "$type": "MultiplayerSample::NetworkRigidBodyComponent" + "$type": "Multiplayer::NetworkRigidBodyComponent" } }, "Component_[9452550092591643181]": { @@ -8878,7 +8878,7 @@ "$type": "GenericComponentWrapper", "Id": 9450029410653326667, "m_template": { - "$type": "MultiplayerSample::NetworkRigidBodyComponent" + "$type": "Multiplayer::NetworkRigidBodyComponent" } }, "Component_[9452550092591643181]": { @@ -9066,7 +9066,7 @@ "$type": "GenericComponentWrapper", "Id": 9450029410653326667, "m_template": { - "$type": "MultiplayerSample::NetworkRigidBodyComponent" + "$type": "Multiplayer::NetworkRigidBodyComponent" } }, "Component_[9452550092591643181]": { @@ -9254,7 +9254,7 @@ "$type": "GenericComponentWrapper", "Id": 9450029410653326667, "m_template": { - "$type": "MultiplayerSample::NetworkRigidBodyComponent" + "$type": "Multiplayer::NetworkRigidBodyComponent" } }, "Component_[9452550092591643181]": { @@ -9442,7 +9442,7 @@ "$type": "GenericComponentWrapper", "Id": 9450029410653326667, "m_template": { - "$type": "MultiplayerSample::NetworkRigidBodyComponent" + "$type": "Multiplayer::NetworkRigidBodyComponent" } }, "Component_[9452550092591643181]": { @@ -9630,7 +9630,7 @@ "$type": "GenericComponentWrapper", "Id": 9450029410653326667, "m_template": { - "$type": "MultiplayerSample::NetworkRigidBodyComponent" + "$type": "Multiplayer::NetworkRigidBodyComponent" } }, "Component_[9452550092591643181]": { @@ -9818,7 +9818,7 @@ "$type": "GenericComponentWrapper", "Id": 9450029410653326667, "m_template": { - "$type": "MultiplayerSample::NetworkRigidBodyComponent" + "$type": "Multiplayer::NetworkRigidBodyComponent" } }, "Component_[9452550092591643181]": { @@ -10006,7 +10006,7 @@ "$type": "GenericComponentWrapper", "Id": 9450029410653326667, "m_template": { - "$type": "MultiplayerSample::NetworkRigidBodyComponent" + "$type": "Multiplayer::NetworkRigidBodyComponent" } }, "Component_[9452550092591643181]": { @@ -10194,7 +10194,7 @@ "$type": "GenericComponentWrapper", "Id": 9450029410653326667, "m_template": { - "$type": "MultiplayerSample::NetworkRigidBodyComponent" + "$type": "Multiplayer::NetworkRigidBodyComponent" } }, "Component_[9452550092591643181]": { @@ -10382,7 +10382,7 @@ "$type": "GenericComponentWrapper", "Id": 9450029410653326667, "m_template": { - "$type": "MultiplayerSample::NetworkRigidBodyComponent" + "$type": "Multiplayer::NetworkRigidBodyComponent" } }, "Component_[9452550092591643181]": { @@ -10570,7 +10570,7 @@ "$type": "GenericComponentWrapper", "Id": 9450029410653326667, "m_template": { - "$type": "MultiplayerSample::NetworkRigidBodyComponent" + "$type": "Multiplayer::NetworkRigidBodyComponent" } }, "Component_[9452550092591643181]": { @@ -10758,7 +10758,7 @@ "$type": "GenericComponentWrapper", "Id": 9450029410653326667, "m_template": { - "$type": "MultiplayerSample::NetworkRigidBodyComponent" + "$type": "Multiplayer::NetworkRigidBodyComponent" } }, "Component_[9452550092591643181]": { @@ -10946,7 +10946,7 @@ "$type": "GenericComponentWrapper", "Id": 9450029410653326667, "m_template": { - "$type": "MultiplayerSample::NetworkRigidBodyComponent" + "$type": "Multiplayer::NetworkRigidBodyComponent" } }, "Component_[9452550092591643181]": { @@ -11134,7 +11134,7 @@ "$type": "GenericComponentWrapper", "Id": 9450029410653326667, "m_template": { - "$type": "MultiplayerSample::NetworkRigidBodyComponent" + "$type": "Multiplayer::NetworkRigidBodyComponent" } }, "Component_[9452550092591643181]": { @@ -11322,7 +11322,7 @@ "$type": "GenericComponentWrapper", "Id": 9450029410653326667, "m_template": { - "$type": "MultiplayerSample::NetworkRigidBodyComponent" + "$type": "Multiplayer::NetworkRigidBodyComponent" } }, "Component_[9452550092591643181]": { @@ -11510,7 +11510,7 @@ "$type": "GenericComponentWrapper", "Id": 9450029410653326667, "m_template": { - "$type": "MultiplayerSample::NetworkRigidBodyComponent" + "$type": "Multiplayer::NetworkRigidBodyComponent" } }, "Component_[9452550092591643181]": { @@ -11698,7 +11698,7 @@ "$type": "GenericComponentWrapper", "Id": 9450029410653326667, "m_template": { - "$type": "MultiplayerSample::NetworkRigidBodyComponent" + "$type": "Multiplayer::NetworkRigidBodyComponent" } }, "Component_[9452550092591643181]": { @@ -11886,7 +11886,7 @@ "$type": "GenericComponentWrapper", "Id": 9450029410653326667, "m_template": { - "$type": "MultiplayerSample::NetworkRigidBodyComponent" + "$type": "Multiplayer::NetworkRigidBodyComponent" } }, "Component_[9452550092591643181]": { @@ -12074,7 +12074,7 @@ "$type": "GenericComponentWrapper", "Id": 9450029410653326667, "m_template": { - "$type": "MultiplayerSample::NetworkRigidBodyComponent" + "$type": "Multiplayer::NetworkRigidBodyComponent" } }, "Component_[9452550092591643181]": { diff --git a/Prefabs/Player.prefab b/Prefabs/Player.prefab index b98253050..6f15f152a 100644 --- a/Prefabs/Player.prefab +++ b/Prefabs/Player.prefab @@ -113,7 +113,7 @@ "$type": "GenericComponentWrapper", "Id": 13362124592556856876, "m_template": { - "$type": "MultiplayerSample::NetworkHitVolumesComponent" + "$type": "Multiplayer::NetworkHitVolumesComponent" } }, "Component_[14925070260434397195]": { From e310bdaef1cb92753ac3404bc0c051e65f1d2698 Mon Sep 17 00:00:00 2001 From: Gene Walters Date: Mon, 13 Sep 2021 15:47:00 -0700 Subject: [PATCH 47/64] Delete remnants of CharacterComponent which was replaced by NetworkCharacterComponent Signed-off-by: Gene Walters --- .../CharacterComponent.AutoComponent.xml | 17 ----------------- 1 file changed, 17 deletions(-) delete mode 100644 Gem/Code/Source/AutoGen/CharacterComponent.AutoComponent.xml diff --git a/Gem/Code/Source/AutoGen/CharacterComponent.AutoComponent.xml b/Gem/Code/Source/AutoGen/CharacterComponent.AutoComponent.xml deleted file mode 100644 index 1889a1bca..000000000 --- a/Gem/Code/Source/AutoGen/CharacterComponent.AutoComponent.xml +++ /dev/null @@ -1,17 +0,0 @@ - - - - - - - - - - - From 5fdbaa5c03e36ec3ea82e2c9f294af5fbbd3fdbd Mon Sep 17 00:00:00 2001 From: Gene Walters Date: Mon, 13 Sep 2021 16:33:11 -0700 Subject: [PATCH 48/64] Moving walkspeed, sprintspeed, etc out of NetworkCharacterComponent and into WASDPlayer. NetworkCharacter will be moved into the Multiplayer Gem so didn't want game specific values in there Signed-off-by: Gene Walters --- ...etworkAnimationComponent.AutoComponent.xml | 1 - ...etworkCharacterComponent.AutoComponent.xml | 5 ---- ...dPlayerMovementComponent.AutoComponent.xml | 6 +++++ .../Components/NetworkAnimationComponent.cpp | 2 +- .../WasdPlayerMovementComponent.cpp | 8 +++---- Prefabs/Player.prefab | 24 +++++++++---------- 6 files changed, 23 insertions(+), 23 deletions(-) diff --git a/Gem/Code/Source/AutoGen/NetworkAnimationComponent.AutoComponent.xml b/Gem/Code/Source/AutoGen/NetworkAnimationComponent.AutoComponent.xml index b9c761480..1d6e9ab63 100644 --- a/Gem/Code/Source/AutoGen/NetworkAnimationComponent.AutoComponent.xml +++ b/Gem/Code/Source/AutoGen/NetworkAnimationComponent.AutoComponent.xml @@ -11,7 +11,6 @@ - diff --git a/Gem/Code/Source/AutoGen/NetworkCharacterComponent.AutoComponent.xml b/Gem/Code/Source/AutoGen/NetworkCharacterComponent.AutoComponent.xml index 62b2e4012..a29e9d1b6 100644 --- a/Gem/Code/Source/AutoGen/NetworkCharacterComponent.AutoComponent.xml +++ b/Gem/Code/Source/AutoGen/NetworkCharacterComponent.AutoComponent.xml @@ -9,9 +9,4 @@ xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"> - - - - - diff --git a/Gem/Code/Source/AutoGen/WasdPlayerMovementComponent.AutoComponent.xml b/Gem/Code/Source/AutoGen/WasdPlayerMovementComponent.AutoComponent.xml index 8b8bc88de..63255fb42 100644 --- a/Gem/Code/Source/AutoGen/WasdPlayerMovementComponent.AutoComponent.xml +++ b/Gem/Code/Source/AutoGen/WasdPlayerMovementComponent.AutoComponent.xml @@ -25,4 +25,10 @@ + + + + + + diff --git a/Gem/Code/Source/Components/NetworkAnimationComponent.cpp b/Gem/Code/Source/Components/NetworkAnimationComponent.cpp index 3413650bb..320564016 100644 --- a/Gem/Code/Source/Components/NetworkAnimationComponent.cpp +++ b/Gem/Code/Source/Components/NetworkAnimationComponent.cpp @@ -116,7 +116,7 @@ namespace MultiplayerSample { const AZ::Vector3 velocity = GetWasdPlayerMovementComponent()->GetVelocity(); const AZ::Vector2 velocity2d = AZ::Vector2(velocity.GetX(), velocity.GetY()); - const float maxSpeed = GetNetworkCharacterComponent()->GetSprintSpeed(); + const float maxSpeed = GetWasdPlayerMovementComponent()->GetSprintSpeed(); m_animationGraph->SetParameterVector2(m_velocityParamId, velocity2d / maxSpeed); } diff --git a/Gem/Code/Source/Components/WasdPlayerMovementComponent.cpp b/Gem/Code/Source/Components/WasdPlayerMovementComponent.cpp index ac1980eb9..5527f14e9 100644 --- a/Gem/Code/Source/Components/WasdPlayerMovementComponent.cpp +++ b/Gem/Code/Source/Components/WasdPlayerMovementComponent.cpp @@ -146,21 +146,21 @@ namespace MultiplayerSample float speed = 0.0f; if (wasdInput.m_crouch) { - speed = GetNetworkCharacterComponentController()->GetCrouchSpeed(); + speed = GetCrouchSpeed(); } else if (fwdBack < 0.0f) { - speed = GetNetworkCharacterComponentController()->GetReverseSpeed(); + speed = GetReverseSpeed(); } else { if (wasdInput.m_sprint) { - speed = GetNetworkCharacterComponentController()->GetSprintSpeed(); + speed = GetSprintSpeed(); } else { - speed = GetNetworkCharacterComponentController()->GetWalkSpeed(); + speed = GetWalkSpeed(); } } diff --git a/Prefabs/Player.prefab b/Prefabs/Player.prefab index 6f15f152a..bdaab9b50 100644 --- a/Prefabs/Player.prefab +++ b/Prefabs/Player.prefab @@ -102,13 +102,6 @@ "DeathParamName": "death_state_index" } }, - "Component_[12008415632399015100]": { - "$type": "GenericComponentWrapper", - "Id": 12008415632399015100, - "m_template": { - "$type": "MultiplayerSample::WasdPlayerMovementComponent" - } - }, "Component_[13362124592556856876]": { "$type": "GenericComponentWrapper", "Id": 13362124592556856876, @@ -328,6 +321,17 @@ }, "AttachmentTarget": "" }, + "Component_[5387953310772448141]": { + "$type": "GenericComponentWrapper", + "Id": 5387953310772448141, + "m_template": { + "$type": "MultiplayerSample::WasdPlayerMovementComponent", + "WalkSpeed": 3.0, + "SprintSpeed": 5.0, + "ReverseSpeed": 2.0, + "CrouchSpeed": 1.5 + } + }, "Component_[6252367322126438780]": { "$type": "GenericComponentWrapper", "Id": 6252367322126438780, @@ -339,11 +343,7 @@ "$type": "GenericComponentWrapper", "Id": 7398251875150394377, "m_template": { - "$type": "MultiplayerSample::NetworkCharacterComponent", - "WalkSpeed": 3.0, - "SprintSpeed": 5.0, - "ReverseSpeed": 2.0, - "CrouchSpeed": 1.5 + "$type": "MultiplayerSample::NetworkCharacterComponent" } }, "Component_[7411749707748254874]": { From 93385d27f76436cd2ac349729700de9719ae712c Mon Sep 17 00:00:00 2001 From: Gene Walters Date: Tue, 14 Sep 2021 09:14:45 -0700 Subject: [PATCH 49/64] Moved NetworkCharacterComponent out of MPSample and into MP gem Signed-off-by: Gene Walters --- ...etworkCharacterComponent.AutoComponent.xml | 12 - ...dPlayerMovementComponent.AutoComponent.xml | 2 +- .../Components/NetworkAnimationComponent.cpp | 2 +- .../Components/NetworkCharacterComponent.cpp | 213 ------------------ .../Components/NetworkCharacterComponent.h | 70 ------ .../WasdPlayerMovementComponent.cpp | 2 +- Gem/Code/multiplayersample_files.cmake | 3 - Prefabs/Player.prefab | 2 +- 8 files changed, 4 insertions(+), 302 deletions(-) delete mode 100644 Gem/Code/Source/AutoGen/NetworkCharacterComponent.AutoComponent.xml delete mode 100644 Gem/Code/Source/Components/NetworkCharacterComponent.cpp delete mode 100644 Gem/Code/Source/Components/NetworkCharacterComponent.h diff --git a/Gem/Code/Source/AutoGen/NetworkCharacterComponent.AutoComponent.xml b/Gem/Code/Source/AutoGen/NetworkCharacterComponent.AutoComponent.xml deleted file mode 100644 index a29e9d1b6..000000000 --- a/Gem/Code/Source/AutoGen/NetworkCharacterComponent.AutoComponent.xml +++ /dev/null @@ -1,12 +0,0 @@ - - - - - - diff --git a/Gem/Code/Source/AutoGen/WasdPlayerMovementComponent.AutoComponent.xml b/Gem/Code/Source/AutoGen/WasdPlayerMovementComponent.AutoComponent.xml index 63255fb42..6d64e57e4 100644 --- a/Gem/Code/Source/AutoGen/WasdPlayerMovementComponent.AutoComponent.xml +++ b/Gem/Code/Source/AutoGen/WasdPlayerMovementComponent.AutoComponent.xml @@ -10,7 +10,7 @@ - + diff --git a/Gem/Code/Source/Components/NetworkAnimationComponent.cpp b/Gem/Code/Source/Components/NetworkAnimationComponent.cpp index 320564016..60b42c82f 100644 --- a/Gem/Code/Source/Components/NetworkAnimationComponent.cpp +++ b/Gem/Code/Source/Components/NetworkAnimationComponent.cpp @@ -6,7 +6,7 @@ */ #include -#include +#include #include #include #include diff --git a/Gem/Code/Source/Components/NetworkCharacterComponent.cpp b/Gem/Code/Source/Components/NetworkCharacterComponent.cpp deleted file mode 100644 index cfcf1b5d6..000000000 --- a/Gem/Code/Source/Components/NetworkCharacterComponent.cpp +++ /dev/null @@ -1,213 +0,0 @@ -/* - * Copyright (c) Contributors to the Open 3D Engine Project - * - * SPDX-License-Identifier: Apache-2.0 OR MIT - * - */ - -#include -#include -#include -#include -#include -#include -#include -#include -#include -#include - -namespace MultiplayerSample -{ - bool CollisionLayerBasedControllerFilter(const physx::PxController& controllerA, const physx::PxController& controllerB) - { - PHYSX_SCENE_READ_LOCK(controllerA.getActor()->getScene()); - physx::PxRigidDynamic* actorA = controllerA.getActor(); - physx::PxRigidDynamic* actorB = controllerB.getActor(); - - if (actorA && actorA->getNbShapes() > 0 && actorB && actorB->getNbShapes() > 0) - { - physx::PxShape* shapeA = nullptr; - actorA->getShapes(&shapeA, 1, 0); - physx::PxFilterData filterDataA = shapeA->getSimulationFilterData(); - physx::PxShape* shapeB = nullptr; - actorB->getShapes(&shapeB, 1, 0); - physx::PxFilterData filterDataB = shapeB->getSimulationFilterData(); - return PhysX::Utils::Collision::ShouldCollide(filterDataA, filterDataB); - } - - return true; - } - - physx::PxQueryHitType::Enum CollisionLayerBasedObjectPreFilter( - const physx::PxFilterData& filterData, - const physx::PxShape* shape, - const physx::PxRigidActor* actor, - [[maybe_unused]] physx::PxHitFlags& queryFlags) - { - // non-kinematic dynamic bodies should not impede the movement of the character - if (actor->getConcreteType() == physx::PxConcreteType::eRIGID_DYNAMIC) - { - const physx::PxRigidDynamic* rigidDynamic = static_cast(actor); - - bool isKinematic = (rigidDynamic->getRigidBodyFlags() & physx::PxRigidBodyFlag::eKINEMATIC); - if (isKinematic) - { - const PhysX::ActorData* actorData = PhysX::Utils::GetUserData(rigidDynamic); - if (actorData) - { - const AZ::EntityId entityId = actorData->GetEntityId(); - - if (Multiplayer::NetworkRigidBodyRequestBus::FindFirstHandler(entityId) != nullptr) - { - // Network rigid bodies are kinematic on the client but dynamic on the server, - // hence filtering treats these actors as dynamic to support client prediction and avoid desyncs - isKinematic = false; - } - } - } - - if (!isKinematic) - { - return physx::PxQueryHitType::eNONE; - } - } - - // all other cases should be determined by collision filters - if (PhysX::Utils::Collision::ShouldCollide(filterData, shape->getSimulationFilterData())) - { - return physx::PxQueryHitType::eBLOCK; - } - - return physx::PxQueryHitType::eNONE; - } - - void NetworkCharacterComponent::NetworkCharacterComponent::Reflect(AZ::ReflectContext* context) - { - AZ::SerializeContext* serializeContext = azrtti_cast(context); - if (serializeContext) - { - serializeContext->Class() - ->Version(1); - } - NetworkCharacterComponentBase::Reflect(context); - } - - NetworkCharacterComponent::NetworkCharacterComponent() - : m_translationEventHandler([this](const AZ::Vector3& translation) { OnTranslationChangedEvent(translation); }) - { - ; - } - - void NetworkCharacterComponent::OnInit() - { - ; - } - - void NetworkCharacterComponent::OnActivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating) - { - Physics::CharacterRequests* characterRequests = Physics::CharacterRequestBus::FindFirstHandler(GetEntityId()); - m_physicsCharacter = (characterRequests != nullptr) ? characterRequests->GetCharacter() : nullptr; - GetNetBindComponent()->AddEntitySyncRewindEventHandler(m_syncRewindHandler); - - if (m_physicsCharacter) - { - auto controller = static_cast(m_physicsCharacter); - controller->SetFilterFlags(physx::PxQueryFlag::eSTATIC | physx::PxQueryFlag::eDYNAMIC | physx::PxQueryFlag::ePREFILTER); - if (auto callbackManager = controller->GetCallbackManager()) - { - callbackManager->SetControllerFilter(CollisionLayerBasedControllerFilter); - callbackManager->SetObjectPreFilter(CollisionLayerBasedObjectPreFilter); - } - } - - if (!HasController()) - { - GetNetworkTransformComponent()->TranslationAddEvent(m_translationEventHandler); - } - } - - void NetworkCharacterComponent::OnDeactivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating) - { - ; - } - - void NetworkCharacterComponent::OnTranslationChangedEvent([[maybe_unused]] const AZ::Vector3& translation) - { - OnSyncRewind(); - } - - void NetworkCharacterComponent::OnSyncRewind() - { - if (m_physicsCharacter == nullptr) - { - return; - } - - const AZ::Vector3 currPosition = m_physicsCharacter->GetBasePosition(); - if (!currPosition.IsClose(GetNetworkTransformComponent()->GetTranslation())) - { - uint32_t frameId = static_cast(Multiplayer::GetNetworkTime()->GetHostFrameId()); - m_physicsCharacter->SetFrameId(frameId); - //m_physicsCharacter->SetBasePosition(GetNetworkTransformComponent()->GetTranslation()); - } - } - - bool NetworkCharacterComponent::IsOnGround() const - { - auto pxController = static_cast(m_physicsCharacter->GetNativePointer()); - if (!pxController) - { - return true; - } - - physx::PxControllerState state; - pxController->getState(state); - return state.touchedActor != nullptr || (state.collisionFlags & physx::PxControllerCollisionFlag::eCOLLISION_DOWN) != 0; - } - - NetworkCharacterComponentController::NetworkCharacterComponentController(NetworkCharacterComponent& parent) - : NetworkCharacterComponentControllerBase(parent) - { - ; - } - - void NetworkCharacterComponentController::OnActivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating) - { - ; - } - - void NetworkCharacterComponentController::OnDeactivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating) - { - ; - } - - AZ::Vector3 NetworkCharacterComponentController::TryMoveWithVelocity(const AZ::Vector3& velocity, float deltaTime) - { - // Ensure any entities that we might interact with are properly synchronized to their rewind state - if (IsAuthority()) - { - const AZ::Aabb entityStartBounds = AZ::Interface::Get()->GetEntityLocalBoundsUnion(GetEntity()->GetId()); - const AZ::Aabb entityFinalBounds = entityStartBounds.GetTranslated(velocity); - AZ::Aabb entitySweptBounds = entityStartBounds; - entitySweptBounds.AddAabb(entityFinalBounds); - Multiplayer::GetNetworkTime()->SyncEntitiesToRewindState(entitySweptBounds); - } - - if ((GetParent().m_physicsCharacter == nullptr) || (velocity.GetLengthSq() <= 0.0f)) - { - return GetEntity()->GetTransform()->GetWorldTranslation(); - } - GetParent().m_physicsCharacter->AddVelocity(velocity); - GetParent().m_physicsCharacter->ApplyRequestedVelocity(deltaTime); - GetEntity()->GetTransform()->SetWorldTranslation(GetParent().m_physicsCharacter->GetBasePosition()); - AZLOG - ( - NET_Movement, - "Moved to position %f x %f x %f", - GetParent().m_physicsCharacter->GetBasePosition().GetX(), - GetParent().m_physicsCharacter->GetBasePosition().GetY(), - GetParent().m_physicsCharacter->GetBasePosition().GetZ() - ); - return GetEntity()->GetTransform()->GetWorldTranslation(); - } -} diff --git a/Gem/Code/Source/Components/NetworkCharacterComponent.h b/Gem/Code/Source/Components/NetworkCharacterComponent.h deleted file mode 100644 index 3b556f20f..000000000 --- a/Gem/Code/Source/Components/NetworkCharacterComponent.h +++ /dev/null @@ -1,70 +0,0 @@ -/* - * Copyright (c) Contributors to the Open 3D Engine Project - * - * SPDX-License-Identifier: Apache-2.0 OR MIT - * - */ - -#pragma once - -#include -#include -#include - -namespace Physics -{ - class Character; -} - -namespace MultiplayerSample -{ - class NetworkCharacterComponent - : public NetworkCharacterComponentBase - , private PhysX::CharacterGameplayRequestBus::Handler - { - friend class NetworkCharacterComponentController; - - public: - AZ_MULTIPLAYER_COMPONENT(MultiplayerSample::NetworkCharacterComponent, s_networkCharacterComponentConcreteUuid, MultiplayerSample::NetworkCharacterComponentBase); - - static void Reflect(AZ::ReflectContext* context); - - NetworkCharacterComponent(); - - static void GetIncompatibleServices(AZ::ComponentDescriptor::DependencyArrayType& incompatible) - { - incompatible.push_back(AZ_CRC_CE("NetworkRigidBodyService")); - } - - void OnInit() override; - void OnActivate(Multiplayer::EntityIsMigrating entityIsMigrating) override; - void OnDeactivate(Multiplayer::EntityIsMigrating entityIsMigrating) override; - - private: - void OnTranslationChangedEvent(const AZ::Vector3& translation); - void OnSyncRewind(); - - // CharacterGameplayRequestBus - bool IsOnGround() const override; - float GetGravityMultiplier() const override { return {}; } - void SetGravityMultiplier([[maybe_unused]] float gravityMultiplier) override {} - AZ::Vector3 GetFallingVelocity() const override { return {}; } - void SetFallingVelocity([[maybe_unused]] const AZ::Vector3& fallingVelocity) override {} - - Physics::Character* m_physicsCharacter = nullptr; - Multiplayer::EntitySyncRewindEvent::Handler m_syncRewindHandler = Multiplayer::EntitySyncRewindEvent::Handler([this]() { OnSyncRewind(); }); - AZ::Event::Handler m_translationEventHandler; - }; - - class NetworkCharacterComponentController - : public NetworkCharacterComponentControllerBase - { - public: - NetworkCharacterComponentController(NetworkCharacterComponent& parent); - - void OnActivate(Multiplayer::EntityIsMigrating entityIsMigrating) override; - void OnDeactivate(Multiplayer::EntityIsMigrating entityIsMigrating) override; - - AZ::Vector3 TryMoveWithVelocity(const AZ::Vector3& velocity, float deltaTime); - }; -} diff --git a/Gem/Code/Source/Components/WasdPlayerMovementComponent.cpp b/Gem/Code/Source/Components/WasdPlayerMovementComponent.cpp index 5527f14e9..f3dcab7b8 100644 --- a/Gem/Code/Source/Components/WasdPlayerMovementComponent.cpp +++ b/Gem/Code/Source/Components/WasdPlayerMovementComponent.cpp @@ -8,7 +8,7 @@ #include #include -#include +#include #include #include #include diff --git a/Gem/Code/multiplayersample_files.cmake b/Gem/Code/multiplayersample_files.cmake index 3645fb17e..19080f31e 100644 --- a/Gem/Code/multiplayersample_files.cmake +++ b/Gem/Code/multiplayersample_files.cmake @@ -8,7 +8,6 @@ set(FILES Source/AutoGen/NetworkAiComponent.AutoComponent.xml Source/AutoGen/NetworkAnimationComponent.AutoComponent.xml - Source/AutoGen/NetworkCharacterComponent.AutoComponent.xml Source/AutoGen/NetworkHealthComponent.AutoComponent.xml Source/AutoGen/NetworkPlayerSpawnerComponent.AutoComponent.xml Source/AutoGen/NetworkRandomComponent.AutoComponent.xml @@ -22,8 +21,6 @@ set(FILES Source/Components/NetworkAiComponent.h Source/Components/NetworkAnimationComponent.cpp Source/Components/NetworkAnimationComponent.h - Source/Components/NetworkCharacterComponent.cpp - Source/Components/NetworkCharacterComponent.h Source/Components/NetworkHealthComponent.cpp Source/Components/NetworkHealthComponent.h Source/Components/NetworkPlayerSpawnerComponent.cpp diff --git a/Prefabs/Player.prefab b/Prefabs/Player.prefab index bdaab9b50..8629b820e 100644 --- a/Prefabs/Player.prefab +++ b/Prefabs/Player.prefab @@ -343,7 +343,7 @@ "$type": "GenericComponentWrapper", "Id": 7398251875150394377, "m_template": { - "$type": "MultiplayerSample::NetworkCharacterComponent" + "$type": "Multiplayer::NetworkCharacterComponent" } }, "Component_[7411749707748254874]": { From e2feca38ed0ba21c4e08ef8c4150403bc4a7f58c Mon Sep 17 00:00:00 2001 From: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com> Date: Thu, 16 Sep 2021 23:06:16 -0500 Subject: [PATCH 50/64] Updated the @assets@ alias to be @projectproductassets@ Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com> --- Jack/Simple_JackLocomotion.emfxworkspace | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Jack/Simple_JackLocomotion.emfxworkspace b/Jack/Simple_JackLocomotion.emfxworkspace index e704c742a..23bbb9a3e 100644 --- a/Jack/Simple_JackLocomotion.emfxworkspace +++ b/Jack/Simple_JackLocomotion.emfxworkspace @@ -1,3 +1,3 @@ [General] version=1 -startScript="ImportActor -filename \"@assets@/animationsamples/simple_jacklocomotion/jackbind_zup.actor\"\nCreateActorInstance -actorID %LASTRESULT% -xPos 0.000000 -yPos 0.000000 -zPos 0.000000 -xScale 1.000000 -yScale 1.000000 -zScale 1.000000 -rot 0.00000000,0.00000000,0.00000000,1.00012207\nLoadMotionSet -filename \"@assets@/AnimationSamples/Simple_JackLocomotion/Simple_JackLocomotion.motionset\"\nLoadAnimGraph -filename \"@assets@/AnimationSamples/Simple_JackLocomotion/Simple_JackLocomotion.animgraph\"\nActivateAnimGraph -actorInstanceID %LASTRESULT3% -animGraphID %LASTRESULT1% -motionSetID %LASTRESULT2% -visualizeScale 1.000000\n" +startScript="ImportActor -filename \"@projectproductassets@/animationsamples/simple_jacklocomotion/jackbind_zup.actor\"\nCreateActorInstance -actorID %LASTRESULT% -xPos 0.000000 -yPos 0.000000 -zPos 0.000000 -xScale 1.000000 -yScale 1.000000 -zScale 1.000000 -rot 0.00000000,0.00000000,0.00000000,1.00012207\nLoadMotionSet -filename \"@assets@/AnimationSamples/Simple_JackLocomotion/Simple_JackLocomotion.motionset\"\nLoadAnimGraph -filename \"@assets@/AnimationSamples/Simple_JackLocomotion/Simple_JackLocomotion.animgraph\"\nActivateAnimGraph -actorInstanceID %LASTRESULT3% -animGraphID %LASTRESULT1% -motionSetID %LASTRESULT2% -visualizeScale 1.000000\n" From 71fc2772ed300006a7fd66e04eaf323eb2cdcc38 Mon Sep 17 00:00:00 2001 From: Gene Walters Date: Thu, 16 Sep 2021 23:06:56 -0700 Subject: [PATCH 51/64] Received feedback that the multiplayer component names may be confused for normal (not multiplayer) components. Renaming a few MP components to include Network in the name. Signed-off-by: Gene Walters --- ...etworkAnimationComponent.AutoComponent.xml | 4 +-- ...lePlayerCameraComponent.AutoComponent.xml} | 4 +-- ...workStressTestComponent.AutoComponent.xml} | 4 +-- ...PlayerMovementComponent.AutoComponent.xml} | 6 ++-- .../NetworkWeaponsComponent.AutoComponent.xml | 2 +- .../Source/Components/NetworkAiComponent.cpp | 4 +-- .../Source/Components/NetworkAiComponent.h | 8 ++--- .../Components/NetworkAnimationComponent.cpp | 10 +++--- ...=> NetworkSimplePlayerCameraComponent.cpp} | 20 +++++------ ...h => NetworkSimplePlayerCameraComponent.h} | 8 ++--- ...ent.cpp => NetworkStressTestComponent.cpp} | 28 +++++++-------- ...mponent.h => NetworkStressTestComponent.h} | 14 ++++---- ...=> NetworkWasdPlayerMovementComponent.cpp} | 36 +++++++++---------- ...h => NetworkWasdPlayerMovementComponent.h} | 10 +++--- .../Components/NetworkWeaponsComponent.cpp | 4 +-- .../MultiplayerSampleSystemComponent.cpp | 2 +- Gem/Code/multiplayersample_files.cmake | 18 +++++----- 17 files changed, 91 insertions(+), 91 deletions(-) rename Gem/Code/Source/AutoGen/{SimplePlayerCameraComponent.AutoComponent.xml => NetworkSimplePlayerCameraComponent.AutoComponent.xml} (86%) rename Gem/Code/Source/AutoGen/{StressTestComponent.AutoComponent.xml => NetworkStressTestComponent.AutoComponent.xml} (90%) rename Gem/Code/Source/AutoGen/{WasdPlayerMovementComponent.AutoComponent.xml => NetworkWasdPlayerMovementComponent.AutoComponent.xml} (89%) rename Gem/Code/Source/Components/{SimplePlayerCameraComponent.cpp => NetworkSimplePlayerCameraComponent.cpp} (72%) rename Gem/Code/Source/Components/{SimplePlayerCameraComponent.h => NetworkSimplePlayerCameraComponent.h} (75%) rename Gem/Code/Source/Components/{StressTestComponent.cpp => NetworkStressTestComponent.cpp} (81%) rename Gem/Code/Source/Components/{StressTestComponent.h => NetworkStressTestComponent.h} (77%) rename Gem/Code/Source/Components/{WasdPlayerMovementComponent.cpp => NetworkWasdPlayerMovementComponent.cpp} (85%) rename Gem/Code/Source/Components/{WasdPlayerMovementComponent.h => NetworkWasdPlayerMovementComponent.h} (86%) diff --git a/Gem/Code/Source/AutoGen/NetworkAnimationComponent.AutoComponent.xml b/Gem/Code/Source/AutoGen/NetworkAnimationComponent.AutoComponent.xml index 1d6e9ab63..57d2f1c35 100644 --- a/Gem/Code/Source/AutoGen/NetworkAnimationComponent.AutoComponent.xml +++ b/Gem/Code/Source/AutoGen/NetworkAnimationComponent.AutoComponent.xml @@ -11,8 +11,8 @@ - - + + diff --git a/Gem/Code/Source/AutoGen/SimplePlayerCameraComponent.AutoComponent.xml b/Gem/Code/Source/AutoGen/NetworkSimplePlayerCameraComponent.AutoComponent.xml similarity index 86% rename from Gem/Code/Source/AutoGen/SimplePlayerCameraComponent.AutoComponent.xml rename to Gem/Code/Source/AutoGen/NetworkSimplePlayerCameraComponent.AutoComponent.xml index 03b4622ad..fd1324a42 100644 --- a/Gem/Code/Source/AutoGen/SimplePlayerCameraComponent.AutoComponent.xml +++ b/Gem/Code/Source/AutoGen/NetworkSimplePlayerCameraComponent.AutoComponent.xml @@ -1,11 +1,11 @@ diff --git a/Gem/Code/Source/AutoGen/StressTestComponent.AutoComponent.xml b/Gem/Code/Source/AutoGen/NetworkStressTestComponent.AutoComponent.xml similarity index 90% rename from Gem/Code/Source/AutoGen/StressTestComponent.AutoComponent.xml rename to Gem/Code/Source/AutoGen/NetworkStressTestComponent.AutoComponent.xml index b6d6b5807..9b043a79b 100644 --- a/Gem/Code/Source/AutoGen/StressTestComponent.AutoComponent.xml +++ b/Gem/Code/Source/AutoGen/NetworkStressTestComponent.AutoComponent.xml @@ -1,11 +1,11 @@ diff --git a/Gem/Code/Source/AutoGen/WasdPlayerMovementComponent.AutoComponent.xml b/Gem/Code/Source/AutoGen/NetworkWasdPlayerMovementComponent.AutoComponent.xml similarity index 89% rename from Gem/Code/Source/AutoGen/WasdPlayerMovementComponent.AutoComponent.xml rename to Gem/Code/Source/AutoGen/NetworkWasdPlayerMovementComponent.AutoComponent.xml index 6d64e57e4..1fa62b7f9 100644 --- a/Gem/Code/Source/AutoGen/WasdPlayerMovementComponent.AutoComponent.xml +++ b/Gem/Code/Source/AutoGen/NetworkWasdPlayerMovementComponent.AutoComponent.xml @@ -1,17 +1,17 @@ - + diff --git a/Gem/Code/Source/AutoGen/NetworkWeaponsComponent.AutoComponent.xml b/Gem/Code/Source/AutoGen/NetworkWeaponsComponent.AutoComponent.xml index 16318be1c..008dd1c65 100644 --- a/Gem/Code/Source/AutoGen/NetworkWeaponsComponent.AutoComponent.xml +++ b/Gem/Code/Source/AutoGen/NetworkWeaponsComponent.AutoComponent.xml @@ -9,7 +9,7 @@ xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"> - + diff --git a/Gem/Code/Source/Components/NetworkAiComponent.cpp b/Gem/Code/Source/Components/NetworkAiComponent.cpp index eb262377f..8c33ff0ea 100644 --- a/Gem/Code/Source/Components/NetworkAiComponent.cpp +++ b/Gem/Code/Source/Components/NetworkAiComponent.cpp @@ -9,7 +9,7 @@ #include #include -#include +#include #include #include #include @@ -40,7 +40,7 @@ namespace MultiplayerSample { } - void NetworkAiComponent::TickMovement(WasdPlayerMovementComponentController& movementController, float deltaTime) + void NetworkAiComponent::TickMovement(NetworkWasdPlayerMovementComponentController& movementController, float deltaTime) { // TODO: Execute this tick only if this component is owned by this endpoint (currently ticks on server only) float deltaTimeMs = deltaTime * SecondsToMs; diff --git a/Gem/Code/Source/Components/NetworkAiComponent.h b/Gem/Code/Source/Components/NetworkAiComponent.h index 936fb1119..c5763d89c 100644 --- a/Gem/Code/Source/Components/NetworkAiComponent.h +++ b/Gem/Code/Source/Components/NetworkAiComponent.h @@ -14,11 +14,11 @@ namespace MultiplayerSample { class NetworkWeaponsComponentController; - class WasdPlayerMovementComponentController; + class NetworkWasdPlayerMovementComponentController; // The NetworkAiComponent, when active, can execute behaviors and produce synthetic inputs to drive the - // WasdPlayerMovementComponentController and NetworkWeaponsComponentController. + // NetworkWasdPlayerMovementComponentController and NetworkWeaponsComponentController. class NetworkAiComponent : public NetworkAiComponentBase { public: @@ -33,11 +33,11 @@ namespace MultiplayerSample void OnActivate(Multiplayer::EntityIsMigrating entityIsMigrating) override; void OnDeactivate(Multiplayer::EntityIsMigrating entityIsMigrating) override; - void TickMovement(WasdPlayerMovementComponentController& movementController, float deltaTime); + void TickMovement(NetworkWasdPlayerMovementComponentController& movementController, float deltaTime); void TickWeapons(NetworkWeaponsComponentController& weaponsController, float deltaTime); private: - friend class StressTestComponentController; + friend class NetworkStressTestComponentController; void ConfigureAi( float fireIntervalMinMs, float fireIntervalMaxMs, float actionIntervalMinMs, float actionIntervalMaxMs, uint64_t seed); diff --git a/Gem/Code/Source/Components/NetworkAnimationComponent.cpp b/Gem/Code/Source/Components/NetworkAnimationComponent.cpp index 60b42c82f..88b36ebec 100644 --- a/Gem/Code/Source/Components/NetworkAnimationComponent.cpp +++ b/Gem/Code/Source/Components/NetworkAnimationComponent.cpp @@ -7,8 +7,8 @@ #include #include -#include -#include +#include +#include #include #include #include @@ -114,15 +114,15 @@ namespace MultiplayerSample if (m_velocityParamId != InvalidParamIndex) { - const AZ::Vector3 velocity = GetWasdPlayerMovementComponent()->GetVelocity(); + const AZ::Vector3 velocity = GetNetworkWasdPlayerMovementComponent()->GetVelocity(); const AZ::Vector2 velocity2d = AZ::Vector2(velocity.GetX(), velocity.GetY()); - const float maxSpeed = GetWasdPlayerMovementComponent()->GetSprintSpeed(); + const float maxSpeed = GetNetworkWasdPlayerMovementComponent()->GetSprintSpeed(); m_animationGraph->SetParameterVector2(m_velocityParamId, velocity2d / maxSpeed); } if (m_aimTargetParamId != InvalidParamIndex) { - const AZ::Vector3 aimAngles = GetSimplePlayerCameraComponent()->GetAimAngles(); + const AZ::Vector3 aimAngles = GetNetworkSimplePlayerCameraComponent()->GetAimAngles(); const AZ::Quaternion aimRotation = AZ::Quaternion::CreateRotationZ(aimAngles.GetZ()) * AZ::Quaternion::CreateRotationX(aimAngles.GetX()); const AZ::Transform worldTm = GetEntity()->GetTransform()->GetWorldTM(); // TODO: This should probably be a physx raycast out to some maxDistance diff --git a/Gem/Code/Source/Components/SimplePlayerCameraComponent.cpp b/Gem/Code/Source/Components/NetworkSimplePlayerCameraComponent.cpp similarity index 72% rename from Gem/Code/Source/Components/SimplePlayerCameraComponent.cpp rename to Gem/Code/Source/Components/NetworkSimplePlayerCameraComponent.cpp index 4c634138a..ddeaa99ff 100644 --- a/Gem/Code/Source/Components/SimplePlayerCameraComponent.cpp +++ b/Gem/Code/Source/Components/NetworkSimplePlayerCameraComponent.cpp @@ -7,7 +7,7 @@ #include #include -#include +#include #include #include @@ -16,13 +16,13 @@ namespace MultiplayerSample AZ_CVAR(AZ::Vector3, cl_cameraOffset, AZ::Vector3(0.0f, -5.0f, 3.0f), nullptr, AZ::ConsoleFunctorFlags::Null, "Offset to use for the player camera"); AZ_CVAR(float, cl_cameraBlendSpeed, 0.25f, nullptr, AZ::ConsoleFunctorFlags::Null, "Rate to blend camera to latest transform"); - SimplePlayerCameraComponentController::SimplePlayerCameraComponentController(SimplePlayerCameraComponent& parent) - : SimplePlayerCameraComponentControllerBase(parent) + NetworkSimplePlayerCameraComponentController::NetworkSimplePlayerCameraComponentController(NetworkSimplePlayerCameraComponent& parent) + : NetworkSimplePlayerCameraComponentControllerBase(parent) { ; } - void SimplePlayerCameraComponentController::OnActivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating) + void NetworkSimplePlayerCameraComponentController::OnActivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating) { if (IsAutonomous()) { @@ -38,7 +38,7 @@ namespace MultiplayerSample } } - void SimplePlayerCameraComponentController::OnDeactivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating) + void NetworkSimplePlayerCameraComponentController::OnDeactivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating) { if (IsAutonomous() && !m_aiEnabled) { @@ -46,22 +46,22 @@ namespace MultiplayerSample } } - float SimplePlayerCameraComponentController::GetCameraYaw() const + float NetworkSimplePlayerCameraComponentController::GetCameraYaw() const { return GetAimAngles().GetZ(); } - float SimplePlayerCameraComponentController::GetCameraPitch() const + float NetworkSimplePlayerCameraComponentController::GetCameraPitch() const { return GetAimAngles().GetX(); } - float SimplePlayerCameraComponentController::GetCameraRoll() const + float NetworkSimplePlayerCameraComponentController::GetCameraRoll() const { return GetAimAngles().GetY(); } - void SimplePlayerCameraComponentController::OnTick([[maybe_unused]] float deltaTime, [[maybe_unused]] AZ::ScriptTimePoint time) + void NetworkSimplePlayerCameraComponentController::OnTick([[maybe_unused]] float deltaTime, [[maybe_unused]] AZ::ScriptTimePoint time) { if (m_activeCameraEntity != nullptr && m_activeCameraEntity->GetState() == AZ::Entity::State::Active) { @@ -75,7 +75,7 @@ namespace MultiplayerSample } } - int SimplePlayerCameraComponentController::GetTickOrder() + int NetworkSimplePlayerCameraComponentController::GetTickOrder() { return AZ::TICK_PRE_RENDER; } diff --git a/Gem/Code/Source/Components/SimplePlayerCameraComponent.h b/Gem/Code/Source/Components/NetworkSimplePlayerCameraComponent.h similarity index 75% rename from Gem/Code/Source/Components/SimplePlayerCameraComponent.h rename to Gem/Code/Source/Components/NetworkSimplePlayerCameraComponent.h index 3ad3e81d7..a1e885895 100644 --- a/Gem/Code/Source/Components/SimplePlayerCameraComponent.h +++ b/Gem/Code/Source/Components/NetworkSimplePlayerCameraComponent.h @@ -7,17 +7,17 @@ #pragma once -#include +#include #include namespace MultiplayerSample { - class SimplePlayerCameraComponentController - : public SimplePlayerCameraComponentControllerBase + class NetworkSimplePlayerCameraComponentController + : public NetworkSimplePlayerCameraComponentControllerBase , private AZ::TickBus::Handler { public: - SimplePlayerCameraComponentController(SimplePlayerCameraComponent& parent); + NetworkSimplePlayerCameraComponentController(NetworkSimplePlayerCameraComponent& parent); void OnActivate(Multiplayer::EntityIsMigrating entityIsMigrating); void OnDeactivate(Multiplayer::EntityIsMigrating entityIsMigrating); diff --git a/Gem/Code/Source/Components/StressTestComponent.cpp b/Gem/Code/Source/Components/NetworkStressTestComponent.cpp similarity index 81% rename from Gem/Code/Source/Components/StressTestComponent.cpp rename to Gem/Code/Source/Components/NetworkStressTestComponent.cpp index d1bf3e03a..b79e3c5e4 100644 --- a/Gem/Code/Source/Components/StressTestComponent.cpp +++ b/Gem/Code/Source/Components/NetworkStressTestComponent.cpp @@ -6,10 +6,10 @@ * */ -#include +#include #include -#include +#include #include #include @@ -20,23 +20,23 @@ namespace MultiplayerSample { - void StressTestComponent::Reflect(AZ::ReflectContext* context) + void NetworkStressTestComponent::Reflect(AZ::ReflectContext* context) { AZ::SerializeContext* serializeContext = azrtti_cast(context); if (serializeContext) { - serializeContext->Class() + serializeContext->Class() ->Version(1); } - StressTestComponentBase::Reflect(context); + NetworkStressTestComponentBase::Reflect(context); } - void StressTestComponent::OnInit() + void NetworkStressTestComponent::OnInit() { } - void StressTestComponentController::OnActivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating) + void NetworkStressTestComponentController::OnActivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating) { #ifdef IMGUI_ENABLED ImGui::ImGuiUpdateListenerBus::Handler::BusConnect(); @@ -53,7 +53,7 @@ namespace MultiplayerSample } } - void StressTestComponentController::OnDeactivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating) + void NetworkStressTestComponentController::OnDeactivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating) { #ifdef IMGUI_ENABLED ImGui::ImGuiUpdateListenerBus::Handler::BusDisconnect(); @@ -61,7 +61,7 @@ namespace MultiplayerSample } #if defined(IMGUI_ENABLED) - void StressTestComponentController::OnImGuiMainMenuUpdate() + void NetworkStressTestComponentController::OnImGuiMainMenuUpdate() { if (ImGui::BeginMenu("Multiplayer Sample")) { @@ -70,7 +70,7 @@ namespace MultiplayerSample } } - void StressTestComponentController::OnImGuiUpdate() + void NetworkStressTestComponentController::OnImGuiUpdate() { if (m_displayEntitySpawner) { @@ -81,7 +81,7 @@ namespace MultiplayerSample } } - void StressTestComponentController::DrawEntitySpawner() + void NetworkStressTestComponentController::DrawEntitySpawner() { ImGui::SliderInt("Quantity", &m_quantity, 1, 100); ImGui::SliderInt("Team ID", &m_teamID, 0, 3); @@ -125,15 +125,15 @@ namespace MultiplayerSample } #endif // defined(IMGUI_ENABLED) - void StressTestComponent::OnActivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating) + void NetworkStressTestComponent::OnActivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating) { } - void StressTestComponent::OnDeactivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating) + void NetworkStressTestComponent::OnDeactivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating) { } - void StressTestComponentController::HandleSpawnAIEntity( + void NetworkStressTestComponentController::HandleSpawnAIEntity( AzNetworking::IConnection* invokingConnection, const float& fireIntervalMinMs, const float& fireIntervalMaxMs, diff --git a/Gem/Code/Source/Components/StressTestComponent.h b/Gem/Code/Source/Components/NetworkStressTestComponent.h similarity index 77% rename from Gem/Code/Source/Components/StressTestComponent.h rename to Gem/Code/Source/Components/NetworkStressTestComponent.h index 5370866da..dabb36dcf 100644 --- a/Gem/Code/Source/Components/StressTestComponent.h +++ b/Gem/Code/Source/Components/NetworkStressTestComponent.h @@ -8,7 +8,7 @@ #pragma once -#include +#include #if defined(IMGUI_ENABLED) #include @@ -17,11 +17,11 @@ namespace MultiplayerSample { - class StressTestComponent - : public StressTestComponentBase + class NetworkStressTestComponent + : public NetworkStressTestComponentBase { public: - AZ_MULTIPLAYER_COMPONENT(StressTestComponent, s_stressTestComponentConcreteUuid, StressTestComponentBase); + AZ_MULTIPLAYER_COMPONENT(MultiplayerSample::NetworkStressTestComponent, s_networkStressTestComponentConcreteUuid, MultiplayerSample::NetworkStressTestComponentBase); static void Reflect(AZ::ReflectContext* context); @@ -30,14 +30,14 @@ namespace MultiplayerSample void OnDeactivate(Multiplayer::EntityIsMigrating entityIsMigrating) override; }; - class StressTestComponentController - : public StressTestComponentControllerBase + class NetworkStressTestComponentController + : public NetworkStressTestComponentControllerBase #if defined(IMGUI_ENABLED) , public ImGui::ImGuiUpdateListenerBus::Handler #endif { public: - using StressTestComponentControllerBase::StressTestComponentControllerBase; + using NetworkStressTestComponentControllerBase::NetworkStressTestComponentControllerBase; void OnActivate(Multiplayer::EntityIsMigrating entityIsMigrating) override; void OnDeactivate(Multiplayer::EntityIsMigrating entityIsMigrating) override; diff --git a/Gem/Code/Source/Components/WasdPlayerMovementComponent.cpp b/Gem/Code/Source/Components/NetworkWasdPlayerMovementComponent.cpp similarity index 85% rename from Gem/Code/Source/Components/WasdPlayerMovementComponent.cpp rename to Gem/Code/Source/Components/NetworkWasdPlayerMovementComponent.cpp index f3dcab7b8..aa4cb23f1 100644 --- a/Gem/Code/Source/Components/WasdPlayerMovementComponent.cpp +++ b/Gem/Code/Source/Components/NetworkWasdPlayerMovementComponent.cpp @@ -5,12 +5,12 @@ * */ -#include +#include #include #include #include -#include +#include #include #include #include @@ -21,8 +21,8 @@ namespace MultiplayerSample AZ_CVAR(float, cl_AimStickScaleZ, 0.1f, nullptr, AZ::ConsoleFunctorFlags::Null, "The scaling to apply to aim and view adjustments"); AZ_CVAR(float, cl_AimStickScaleX, 0.05f, nullptr, AZ::ConsoleFunctorFlags::Null, "The scaling to apply to aim and view adjustments"); - WasdPlayerMovementComponentController::WasdPlayerMovementComponentController(WasdPlayerMovementComponent& parent) - : WasdPlayerMovementComponentControllerBase(parent) + NetworkWasdPlayerMovementComponentController::NetworkWasdPlayerMovementComponentController(NetworkWasdPlayerMovementComponent& parent) + : NetworkWasdPlayerMovementComponentControllerBase(parent) , m_updateAI{ [this] { UpdateAI(); @@ -32,7 +32,7 @@ namespace MultiplayerSample ; } - void WasdPlayerMovementComponentController::OnActivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating) + void NetworkWasdPlayerMovementComponentController::OnActivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating) { if (IsAutonomous()) { @@ -56,7 +56,7 @@ namespace MultiplayerSample } } - void WasdPlayerMovementComponentController::OnDeactivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating) + void NetworkWasdPlayerMovementComponentController::OnDeactivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating) { if (IsAutonomous() && !m_aiEnabled) { @@ -72,7 +72,7 @@ namespace MultiplayerSample } } - void WasdPlayerMovementComponentController::CreateInput(Multiplayer::NetworkInput& input, float deltaTime) + void NetworkWasdPlayerMovementComponentController::CreateInput(Multiplayer::NetworkInput& input, float deltaTime) { // Movement axis // Since we're on a keyboard, this adds a touch of an acceleration curve to the keyboard inputs @@ -83,7 +83,7 @@ namespace MultiplayerSample m_rightWeight = std::min(m_rightDown ? m_rightWeight + cl_WasdStickAccel * deltaTime : 0.0f, 1.0f); // Inputs for your own component always exist - WasdPlayerMovementComponentNetworkInput* wasdInput = input.FindComponentInput(); + NetworkWasdPlayerMovementComponentNetworkInput* wasdInput = input.FindComponentInput(); wasdInput->m_forwardAxis = StickAxis(m_forwardWeight - m_backwardWeight); wasdInput->m_strafeAxis = StickAxis(m_leftWeight - m_rightWeight); @@ -102,13 +102,13 @@ namespace MultiplayerSample wasdInput->m_resetCount = GetNetworkTransformComponentController()->GetResetCount(); } - void WasdPlayerMovementComponentController::ProcessInput(Multiplayer::NetworkInput& input, float deltaTime) + void NetworkWasdPlayerMovementComponentController::ProcessInput(Multiplayer::NetworkInput& input, float deltaTime) { // If the input reset count doesn't match the state's reset count it can mean two things: // 1) On the server: we were reset and we are now receiving inputs from the client for an old reset count // 2) On the client: we were reset and we are replaying old inputs after being corrected // In both cases we don't want to process these inputs - WasdPlayerMovementComponentNetworkInput* wasdInput = input.FindComponentInput(); + NetworkWasdPlayerMovementComponentNetworkInput* wasdInput = input.FindComponentInput(); if (wasdInput->m_resetCount != GetNetworkTransformComponentController()->GetResetCount()) { return; @@ -122,12 +122,12 @@ namespace MultiplayerSample aznumeric_cast(CharacterAnimState::Crouching), wasdInput->m_crouch); // Update orientation - AZ::Vector3 aimAngles = GetSimplePlayerCameraComponentController()->GetAimAngles(); + AZ::Vector3 aimAngles = GetNetworkSimplePlayerCameraComponentController()->GetAimAngles(); aimAngles.SetZ(NormalizeHeading(aimAngles.GetZ() - wasdInput->m_viewYaw * cl_AimStickScaleZ)); aimAngles.SetX(NormalizeHeading(aimAngles.GetX() - wasdInput->m_viewPitch * cl_AimStickScaleX)); aimAngles.SetX( NormalizeHeading(AZ::GetClamp(aimAngles.GetX(), -AZ::Constants::QuarterPi * 0.75f, AZ::Constants::QuarterPi * 0.75f))); - GetSimplePlayerCameraComponentController()->SetAimAngles(aimAngles); + GetNetworkSimplePlayerCameraComponentController()->SetAimAngles(aimAngles); const AZ::Quaternion newOrientation = AZ::Quaternion::CreateRotationZ(aimAngles.GetZ()); GetEntity()->GetTransform()->SetLocalRotationQuaternion(newOrientation); @@ -138,7 +138,7 @@ namespace MultiplayerSample GetNetworkCharacterComponentController()->TryMoveWithVelocity(GetVelocity(), deltaTime); } - void WasdPlayerMovementComponentController::UpdateVelocity(const WasdPlayerMovementComponentNetworkInput& wasdInput) + void NetworkWasdPlayerMovementComponentController::UpdateVelocity(const NetworkWasdPlayerMovementComponentNetworkInput& wasdInput) { const float fwdBack = wasdInput.m_forwardAxis; const float leftRight = wasdInput.m_strafeAxis; @@ -180,7 +180,7 @@ namespace MultiplayerSample } } - float WasdPlayerMovementComponentController::NormalizeHeading(float heading) const + float NetworkWasdPlayerMovementComponentController::NormalizeHeading(float heading) const { // Ensure heading in range [-pi, +pi] if (heading > AZ::Constants::Pi) @@ -194,7 +194,7 @@ namespace MultiplayerSample return heading; } - void WasdPlayerMovementComponentController::OnPressed(float value) + void NetworkWasdPlayerMovementComponentController::OnPressed(float value) { const StartingPointInput::InputEventNotificationId* inputId = StartingPointInput::InputEventNotificationBus::GetCurrentBusId(); @@ -240,7 +240,7 @@ namespace MultiplayerSample } } - void WasdPlayerMovementComponentController::OnReleased(float value) + void NetworkWasdPlayerMovementComponentController::OnReleased(float value) { const StartingPointInput::InputEventNotificationId* inputId = StartingPointInput::InputEventNotificationBus::GetCurrentBusId(); @@ -286,7 +286,7 @@ namespace MultiplayerSample } } - void WasdPlayerMovementComponentController::OnHeld(float value) + void NetworkWasdPlayerMovementComponentController::OnHeld(float value) { const StartingPointInput::InputEventNotificationId* inputId = StartingPointInput::InputEventNotificationBus::GetCurrentBusId(); @@ -304,7 +304,7 @@ namespace MultiplayerSample } } - void WasdPlayerMovementComponentController::UpdateAI() + void NetworkWasdPlayerMovementComponentController::UpdateAI() { float deltaTime = static_cast(m_updateAI.TimeInQueueMs()) / 1000.f; FindComponent()->TickMovement(*this, deltaTime); diff --git a/Gem/Code/Source/Components/WasdPlayerMovementComponent.h b/Gem/Code/Source/Components/NetworkWasdPlayerMovementComponent.h similarity index 86% rename from Gem/Code/Source/Components/WasdPlayerMovementComponent.h rename to Gem/Code/Source/Components/NetworkWasdPlayerMovementComponent.h index 3870d3b35..386621f71 100644 --- a/Gem/Code/Source/Components/WasdPlayerMovementComponent.h +++ b/Gem/Code/Source/Components/NetworkWasdPlayerMovementComponent.h @@ -7,7 +7,7 @@ #pragma once -#include +#include #include namespace MultiplayerSample @@ -25,12 +25,12 @@ namespace MultiplayerSample const StartingPointInput::InputEventNotificationId LookLeftRightEventId("lookLeftRight"); const StartingPointInput::InputEventNotificationId LookUpDownEventId("lookUpDown"); - class WasdPlayerMovementComponentController - : public WasdPlayerMovementComponentControllerBase + class NetworkWasdPlayerMovementComponentController + : public NetworkWasdPlayerMovementComponentControllerBase , private StartingPointInput::InputEventNotificationBus::MultiHandler { public: - WasdPlayerMovementComponentController(WasdPlayerMovementComponent& parent); + NetworkWasdPlayerMovementComponentController(NetworkWasdPlayerMovementComponent& parent); void OnActivate(Multiplayer::EntityIsMigrating entityIsMigrating) override; void OnDeactivate(Multiplayer::EntityIsMigrating entityIsMigrating) override; @@ -41,7 +41,7 @@ namespace MultiplayerSample private: friend class NetworkAiComponent; - void UpdateVelocity(const WasdPlayerMovementComponentNetworkInput& wasdInput); + void UpdateVelocity(const NetworkWasdPlayerMovementComponentNetworkInput& wasdInput); float NormalizeHeading(float heading) const; //! AZ::InputEventNotificationBus interface diff --git a/Gem/Code/Source/Components/NetworkWeaponsComponent.cpp b/Gem/Code/Source/Components/NetworkWeaponsComponent.cpp index 11d497f89..741105e7c 100644 --- a/Gem/Code/Source/Components/NetworkWeaponsComponent.cpp +++ b/Gem/Code/Source/Components/NetworkWeaponsComponent.cpp @@ -11,7 +11,7 @@ #include #include #include -#include +#include #include #include #include @@ -361,7 +361,7 @@ namespace MultiplayerSample { if (weaponInput->m_firing.GetBit(weaponIndexInt)) { - const AZ::Vector3& aimAngles = GetSimplePlayerCameraComponentController()->GetAimAngles(); + const AZ::Vector3& aimAngles = GetNetworkSimplePlayerCameraComponentController()->GetAimAngles(); const AZ::Quaternion aimRotation = AZ::Quaternion::CreateRotationZ(aimAngles.GetZ()) * AZ::Quaternion::CreateRotationX(aimAngles.GetX()); // TODO: This should probably be a physx raycast out to some maxDistance diff --git a/Gem/Code/Source/MultiplayerSampleSystemComponent.cpp b/Gem/Code/Source/MultiplayerSampleSystemComponent.cpp index f031836f0..d66c40a4c 100644 --- a/Gem/Code/Source/MultiplayerSampleSystemComponent.cpp +++ b/Gem/Code/Source/MultiplayerSampleSystemComponent.cpp @@ -14,7 +14,7 @@ #include #include -#include +#include #include #include diff --git a/Gem/Code/multiplayersample_files.cmake b/Gem/Code/multiplayersample_files.cmake index 19080f31e..f71189c72 100644 --- a/Gem/Code/multiplayersample_files.cmake +++ b/Gem/Code/multiplayersample_files.cmake @@ -12,9 +12,9 @@ set(FILES Source/AutoGen/NetworkPlayerSpawnerComponent.AutoComponent.xml Source/AutoGen/NetworkRandomComponent.AutoComponent.xml Source/AutoGen/NetworkWeaponsComponent.AutoComponent.xml - Source/AutoGen/SimplePlayerCameraComponent.AutoComponent.xml - Source/AutoGen/StressTestComponent.AutoComponent.xml - Source/AutoGen/WasdPlayerMovementComponent.AutoComponent.xml + Source/AutoGen/NetworkSimplePlayerCameraComponent.AutoComponent.xml + Source/AutoGen/NetworkStressTestComponent.AutoComponent.xml + Source/AutoGen/NetworkWasdPlayerMovementComponent.AutoComponent.xml Source/Components/ExampleFilteredEntityComponent.h Source/Components/ExampleFilteredEntityComponent.cpp Source/Components/NetworkAiComponent.cpp @@ -29,12 +29,12 @@ set(FILES Source/Components/NetworkRandomComponent.h Source/Components/NetworkWeaponsComponent.cpp Source/Components/NetworkWeaponsComponent.h - Source/Components/SimplePlayerCameraComponent.cpp - Source/Components/SimplePlayerCameraComponent.h - Source/Components/StressTestComponent.cpp - Source/Components/StressTestComponent.h - Source/Components/WasdPlayerMovementComponent.cpp - Source/Components/WasdPlayerMovementComponent.h + Source/Components/NetworkSimplePlayerCameraComponent.cpp + Source/Components/NetworkSimplePlayerCameraComponent.h + Source/Components/NetworkStressTestComponent.cpp + Source/Components/NetworkStressTestComponent.h + Source/Components/NetworkWasdPlayerMovementComponent.cpp + Source/Components/NetworkWasdPlayerMovementComponent.h Source/Weapons/BaseWeapon.cpp Source/Weapons/BaseWeapon.h Source/Weapons/IWeapon.h From f0b17fa8dc4af0cc3a7c5d34e1b37c0c0c2be080 Mon Sep 17 00:00:00 2001 From: puvvadar Date: Mon, 20 Sep 2021 15:04:51 -0700 Subject: [PATCH 52/64] Update NetworkAnimationComponent pre render hooks Signed-off-by: puvvadar --- Gem/Code/Source/Components/NetworkAnimationComponent.cpp | 4 ++-- Gem/Code/Source/Components/NetworkAnimationComponent.h | 2 +- 2 files changed, 3 insertions(+), 3 deletions(-) diff --git a/Gem/Code/Source/Components/NetworkAnimationComponent.cpp b/Gem/Code/Source/Components/NetworkAnimationComponent.cpp index 60b42c82f..f851266a3 100644 --- a/Gem/Code/Source/Components/NetworkAnimationComponent.cpp +++ b/Gem/Code/Source/Components/NetworkAnimationComponent.cpp @@ -28,7 +28,7 @@ namespace MultiplayerSample } NetworkAnimationComponent::NetworkAnimationComponent() - : m_preRenderEventHandler([this](float deltaTime, float blendFactor) {OnPreRender(deltaTime, blendFactor); }) + : m_preRenderEventHandler([this](float deltaTime) {OnPreRender(deltaTime); }) { ; } @@ -84,7 +84,7 @@ namespace MultiplayerSample return true; } - void NetworkAnimationComponent::OnPreRender([[maybe_unused]] float deltaTime, [[maybe_unused]] float blendFactor) + void NetworkAnimationComponent::OnPreRender(float deltaTime) { if (m_animationGraph == nullptr || m_networkRequests == nullptr) { diff --git a/Gem/Code/Source/Components/NetworkAnimationComponent.h b/Gem/Code/Source/Components/NetworkAnimationComponent.h index 0bbd0a588..6cef2a48a 100644 --- a/Gem/Code/Source/Components/NetworkAnimationComponent.h +++ b/Gem/Code/Source/Components/NetworkAnimationComponent.h @@ -51,7 +51,7 @@ namespace MultiplayerSample bool GetJointTransformById(int32_t boneId, AZ::Transform& outJointTransform) const; private: - void OnPreRender(float deltaTime, float blendFactor); + void OnPreRender(float deltaTime); //! EMotionFX::Integration::ActorComponentNotificationBus::Handler //! @{ From a0c4647ac30d87fd1fb65ada7267a170bc57fe42 Mon Sep 17 00:00:00 2001 From: puvvadar Date: Fri, 24 Sep 2021 11:22:22 -0700 Subject: [PATCH 53/64] Update autogen cmake to accomodate relocated jinja in MP Gem Signed-off-by: puvvadar --- Gem/Code/multiplayersample_autogen_files.cmake | 10 +++++----- 1 file changed, 5 insertions(+), 5 deletions(-) diff --git a/Gem/Code/multiplayersample_autogen_files.cmake b/Gem/Code/multiplayersample_autogen_files.cmake index edbcad031..b3c6fcaa0 100644 --- a/Gem/Code/multiplayersample_autogen_files.cmake +++ b/Gem/Code/multiplayersample_autogen_files.cmake @@ -6,9 +6,9 @@ # set(FILES - ${LY_ROOT_FOLDER}/Gems/Multiplayer/Code/Source/AutoGen/AutoComponent_Common.jinja - ${LY_ROOT_FOLDER}/Gems/Multiplayer/Code/Source/AutoGen/AutoComponent_Header.jinja - ${LY_ROOT_FOLDER}/Gems/Multiplayer/Code/Source/AutoGen/AutoComponent_Source.jinja - ${LY_ROOT_FOLDER}/Gems/Multiplayer/Code/Source/AutoGen/AutoComponentTypes_Header.jinja - ${LY_ROOT_FOLDER}/Gems/Multiplayer/Code/Source/AutoGen/AutoComponentTypes_Source.jinja + ${LY_ROOT_FOLDER}/Gems/Multiplayer/Code/Include/Multiplayer/AutoGen/AutoComponent_Common.jinja + ${LY_ROOT_FOLDER}/Gems/Multiplayer/Code/Include/Multiplayer/AutoGen/AutoComponent_Header.jinja + ${LY_ROOT_FOLDER}/Gems/Multiplayer/Code/Include/Multiplayer/AutoGen/AutoComponent_Source.jinja + ${LY_ROOT_FOLDER}/Gems/Multiplayer/Code/Include/Multiplayer/AutoGen/AutoComponentTypes_Header.jinja + ${LY_ROOT_FOLDER}/Gems/Multiplayer/Code/Include/Multiplayer/AutoGen/AutoComponentTypes_Source.jinja ) From 140e2ce6ca8fb7af848a9b457362de6c646495cc Mon Sep 17 00:00:00 2001 From: Gene Walters Date: Fri, 24 Sep 2021 13:57:27 -0700 Subject: [PATCH 54/64] Updating prefabs to use the new component names Signed-off-by: Gene Walters --- Levels/SampleBase/SampleBase.prefab | 2 +- Prefabs/Player.prefab | 4 ++-- 2 files changed, 3 insertions(+), 3 deletions(-) diff --git a/Levels/SampleBase/SampleBase.prefab b/Levels/SampleBase/SampleBase.prefab index ad93f5d09..64206282e 100644 --- a/Levels/SampleBase/SampleBase.prefab +++ b/Levels/SampleBase/SampleBase.prefab @@ -128,7 +128,7 @@ "$type": "GenericComponentWrapper", "Id": 7492029015899717881, "m_template": { - "$type": "StressTestComponent" + "$type": "MultiplayerSample::NetworkStressTestComponent" } } } diff --git a/Prefabs/Player.prefab b/Prefabs/Player.prefab index 8629b820e..febe1b803 100644 --- a/Prefabs/Player.prefab +++ b/Prefabs/Player.prefab @@ -325,7 +325,7 @@ "$type": "GenericComponentWrapper", "Id": 5387953310772448141, "m_template": { - "$type": "MultiplayerSample::WasdPlayerMovementComponent", + "$type": "MultiplayerSample::NetworkWasdPlayerMovementComponent", "WalkSpeed": 3.0, "SprintSpeed": 5.0, "ReverseSpeed": 2.0, @@ -363,7 +363,7 @@ "$type": "GenericComponentWrapper", "Id": 8068531680783328727, "m_template": { - "$type": "MultiplayerSample::SimplePlayerCameraComponent" + "$type": "MultiplayerSample::NetworkSimplePlayerCameraComponent" } }, "Component_[85365725485717905]": { From d3f9b5b7f42ac9b2b86508b649db721cf59fd3b5 Mon Sep 17 00:00:00 2001 From: Gene Walters Date: Mon, 27 Sep 2021 10:54:36 -0700 Subject: [PATCH 55/64] Renaming NetworkWasdPlayerMovementComponent to NetworkPlayerMovementComponent Signed-off-by: Gene Walters --- ...etworkAnimationComponent.AutoComponent.xml | 2 +- ...PlayerMovementComponent.AutoComponent.xml} | 4 +- .../Source/Components/NetworkAiComponent.cpp | 4 +- .../Source/Components/NetworkAiComponent.h | 6 +- .../Components/NetworkAnimationComponent.cpp | 6 +- ...cpp => NetworkPlayerMovementComponent.cpp} | 68 +++++++++---------- ...ent.h => NetworkPlayerMovementComponent.h} | 15 ++-- .../Components/NetworkStressTestComponent.cpp | 2 +- Gem/Code/multiplayersample_files.cmake | 6 +- Prefabs/Player.prefab | 2 +- 10 files changed, 59 insertions(+), 56 deletions(-) rename Gem/Code/Source/AutoGen/{NetworkWasdPlayerMovementComponent.AutoComponent.xml => NetworkPlayerMovementComponent.AutoComponent.xml} (95%) rename Gem/Code/Source/Components/{NetworkWasdPlayerMovementComponent.cpp => NetworkPlayerMovementComponent.cpp} (79%) rename Gem/Code/Source/Components/{NetworkWasdPlayerMovementComponent.h => NetworkPlayerMovementComponent.h} (84%) diff --git a/Gem/Code/Source/AutoGen/NetworkAnimationComponent.AutoComponent.xml b/Gem/Code/Source/AutoGen/NetworkAnimationComponent.AutoComponent.xml index 57d2f1c35..0524abab6 100644 --- a/Gem/Code/Source/AutoGen/NetworkAnimationComponent.AutoComponent.xml +++ b/Gem/Code/Source/AutoGen/NetworkAnimationComponent.AutoComponent.xml @@ -12,7 +12,7 @@ - + diff --git a/Gem/Code/Source/AutoGen/NetworkWasdPlayerMovementComponent.AutoComponent.xml b/Gem/Code/Source/AutoGen/NetworkPlayerMovementComponent.AutoComponent.xml similarity index 95% rename from Gem/Code/Source/AutoGen/NetworkWasdPlayerMovementComponent.AutoComponent.xml rename to Gem/Code/Source/AutoGen/NetworkPlayerMovementComponent.AutoComponent.xml index 1fa62b7f9..124b64c9b 100644 --- a/Gem/Code/Source/AutoGen/NetworkWasdPlayerMovementComponent.AutoComponent.xml +++ b/Gem/Code/Source/AutoGen/NetworkPlayerMovementComponent.AutoComponent.xml @@ -1,11 +1,11 @@ diff --git a/Gem/Code/Source/Components/NetworkAiComponent.cpp b/Gem/Code/Source/Components/NetworkAiComponent.cpp index 8c33ff0ea..95fc77f08 100644 --- a/Gem/Code/Source/Components/NetworkAiComponent.cpp +++ b/Gem/Code/Source/Components/NetworkAiComponent.cpp @@ -9,7 +9,7 @@ #include #include -#include +#include #include #include #include @@ -40,7 +40,7 @@ namespace MultiplayerSample { } - void NetworkAiComponent::TickMovement(NetworkWasdPlayerMovementComponentController& movementController, float deltaTime) + void NetworkAiComponent::TickMovement(NetworkPlayerMovementComponentController& movementController, float deltaTime) { // TODO: Execute this tick only if this component is owned by this endpoint (currently ticks on server only) float deltaTimeMs = deltaTime * SecondsToMs; diff --git a/Gem/Code/Source/Components/NetworkAiComponent.h b/Gem/Code/Source/Components/NetworkAiComponent.h index c5763d89c..03228d2e5 100644 --- a/Gem/Code/Source/Components/NetworkAiComponent.h +++ b/Gem/Code/Source/Components/NetworkAiComponent.h @@ -14,11 +14,11 @@ namespace MultiplayerSample { class NetworkWeaponsComponentController; - class NetworkWasdPlayerMovementComponentController; + class NetworkPlayerMovementComponentController; // The NetworkAiComponent, when active, can execute behaviors and produce synthetic inputs to drive the - // NetworkWasdPlayerMovementComponentController and NetworkWeaponsComponentController. + // NetworkPlayerMovementComponentController and NetworkWeaponsComponentController. class NetworkAiComponent : public NetworkAiComponentBase { public: @@ -33,7 +33,7 @@ namespace MultiplayerSample void OnActivate(Multiplayer::EntityIsMigrating entityIsMigrating) override; void OnDeactivate(Multiplayer::EntityIsMigrating entityIsMigrating) override; - void TickMovement(NetworkWasdPlayerMovementComponentController& movementController, float deltaTime); + void TickMovement(NetworkPlayerMovementComponentController& movementController, float deltaTime); void TickWeapons(NetworkWeaponsComponentController& weaponsController, float deltaTime); private: diff --git a/Gem/Code/Source/Components/NetworkAnimationComponent.cpp b/Gem/Code/Source/Components/NetworkAnimationComponent.cpp index d66dfc9aa..fc7028f89 100644 --- a/Gem/Code/Source/Components/NetworkAnimationComponent.cpp +++ b/Gem/Code/Source/Components/NetworkAnimationComponent.cpp @@ -8,7 +8,7 @@ #include #include #include -#include +#include #include #include #include @@ -114,9 +114,9 @@ namespace MultiplayerSample if (m_velocityParamId != InvalidParamIndex) { - const AZ::Vector3 velocity = GetNetworkWasdPlayerMovementComponent()->GetVelocity(); + const AZ::Vector3 velocity = GetNetworkPlayerMovementComponent()->GetVelocity(); const AZ::Vector2 velocity2d = AZ::Vector2(velocity.GetX(), velocity.GetY()); - const float maxSpeed = GetNetworkWasdPlayerMovementComponent()->GetSprintSpeed(); + const float maxSpeed = GetNetworkPlayerMovementComponent()->GetSprintSpeed(); m_animationGraph->SetParameterVector2(m_velocityParamId, velocity2d / maxSpeed); } diff --git a/Gem/Code/Source/Components/NetworkWasdPlayerMovementComponent.cpp b/Gem/Code/Source/Components/NetworkPlayerMovementComponent.cpp similarity index 79% rename from Gem/Code/Source/Components/NetworkWasdPlayerMovementComponent.cpp rename to Gem/Code/Source/Components/NetworkPlayerMovementComponent.cpp index aa4cb23f1..27f4ad91f 100644 --- a/Gem/Code/Source/Components/NetworkWasdPlayerMovementComponent.cpp +++ b/Gem/Code/Source/Components/NetworkPlayerMovementComponent.cpp @@ -5,7 +5,7 @@ * */ -#include +#include #include #include @@ -21,8 +21,8 @@ namespace MultiplayerSample AZ_CVAR(float, cl_AimStickScaleZ, 0.1f, nullptr, AZ::ConsoleFunctorFlags::Null, "The scaling to apply to aim and view adjustments"); AZ_CVAR(float, cl_AimStickScaleX, 0.05f, nullptr, AZ::ConsoleFunctorFlags::Null, "The scaling to apply to aim and view adjustments"); - NetworkWasdPlayerMovementComponentController::NetworkWasdPlayerMovementComponentController(NetworkWasdPlayerMovementComponent& parent) - : NetworkWasdPlayerMovementComponentControllerBase(parent) + NetworkPlayerMovementComponentController::NetworkPlayerMovementComponentController(NetworkPlayerMovementComponent& parent) + : NetworkPlayerMovementComponentControllerBase(parent) , m_updateAI{ [this] { UpdateAI(); @@ -32,7 +32,7 @@ namespace MultiplayerSample ; } - void NetworkWasdPlayerMovementComponentController::OnActivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating) + void NetworkPlayerMovementComponentController::OnActivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating) { if (IsAutonomous()) { @@ -56,7 +56,7 @@ namespace MultiplayerSample } } - void NetworkWasdPlayerMovementComponentController::OnDeactivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating) + void NetworkPlayerMovementComponentController::OnDeactivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating) { if (IsAutonomous() && !m_aiEnabled) { @@ -72,7 +72,7 @@ namespace MultiplayerSample } } - void NetworkWasdPlayerMovementComponentController::CreateInput(Multiplayer::NetworkInput& input, float deltaTime) + void NetworkPlayerMovementComponentController::CreateInput(Multiplayer::NetworkInput& input, float deltaTime) { // Movement axis // Since we're on a keyboard, this adds a touch of an acceleration curve to the keyboard inputs @@ -83,48 +83,48 @@ namespace MultiplayerSample m_rightWeight = std::min(m_rightDown ? m_rightWeight + cl_WasdStickAccel * deltaTime : 0.0f, 1.0f); // Inputs for your own component always exist - NetworkWasdPlayerMovementComponentNetworkInput* wasdInput = input.FindComponentInput(); + NetworkPlayerMovementComponentNetworkInput* playerInput = input.FindComponentInput(); - wasdInput->m_forwardAxis = StickAxis(m_forwardWeight - m_backwardWeight); - wasdInput->m_strafeAxis = StickAxis(m_leftWeight - m_rightWeight); + playerInput->m_forwardAxis = StickAxis(m_forwardWeight - m_backwardWeight); + playerInput->m_strafeAxis = StickAxis(m_leftWeight - m_rightWeight); // View Axis - wasdInput->m_viewYaw = MouseAxis(m_viewYaw); - wasdInput->m_viewPitch = MouseAxis(m_viewPitch); + playerInput->m_viewYaw = MouseAxis(m_viewYaw); + playerInput->m_viewPitch = MouseAxis(m_viewPitch); // Strafe input - wasdInput->m_sprint = m_sprinting; - wasdInput->m_jump = m_jumping; - wasdInput->m_crouch = m_crouching; + playerInput->m_sprint = m_sprinting; + playerInput->m_jump = m_jumping; + playerInput->m_crouch = m_crouching; // Just a note for anyone who is super confused by this, ResetCount is a predictable network property, it gets set on the client // through correction packets - wasdInput->m_resetCount = GetNetworkTransformComponentController()->GetResetCount(); + playerInput->m_resetCount = GetNetworkTransformComponentController()->GetResetCount(); } - void NetworkWasdPlayerMovementComponentController::ProcessInput(Multiplayer::NetworkInput& input, float deltaTime) + void NetworkPlayerMovementComponentController::ProcessInput(Multiplayer::NetworkInput& input, float deltaTime) { // If the input reset count doesn't match the state's reset count it can mean two things: // 1) On the server: we were reset and we are now receiving inputs from the client for an old reset count // 2) On the client: we were reset and we are replaying old inputs after being corrected // In both cases we don't want to process these inputs - NetworkWasdPlayerMovementComponentNetworkInput* wasdInput = input.FindComponentInput(); - if (wasdInput->m_resetCount != GetNetworkTransformComponentController()->GetResetCount()) + NetworkPlayerMovementComponentNetworkInput* playerInput = input.FindComponentInput(); + if (playerInput->m_resetCount != GetNetworkTransformComponentController()->GetResetCount()) { return; } GetNetworkAnimationComponentController()->ModifyActiveAnimStates().SetBit( - aznumeric_cast(CharacterAnimState::Sprinting), wasdInput->m_sprint); + aznumeric_cast(CharacterAnimState::Sprinting), playerInput->m_sprint); GetNetworkAnimationComponentController()->ModifyActiveAnimStates().SetBit( - aznumeric_cast(CharacterAnimState::Jumping), wasdInput->m_jump); + aznumeric_cast(CharacterAnimState::Jumping), playerInput->m_jump); GetNetworkAnimationComponentController()->ModifyActiveAnimStates().SetBit( - aznumeric_cast(CharacterAnimState::Crouching), wasdInput->m_crouch); + aznumeric_cast(CharacterAnimState::Crouching), playerInput->m_crouch); // Update orientation AZ::Vector3 aimAngles = GetNetworkSimplePlayerCameraComponentController()->GetAimAngles(); - aimAngles.SetZ(NormalizeHeading(aimAngles.GetZ() - wasdInput->m_viewYaw * cl_AimStickScaleZ)); - aimAngles.SetX(NormalizeHeading(aimAngles.GetX() - wasdInput->m_viewPitch * cl_AimStickScaleX)); + aimAngles.SetZ(NormalizeHeading(aimAngles.GetZ() - playerInput->m_viewYaw * cl_AimStickScaleZ)); + aimAngles.SetX(NormalizeHeading(aimAngles.GetX() - playerInput->m_viewPitch * cl_AimStickScaleX)); aimAngles.SetX( NormalizeHeading(AZ::GetClamp(aimAngles.GetX(), -AZ::Constants::QuarterPi * 0.75f, AZ::Constants::QuarterPi * 0.75f))); GetNetworkSimplePlayerCameraComponentController()->SetAimAngles(aimAngles); @@ -133,18 +133,18 @@ namespace MultiplayerSample GetEntity()->GetTransform()->SetLocalRotationQuaternion(newOrientation); // Update velocity - UpdateVelocity(*wasdInput); + UpdateVelocity(*playerInput); GetNetworkCharacterComponentController()->TryMoveWithVelocity(GetVelocity(), deltaTime); } - void NetworkWasdPlayerMovementComponentController::UpdateVelocity(const NetworkWasdPlayerMovementComponentNetworkInput& wasdInput) + void NetworkPlayerMovementComponentController::UpdateVelocity(const NetworkPlayerMovementComponentNetworkInput& playerInput) { - const float fwdBack = wasdInput.m_forwardAxis; - const float leftRight = wasdInput.m_strafeAxis; + const float fwdBack = playerInput.m_forwardAxis; + const float leftRight = playerInput.m_strafeAxis; float speed = 0.0f; - if (wasdInput.m_crouch) + if (playerInput.m_crouch) { speed = GetCrouchSpeed(); } @@ -154,7 +154,7 @@ namespace MultiplayerSample } else { - if (wasdInput.m_sprint) + if (playerInput.m_sprint) { speed = GetSprintSpeed(); } @@ -180,7 +180,7 @@ namespace MultiplayerSample } } - float NetworkWasdPlayerMovementComponentController::NormalizeHeading(float heading) const + float NetworkPlayerMovementComponentController::NormalizeHeading(float heading) const { // Ensure heading in range [-pi, +pi] if (heading > AZ::Constants::Pi) @@ -194,7 +194,7 @@ namespace MultiplayerSample return heading; } - void NetworkWasdPlayerMovementComponentController::OnPressed(float value) + void NetworkPlayerMovementComponentController::OnPressed(float value) { const StartingPointInput::InputEventNotificationId* inputId = StartingPointInput::InputEventNotificationBus::GetCurrentBusId(); @@ -240,7 +240,7 @@ namespace MultiplayerSample } } - void NetworkWasdPlayerMovementComponentController::OnReleased(float value) + void NetworkPlayerMovementComponentController::OnReleased(float value) { const StartingPointInput::InputEventNotificationId* inputId = StartingPointInput::InputEventNotificationBus::GetCurrentBusId(); @@ -286,7 +286,7 @@ namespace MultiplayerSample } } - void NetworkWasdPlayerMovementComponentController::OnHeld(float value) + void NetworkPlayerMovementComponentController::OnHeld(float value) { const StartingPointInput::InputEventNotificationId* inputId = StartingPointInput::InputEventNotificationBus::GetCurrentBusId(); @@ -304,7 +304,7 @@ namespace MultiplayerSample } } - void NetworkWasdPlayerMovementComponentController::UpdateAI() + void NetworkPlayerMovementComponentController::UpdateAI() { float deltaTime = static_cast(m_updateAI.TimeInQueueMs()) / 1000.f; FindComponent()->TickMovement(*this, deltaTime); diff --git a/Gem/Code/Source/Components/NetworkWasdPlayerMovementComponent.h b/Gem/Code/Source/Components/NetworkPlayerMovementComponent.h similarity index 84% rename from Gem/Code/Source/Components/NetworkWasdPlayerMovementComponent.h rename to Gem/Code/Source/Components/NetworkPlayerMovementComponent.h index 386621f71..c1e7e57e3 100644 --- a/Gem/Code/Source/Components/NetworkWasdPlayerMovementComponent.h +++ b/Gem/Code/Source/Components/NetworkPlayerMovementComponent.h @@ -7,7 +7,7 @@ #pragma once -#include +#include #include namespace MultiplayerSample @@ -25,23 +25,26 @@ namespace MultiplayerSample const StartingPointInput::InputEventNotificationId LookLeftRightEventId("lookLeftRight"); const StartingPointInput::InputEventNotificationId LookUpDownEventId("lookUpDown"); - class NetworkWasdPlayerMovementComponentController - : public NetworkWasdPlayerMovementComponentControllerBase + class NetworkPlayerMovementComponentController + : public NetworkPlayerMovementComponentControllerBase , private StartingPointInput::InputEventNotificationBus::MultiHandler { public: - NetworkWasdPlayerMovementComponentController(NetworkWasdPlayerMovementComponent& parent); + NetworkPlayerMovementComponentController(NetworkPlayerMovementComponent& parent); + //! NetworkPlayerMovementComponentControllerBase + //! @{ void OnActivate(Multiplayer::EntityIsMigrating entityIsMigrating) override; void OnDeactivate(Multiplayer::EntityIsMigrating entityIsMigrating) override; void CreateInput(Multiplayer::NetworkInput& input, float deltaTime) override; void ProcessInput(Multiplayer::NetworkInput& input, float deltaTime) override; - + //! @} + private: friend class NetworkAiComponent; - void UpdateVelocity(const NetworkWasdPlayerMovementComponentNetworkInput& wasdInput); + void UpdateVelocity(const NetworkPlayerMovementComponentNetworkInput& playerInput); float NormalizeHeading(float heading) const; //! AZ::InputEventNotificationBus interface diff --git a/Gem/Code/Source/Components/NetworkStressTestComponent.cpp b/Gem/Code/Source/Components/NetworkStressTestComponent.cpp index b79e3c5e4..23588e43b 100644 --- a/Gem/Code/Source/Components/NetworkStressTestComponent.cpp +++ b/Gem/Code/Source/Components/NetworkStressTestComponent.cpp @@ -9,7 +9,7 @@ #include #include -#include +#include #include #include diff --git a/Gem/Code/multiplayersample_files.cmake b/Gem/Code/multiplayersample_files.cmake index f71189c72..8eedbf6e7 100644 --- a/Gem/Code/multiplayersample_files.cmake +++ b/Gem/Code/multiplayersample_files.cmake @@ -14,7 +14,7 @@ set(FILES Source/AutoGen/NetworkWeaponsComponent.AutoComponent.xml Source/AutoGen/NetworkSimplePlayerCameraComponent.AutoComponent.xml Source/AutoGen/NetworkStressTestComponent.AutoComponent.xml - Source/AutoGen/NetworkWasdPlayerMovementComponent.AutoComponent.xml + Source/AutoGen/NetworkPlayerMovementComponent.AutoComponent.xml Source/Components/ExampleFilteredEntityComponent.h Source/Components/ExampleFilteredEntityComponent.cpp Source/Components/NetworkAiComponent.cpp @@ -33,8 +33,8 @@ set(FILES Source/Components/NetworkSimplePlayerCameraComponent.h Source/Components/NetworkStressTestComponent.cpp Source/Components/NetworkStressTestComponent.h - Source/Components/NetworkWasdPlayerMovementComponent.cpp - Source/Components/NetworkWasdPlayerMovementComponent.h + Source/Components/NetworkPlayerMovementComponent.cpp + Source/Components/NetworkPlayerMovementComponent.h Source/Weapons/BaseWeapon.cpp Source/Weapons/BaseWeapon.h Source/Weapons/IWeapon.h diff --git a/Prefabs/Player.prefab b/Prefabs/Player.prefab index febe1b803..6dad100e4 100644 --- a/Prefabs/Player.prefab +++ b/Prefabs/Player.prefab @@ -325,7 +325,7 @@ "$type": "GenericComponentWrapper", "Id": 5387953310772448141, "m_template": { - "$type": "MultiplayerSample::NetworkWasdPlayerMovementComponent", + "$type": "MultiplayerSample::NetworkPlayerMovementComponent", "WalkSpeed": 3.0, "SprintSpeed": 5.0, "ReverseSpeed": 2.0, From 81a008566dc7f4fd475d1a39dbd33601bcbf12be Mon Sep 17 00:00:00 2001 From: kberg-amzn Date: Fri, 22 Oct 2021 10:28:53 -0700 Subject: [PATCH 56/64] Changes that allow chaos monkey network AI to migrate cleanly Signed-off-by: kberg-amzn --- Gem/Code/CMakeLists.txt | 2 + .../NetworkAiComponent.AutoComponent.xml | 25 ++- .../Source/Components/NetworkAiComponent.cpp | 95 ++++++----- .../Source/Components/NetworkAiComponent.h | 40 +---- .../NetworkPlayerMovementComponent.cpp | 40 ++--- .../NetworkPlayerMovementComponent.h | 23 ++- .../Components/NetworkStressTestComponent.cpp | 7 +- .../Components/NetworkWeaponsComponent.cpp | 104 ++++++------ .../Components/NetworkWeaponsComponent.h | 8 +- Gem/Code/Source/MultiplayerSampleTypes.h | 11 ++ Gem/Code/Source/Weapons/WeaponGathers.cpp | 39 +++-- Levels/SampleBase/SampleBase.prefab | 159 +++++++++--------- Prefabs/Player.prefab | 2 +- 13 files changed, 297 insertions(+), 258 deletions(-) diff --git a/Gem/Code/CMakeLists.txt b/Gem/Code/CMakeLists.txt index 63f789a6b..cc8c66efc 100644 --- a/Gem/Code/CMakeLists.txt +++ b/Gem/Code/CMakeLists.txt @@ -25,6 +25,7 @@ ly_add_target( AZ::AzGameFramework AZ::AzNetworking Gem::Multiplayer + Gem::Multiserver Gem::EMotionFXStaticLib Gem::PhysX Gem::StartingPointInput @@ -32,6 +33,7 @@ ly_add_target( PRIVATE Gem::LmbrCentral.Static Gem::Multiplayer.Static + Gem::Multiserver.Static Gem::PhysX.Static Gem::DebugDraw.Static Gem::ImGui.Static diff --git a/Gem/Code/Source/AutoGen/NetworkAiComponent.AutoComponent.xml b/Gem/Code/Source/AutoGen/NetworkAiComponent.AutoComponent.xml index 40714516f..6708bb8f2 100644 --- a/Gem/Code/Source/AutoGen/NetworkAiComponent.AutoComponent.xml +++ b/Gem/Code/Source/AutoGen/NetworkAiComponent.AutoComponent.xml @@ -3,10 +3,31 @@ + + + + + + + + + + + + + + + + + + + + + diff --git a/Gem/Code/Source/Components/NetworkAiComponent.cpp b/Gem/Code/Source/Components/NetworkAiComponent.cpp index 95fc77f08..2fd8dbbab 100644 --- a/Gem/Code/Source/Components/NetworkAiComponent.cpp +++ b/Gem/Code/Source/Components/NetworkAiComponent.cpp @@ -6,66 +6,79 @@ */ #include - -#include -#include #include #include -#include #include +#include +#include +#include +#include namespace MultiplayerSample { constexpr static float SecondsToMs = 1000.f; - void NetworkAiComponent::Reflect(AZ::ReflectContext* context) + NetworkAiComponentController::NetworkAiComponentController(NetworkAiComponent& parent) + : NetworkAiComponentControllerBase(parent) { - if (AZ::SerializeContext* serializeContext = azrtti_cast(context)) - { - serializeContext->Class()->Version(1); - } - - NetworkAiComponentBase::Reflect(context); } - void NetworkAiComponent::OnInit() + void NetworkAiComponentController::OnActivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating) { - } + if (GetEnabled()) + { + Multiplayer::LocalPredictionPlayerInputComponent* playerInputComponent = FindComponent(); + Multiplayer::LocalPredictionPlayerInputComponentController* playerInputController = (playerInputComponent != nullptr) ? + static_cast(playerInputComponent->GetController()) : nullptr; - void NetworkAiComponent::OnActivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating) - { + if (playerInputController != nullptr) + { + playerInputController->ForceEnableAutonomousUpdate(); + } + } } - void NetworkAiComponent::OnDeactivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating) + void NetworkAiComponentController::OnDeactivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating) { + if (GetEnabled()) + { + Multiplayer::LocalPredictionPlayerInputComponent* playerInputComponent = FindComponent(); + Multiplayer::LocalPredictionPlayerInputComponentController* playerInputController = (playerInputComponent != nullptr) ? + static_cast(playerInputComponent->GetController()) : nullptr; + + if (playerInputController != nullptr) + { + playerInputController->ForceDisableAutonomousUpdate(); + } + } } - void NetworkAiComponent::TickMovement(NetworkPlayerMovementComponentController& movementController, float deltaTime) + void NetworkAiComponentController::TickMovement(NetworkPlayerMovementComponentController& movementController, float deltaTime) { // TODO: Execute this tick only if this component is owned by this endpoint (currently ticks on server only) float deltaTimeMs = deltaTime * SecondsToMs; - m_remainingTimeMs -= deltaTimeMs; + ModifyRemainingTimeMs() -= deltaTimeMs; - if (m_remainingTimeMs <= 0) + if (GetRemainingTimeMs() <= 0) { // Determine a new directive after 500 to 9500 ms - m_remainingTimeMs = m_lcg.GetRandomFloat() * (m_actionIntervalMaxMs - m_actionIntervalMinMs) + m_actionIntervalMinMs; - m_turnRate = 1.f / m_remainingTimeMs; + SetRemainingTimeMs(m_lcg.GetRandomFloat() * (GetActionIntervalMaxMs() - GetActionIntervalMinMs()) + GetActionIntervalMinMs()); + SetTurnRate(1.f / GetRemainingTimeMs()); // Randomize new target yaw and pitch and compute the delta from the current yaw and pitch respectively - m_targetYawDelta = -movementController.m_viewYaw + (m_lcg.GetRandomFloat() * 2.f - 1.f); - m_targetPitchDelta = -movementController.m_viewPitch + (m_lcg.GetRandomFloat() - 0.5f); + SetTargetYawDelta(-movementController.m_viewYaw + (m_lcg.GetRandomFloat() * 2.f - 1.f)); + SetTargetPitchDelta(-movementController.m_viewPitch + (m_lcg.GetRandomFloat() - 0.5f)); // Randomize the action and strafe direction (used only if we decide to strafe) - m_action = static_cast(m_lcg.GetRandom() % static_cast(Action::COUNT)); - m_strafingRight = static_cast(m_lcg.GetRandom() % 2); + SetAction(static_cast(m_lcg.GetRandom() % static_cast(Action::COUNT))); + SetStrafingRight(static_cast(m_lcg.GetRandom() % 2)); } // Translate desired motion into inputs // Interpolate the current view yaw and pitch values towards the desired values - movementController.m_viewYaw += m_turnRate * deltaTimeMs * m_targetYawDelta; - movementController.m_viewPitch += m_turnRate * deltaTimeMs * m_targetPitchDelta; + movementController.m_viewYaw += GetTurnRate() * deltaTimeMs * GetTargetYawDelta(); + movementController.m_viewPitch += GetTurnRate() * deltaTimeMs * GetTargetPitchDelta(); // Reset keyboard movement inputs decided on the previous frame movementController.m_forwardDown = false; @@ -76,7 +89,7 @@ namespace MultiplayerSample movementController.m_jumping = false; movementController.m_crouching = false; - switch (m_action) + switch (GetAction()) { case Action::Default: movementController.m_forwardDown = true; @@ -94,7 +107,7 @@ namespace MultiplayerSample movementController.m_crouching = true; break; case Action::Strafing: - if (m_strafingRight) + if (GetStrafingRight()) { movementController.m_rightDown = true; } @@ -108,34 +121,34 @@ namespace MultiplayerSample } } - void NetworkAiComponent::TickWeapons(NetworkWeaponsComponentController& weaponsController, float deltaTime) + void NetworkAiComponentController::TickWeapons(NetworkWeaponsComponentController& weaponsController, float deltaTime) { // TODO: Execute this tick only if this component is owned by this endpoint (currently ticks on server only) - m_timeToNextShot -= deltaTime * SecondsToMs; - if (m_timeToNextShot <= 0) + ModifyTimeToNextShot() -= deltaTime * SecondsToMs; + if (GetTimeToNextShot() <= 0) { - if (m_shotFired) + if (GetShotFired()) { // Fire weapon between 100 and 10000 ms from now - m_timeToNextShot = m_lcg.GetRandomFloat() * (m_fireIntervalMaxMs - m_fireIntervalMinMs) + m_fireIntervalMinMs; - m_shotFired = false; + SetTimeToNextShot(m_lcg.GetRandomFloat() * (GetFireIntervalMaxMs() - GetFireIntervalMinMs()) + GetFireIntervalMinMs()); + SetShotFired(false); weaponsController.m_weaponFiring = false; } else { weaponsController.m_weaponFiring = true; - m_shotFired = true; + SetShotFired(true); } } } - void NetworkAiComponent::ConfigureAi( + void NetworkAiComponentController::ConfigureAi( float fireIntervalMinMs, float fireIntervalMaxMs, float actionIntervalMinMs, float actionIntervalMaxMs, uint64_t seed) { - m_fireIntervalMinMs = fireIntervalMinMs; - m_fireIntervalMaxMs = fireIntervalMaxMs; - m_actionIntervalMinMs = actionIntervalMinMs; - m_actionIntervalMaxMs = actionIntervalMaxMs; + SetFireIntervalMinMs(fireIntervalMinMs); + SetFireIntervalMaxMs(fireIntervalMaxMs); + SetActionIntervalMinMs(actionIntervalMinMs); + SetActionIntervalMaxMs(actionIntervalMaxMs); m_lcg.SetSeed(seed); } } diff --git a/Gem/Code/Source/Components/NetworkAiComponent.h b/Gem/Code/Source/Components/NetworkAiComponent.h index 03228d2e5..46f364e6c 100644 --- a/Gem/Code/Source/Components/NetworkAiComponent.h +++ b/Gem/Code/Source/Components/NetworkAiComponent.h @@ -16,20 +16,14 @@ namespace MultiplayerSample class NetworkWeaponsComponentController; class NetworkPlayerMovementComponentController; - // The NetworkAiComponent, when active, can execute behaviors and produce synthetic inputs to drive the // NetworkPlayerMovementComponentController and NetworkWeaponsComponentController. - class NetworkAiComponent : public NetworkAiComponentBase + class NetworkAiComponentController + : public NetworkAiComponentControllerBase { public: - AZ_MULTIPLAYER_COMPONENT(NetworkAiComponent, s_networkAiComponentConcreteUuid, NetworkAiComponentBase); - - static void Reflect(AZ::ReflectContext* context); + NetworkAiComponentController(NetworkAiComponent& parent); - using NetworkAiComponentBase::NetworkAiComponentBase; - - // MultiplayerComponent interface - void OnInit() override; void OnActivate(Multiplayer::EntityIsMigrating entityIsMigrating) override; void OnDeactivate(Multiplayer::EntityIsMigrating entityIsMigrating) override; @@ -41,33 +35,7 @@ namespace MultiplayerSample void ConfigureAi( float fireIntervalMinMs, float fireIntervalMaxMs, float actionIntervalMinMs, float actionIntervalMaxMs, uint64_t seed); + // TODO: Technically this guy should also be authority to autonomous so we don't roll different values after a migration.. AZ::SimpleLcgRandom m_lcg; - - // Our "AI" is really just a chaos monkey. Every N ms, we choose a cardinal direction to move towards, - // and flip coins to determine if we should shoot, or perform some other action. - float m_remainingTimeMs = 0.f; - float m_fireIntervalMinMs = 100.f; - float m_fireIntervalMaxMs = 10000.f; - float m_actionIntervalMinMs = 500.f; - float m_actionIntervalMaxMs = 10000.f; - - float m_turnRate = 0.f; - float m_targetYawDelta = 0.f; - float m_targetPitchDelta = 0.f; - - enum class Action - { - Default, - Strafing, - Sprinting, - Jumping, - Crouching, - COUNT = Crouching + 1 - }; - Action m_action = Action::Default; - bool m_strafingRight = false; - - bool m_shotFired = true; - float m_timeToNextShot = 0.f; }; } diff --git a/Gem/Code/Source/Components/NetworkPlayerMovementComponent.cpp b/Gem/Code/Source/Components/NetworkPlayerMovementComponent.cpp index 27f4ad91f..00ce27a7e 100644 --- a/Gem/Code/Source/Components/NetworkPlayerMovementComponent.cpp +++ b/Gem/Code/Source/Components/NetworkPlayerMovementComponent.cpp @@ -34,25 +34,24 @@ namespace MultiplayerSample void NetworkPlayerMovementComponentController::OnActivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating) { - if (IsAutonomous()) + NetworkAiComponent* networkAiComponent = FindComponent(); + m_aiEnabled = (networkAiComponent != nullptr) ? networkAiComponent->GetEnabled() : false; + if (m_aiEnabled) { - m_aiEnabled = FindComponent()->GetEnabled(); - if (m_aiEnabled) - { - m_updateAI.Enqueue(AZ::TimeMs{ 0 }, true); - } - else - { - StartingPointInput::InputEventNotificationBus::MultiHandler::BusConnect(MoveFwdEventId); - StartingPointInput::InputEventNotificationBus::MultiHandler::BusConnect(MoveBackEventId); - StartingPointInput::InputEventNotificationBus::MultiHandler::BusConnect(MoveLeftEventId); - StartingPointInput::InputEventNotificationBus::MultiHandler::BusConnect(MoveRightEventId); - StartingPointInput::InputEventNotificationBus::MultiHandler::BusConnect(SprintEventId); - StartingPointInput::InputEventNotificationBus::MultiHandler::BusConnect(JumpEventId); - StartingPointInput::InputEventNotificationBus::MultiHandler::BusConnect(CrouchEventId); - StartingPointInput::InputEventNotificationBus::MultiHandler::BusConnect(LookLeftRightEventId); - StartingPointInput::InputEventNotificationBus::MultiHandler::BusConnect(LookUpDownEventId); - } + m_updateAI.Enqueue(AZ::TimeMs{ 0 }, true); + m_networkAiComponentController = static_cast(networkAiComponent->GetController()); + } + else if (IsAutonomous()) + { + StartingPointInput::InputEventNotificationBus::MultiHandler::BusConnect(MoveFwdEventId); + StartingPointInput::InputEventNotificationBus::MultiHandler::BusConnect(MoveBackEventId); + StartingPointInput::InputEventNotificationBus::MultiHandler::BusConnect(MoveLeftEventId); + StartingPointInput::InputEventNotificationBus::MultiHandler::BusConnect(MoveRightEventId); + StartingPointInput::InputEventNotificationBus::MultiHandler::BusConnect(SprintEventId); + StartingPointInput::InputEventNotificationBus::MultiHandler::BusConnect(JumpEventId); + StartingPointInput::InputEventNotificationBus::MultiHandler::BusConnect(CrouchEventId); + StartingPointInput::InputEventNotificationBus::MultiHandler::BusConnect(LookLeftRightEventId); + StartingPointInput::InputEventNotificationBus::MultiHandler::BusConnect(LookUpDownEventId); } } @@ -307,6 +306,9 @@ namespace MultiplayerSample void NetworkPlayerMovementComponentController::UpdateAI() { float deltaTime = static_cast(m_updateAI.TimeInQueueMs()) / 1000.f; - FindComponent()->TickMovement(*this, deltaTime); + if (m_networkAiComponentController != nullptr) + { + m_networkAiComponentController->TickMovement(*this, deltaTime); + } } } // namespace MultiplayerSample diff --git a/Gem/Code/Source/Components/NetworkPlayerMovementComponent.h b/Gem/Code/Source/Components/NetworkPlayerMovementComponent.h index c1e7e57e3..6164c5623 100644 --- a/Gem/Code/Source/Components/NetworkPlayerMovementComponent.h +++ b/Gem/Code/Source/Components/NetworkPlayerMovementComponent.h @@ -42,7 +42,7 @@ namespace MultiplayerSample //! @} private: - friend class NetworkAiComponent; + friend class NetworkAiComponentController; void UpdateVelocity(const NetworkPlayerMovementComponentNetworkInput& playerInput); float NormalizeHeading(float heading) const; @@ -57,6 +57,12 @@ namespace MultiplayerSample void UpdateAI(); AZ::ScheduledEvent m_updateAI; + NetworkAiComponentController* m_networkAiComponentController = nullptr; + + // Technically these values should never migrate hosts since they are maintained by the autonomous client + // But due to how the stress test chaos monkey operates, it puppets these values on the server to mimick a client + // This means these values can and will migrate between hosts (and lose any stored state) + // We will need to consider moving these values to Authority to Server network properties if the design doesn't change float m_forwardWeight = 0.0f; float m_leftWeight = 0.0f; float m_backwardWeight = 0.0f; @@ -65,14 +71,13 @@ namespace MultiplayerSample float m_viewYaw = 0.0f; float m_viewPitch = 0.0f; - bool m_forwardDown = false; - bool m_leftDown = false; - bool m_backwardDown = false; - bool m_rightDown = false; - bool m_sprinting = false; - bool m_jumping = false; - bool m_crouching = false; - + bool m_forwardDown = false; + bool m_leftDown = false; + bool m_backwardDown = false; + bool m_rightDown = false; + bool m_sprinting = false; + bool m_jumping = false; + bool m_crouching = false; bool m_aiEnabled = false; }; } diff --git a/Gem/Code/Source/Components/NetworkStressTestComponent.cpp b/Gem/Code/Source/Components/NetworkStressTestComponent.cpp index 23588e43b..d0eb0dfd4 100644 --- a/Gem/Code/Source/Components/NetworkStressTestComponent.cpp +++ b/Gem/Code/Source/Components/NetworkStressTestComponent.cpp @@ -151,16 +151,13 @@ namespace MultiplayerSample Multiplayer::NetworkEntityHandle createdEntity = entityList[0]; // Drive inputs from AI instead of user inputs and disable camera following NetworkAiComponent* aiComponent = createdEntity.FindComponent(); - aiComponent->ConfigureAi(fireIntervalMinMs, fireIntervalMaxMs, actionIntervalMinMs, actionIntervalMaxMs, seed); - - NetworkAiComponentController* networkAiController = - reinterpret_cast(createdEntity.FindComponent()->GetController()); + NetworkAiComponentController* networkAiController = reinterpret_cast(aiComponent->GetController()); + networkAiController->ConfigureAi(fireIntervalMinMs, fireIntervalMaxMs, actionIntervalMinMs, actionIntervalMaxMs, seed); networkAiController->SetEnabled(true); if (invokingConnection) { createdEntity.GetNetBindComponent()->SetOwningConnectionId(invokingConnection->GetConnectionId()); } - createdEntity.GetNetBindComponent()->SetAllowAutonomy(true); createdEntity.Activate(); } } // namespace MultiplayerSample diff --git a/Gem/Code/Source/Components/NetworkWeaponsComponent.cpp b/Gem/Code/Source/Components/NetworkWeaponsComponent.cpp index 741105e7c..b8fc85f97 100644 --- a/Gem/Code/Source/Components/NetworkWeaponsComponent.cpp +++ b/Gem/Code/Source/Components/NetworkWeaponsComponent.cpp @@ -128,24 +128,24 @@ namespace MultiplayerSample return; } - if (cl_WeaponsDrawDebug && m_debugDraw) - { - m_debugDraw->DrawSphereAtLocation - ( - activationInfo.m_activateEvent.m_initialTransform.GetTranslation(), - cl_WeaponsDrawDebugSize, - AZ::Colors::Green, - cl_WeaponsDrawDebugDurationSec - ); - - m_debugDraw->DrawSphereAtLocation - ( - activationInfo.m_activateEvent.m_targetPosition, - cl_WeaponsDrawDebugSize, - AZ::Colors::Yellow, - cl_WeaponsDrawDebugDurationSec - ); - } + //if (cl_WeaponsDrawDebug && m_debugDraw) + //{ + // m_debugDraw->DrawSphereAtLocation + // ( + // activationInfo.m_activateEvent.m_initialTransform.GetTranslation(), + // cl_WeaponsDrawDebugSize, + // AZ::Colors::Green, + // cl_WeaponsDrawDebugDurationSec + // ); + // + // m_debugDraw->DrawSphereAtLocation + // ( + // activationInfo.m_activateEvent.m_targetPosition, + // cl_WeaponsDrawDebugSize, + // AZ::Colors::Yellow, + // cl_WeaponsDrawDebugDurationSec + // ); + //} } void NetworkWeaponsComponent::OnWeaponHit(const WeaponHitInfo& hitInfo) @@ -173,16 +173,16 @@ namespace MultiplayerSample { const HitEntity& hitEntity = hitInfo.m_hitEvent.m_hitEntities[i]; - if (cl_WeaponsDrawDebug && m_debugDraw) - { - m_debugDraw->DrawSphereAtLocation - ( - hitEntity.m_hitPosition, - cl_WeaponsDrawDebugSize, - AZ::Colors::Orange, - cl_WeaponsDrawDebugDurationSec - ); - } + //if (cl_WeaponsDrawDebug && m_debugDraw) + //{ + // m_debugDraw->DrawSphereAtLocation + // ( + // hitEntity.m_hitPosition, + // cl_WeaponsDrawDebugSize, + // AZ::Colors::Orange, + // cl_WeaponsDrawDebugDurationSec + // ); + //} AZLOG ( @@ -242,16 +242,16 @@ namespace MultiplayerSample { const HitEntity& hitEntity = hitInfo.m_hitEvent.m_hitEntities[i]; - if (cl_WeaponsDrawDebug && m_debugDraw) - { - m_debugDraw->DrawSphereAtLocation - ( - hitEntity.m_hitPosition, - cl_WeaponsDrawDebugSize, - AZ::Colors::Red, - cl_WeaponsDrawDebugDurationSec - ); - } + //if (cl_WeaponsDrawDebug && m_debugDraw) + //{ + // m_debugDraw->DrawSphereAtLocation + // ( + // hitEntity.m_hitPosition, + // cl_WeaponsDrawDebugSize, + // AZ::Colors::Red, + // cl_WeaponsDrawDebugDurationSec + // ); + //} AZLOG ( @@ -307,19 +307,18 @@ namespace MultiplayerSample void NetworkWeaponsComponentController::OnActivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating) { - if (IsAutonomous()) + NetworkAiComponent* networkAiComponent = FindComponent(); + m_aiEnabled = (networkAiComponent != nullptr) ? networkAiComponent->GetEnabled() : false; + if (m_aiEnabled) { - m_aiEnabled = FindComponent()->GetEnabled(); - if (m_aiEnabled) - { - m_updateAI.Enqueue(AZ::TimeMs{ 0 }, true); - } - else - { - StartingPointInput::InputEventNotificationBus::MultiHandler::BusConnect(DrawEventId); - StartingPointInput::InputEventNotificationBus::MultiHandler::BusConnect(FirePrimaryEventId); - StartingPointInput::InputEventNotificationBus::MultiHandler::BusConnect(FireSecondaryEventId); - } + m_updateAI.Enqueue(AZ::TimeMs{ 0 }, true); + m_networkAiComponentController = static_cast(networkAiComponent->GetController()); + } + else if (IsAutonomous()) + { + StartingPointInput::InputEventNotificationBus::MultiHandler::BusConnect(DrawEventId); + StartingPointInput::InputEventNotificationBus::MultiHandler::BusConnect(FirePrimaryEventId); + StartingPointInput::InputEventNotificationBus::MultiHandler::BusConnect(FireSecondaryEventId); } } @@ -479,6 +478,9 @@ namespace MultiplayerSample void NetworkWeaponsComponentController::UpdateAI() { float deltaTime = static_cast(m_updateAI.TimeInQueueMs()) / 1000.f; - FindComponent()->TickWeapons(*this, deltaTime); + if (m_networkAiComponentController != nullptr) + { + m_networkAiComponentController->TickWeapons(*this, deltaTime); + } } } // namespace MultiplayerSample diff --git a/Gem/Code/Source/Components/NetworkWeaponsComponent.h b/Gem/Code/Source/Components/NetworkWeaponsComponent.h index 49944d284..c113fa5e7 100644 --- a/Gem/Code/Source/Components/NetworkWeaponsComponent.h +++ b/Gem/Code/Source/Components/NetworkWeaponsComponent.h @@ -79,7 +79,7 @@ namespace MultiplayerSample void ProcessInput(Multiplayer::NetworkInput& input, float deltaTime) override; private: - friend class NetworkAiComponent; + friend class NetworkAiComponentController; void UpdateAI(); @@ -99,6 +99,12 @@ namespace MultiplayerSample //! @} AZ::ScheduledEvent m_updateAI; + NetworkAiComponentController* m_networkAiComponentController = nullptr; + + // Technically these values should never migrate hosts since they are maintained by the autonomous client + // But due to how the stress test chaos monkey operates, it puppets these values on the server to mimick a client + // This means these values can and will migrate between hosts (and lose any stored state) + // We will need to consider moving these values to Authority to Server network properties if the design doesn't change bool m_aiEnabled = false; bool m_weaponDrawn = false; WeaponActivationBitset m_weaponFiring; diff --git a/Gem/Code/Source/MultiplayerSampleTypes.h b/Gem/Code/Source/MultiplayerSampleTypes.h index 024f65040..3a300f759 100644 --- a/Gem/Code/Source/MultiplayerSampleTypes.h +++ b/Gem/Code/Source/MultiplayerSampleTypes.h @@ -32,9 +32,20 @@ namespace MultiplayerSample MAX }; using CharacterAnimStateBitset = AzNetworking::FixedSizeBitset(CharacterAnimState::MAX)>; + + enum class Action + { + Default, + Strafing, + Sprinting, + Jumping, + Crouching, + COUNT = Crouching + 1 + }; } namespace AZ { AZ_TYPE_INFO_SPECIALIZE(MultiplayerSample::CharacterAnimState, "{2DC36B4D-3B14-45A8-911A-60F8732F6A88}"); + AZ_TYPE_INFO_SPECIALIZE(MultiplayerSample::Action, "{1BFDEBD3-ED36-465D-BFA0-9160CFB24F37}"); } diff --git a/Gem/Code/Source/Weapons/WeaponGathers.cpp b/Gem/Code/Source/Weapons/WeaponGathers.cpp index 8de140e96..6c816015c 100644 --- a/Gem/Code/Source/Weapons/WeaponGathers.cpp +++ b/Gem/Code/Source/Weapons/WeaponGathers.cpp @@ -16,6 +16,7 @@ namespace MultiplayerSample { AZ_CVAR(uint32_t, bg_MultitraceNumTraceSegments, 3, nullptr, AZ::ConsoleFunctorFlags::Null, "The number of segments to use when performing multitrace casts"); + AZ_CVAR(bool, bg_DrawPhysicsRaycasts, true, nullptr, AZ::ConsoleFunctorFlags::Null, "If enabled, will debug draw physics raycasts"); IntersectFilter::IntersectFilter ( @@ -60,14 +61,17 @@ namespace MultiplayerSample collisionGroup, filteredNetEntityIds, gatherParams.GetCurrentShapeConfiguration()); SceneQuery::WorldIntersect(intersectShape, filter, outResults); - DebugDraw::DebugDrawRequestBus::Broadcast - ( - &DebugDraw::DebugDrawRequests::DrawLineLocationToLocation, - eventData.m_initialTransform.GetTranslation(), - eventData.m_targetPosition, - AZ::Colors::Red, - 10.0f - ); + if (bg_DrawPhysicsRaycasts) + { + DebugDraw::DebugDrawRequestBus::Broadcast + ( + &DebugDraw::DebugDrawRequests::DrawLineLocationToLocation, + eventData.m_initialTransform.GetTranslation(), + eventData.m_targetPosition, + AZ::Colors::Red, + 10.0f + ); + } return true; } @@ -118,14 +122,17 @@ namespace MultiplayerSample hitMultiple, collisionGroup, filteredNetEntityIds, gatherParams.GetCurrentShapeConfiguration()); SceneQuery::WorldIntersect(gatherParams.m_gatherShape, filter, outResults); - DebugDraw::DebugDrawRequestBus::Broadcast - ( - &DebugDraw::DebugDrawRequests::DrawLineLocationToLocation, - currSegmentPosition, - nextSegmentPosition, - AZ::Colors::Red, - 10.0f - ); + if (bg_DrawPhysicsRaycasts) + { + DebugDraw::DebugDrawRequestBus::Broadcast + ( + &DebugDraw::DebugDrawRequests::DrawLineLocationToLocation, + currSegmentPosition, + nextSegmentPosition, + AZ::Colors::Red, + 10.0f + ); + } // Terminate the loop if we hit something if (((outResults.size() > 0) && !gatherParams.m_multiHit) || (travelDistance.GetLengthSq() > maxTravelDistanceSq)) diff --git a/Levels/SampleBase/SampleBase.prefab b/Levels/SampleBase/SampleBase.prefab index 64206282e..6d347e9b2 100644 --- a/Levels/SampleBase/SampleBase.prefab +++ b/Levels/SampleBase/SampleBase.prefab @@ -118,9 +118,9 @@ "Parent Entity": "Entity_[356758116574]", "Transform Data": { "Translate": [ - 19.356216430664063, - 15.285249710083008, - 0.2327117919921875 + 0.0, + 0.0, + 1.0 ] } }, @@ -189,8 +189,8 @@ "Parent Entity": "Entity_[356758116574]", "Transform Data": { "Translate": [ - 11.002283096313477, - 6.703400611877441, + 0.0, + 0.0, 12.253546714782715 ] } @@ -309,53 +309,31 @@ { "id": { "materialSlotStableId": 803645540 - }, - "defaultMaterialAsset": { - "assetId": { - "guid": "{0CD745C0-6AA8-569A-A68A-73A3270986C4}", - "subId": 803645540 - }, - "loadBehavior": "PreLoad", - "assetHint": "objects/groudplane/groundplane_512x512m_groundplane_10871786180989855844.azmaterial" } }, { "id": { "materialSlotStableId": 803645540 - }, - "defaultMaterialAsset": { - "assetId": { - "guid": "{0CD745C0-6AA8-569A-A68A-73A3270986C4}", - "subId": 803645540 - }, - "loadBehavior": "PreLoad", - "assetHint": "objects/groudplane/groundplane_512x512m_groundplane_10871786180989855844.azmaterial" } }, { "id": { "materialSlotStableId": 803645540 - }, - "defaultMaterialAsset": { - "assetId": { - "guid": "{0CD745C0-6AA8-569A-A68A-73A3270986C4}", - "subId": 803645540 - }, - "loadBehavior": "PreLoad", - "assetHint": "objects/groudplane/groundplane_512x512m_groundplane_10871786180989855844.azmaterial" } }, { "id": { "materialSlotStableId": 803645540 - }, - "defaultMaterialAsset": { - "assetId": { - "guid": "{0CD745C0-6AA8-569A-A68A-73A3270986C4}", - "subId": 803645540 - }, - "loadBehavior": "PreLoad", - "assetHint": "objects/groudplane/groundplane_512x512m_groundplane_10871786180989855844.azmaterial" + } + }, + { + "id": { + "materialSlotStableId": 803645540 + } + }, + { + "id": { + "materialSlotStableId": 803645540 } }, { @@ -373,14 +351,6 @@ "id": { "lodIndex": 0, "materialSlotStableId": 803645540 - }, - "defaultMaterialAsset": { - "assetId": { - "guid": "{0CD745C0-6AA8-569A-A68A-73A3270986C4}", - "subId": 803645540 - }, - "loadBehavior": "PreLoad", - "assetHint": "objects/groudplane/groundplane_512x512m_groundplane_10871786180989855844.azmaterial" } } ], @@ -389,14 +359,6 @@ "id": { "lodIndex": 0, "materialSlotStableId": 803645540 - }, - "defaultMaterialAsset": { - "assetId": { - "guid": "{0CD745C0-6AA8-569A-A68A-73A3270986C4}", - "subId": 803645540 - }, - "loadBehavior": "PreLoad", - "assetHint": "objects/groudplane/groundplane_512x512m_groundplane_10871786180989855844.azmaterial" } } ], @@ -405,14 +367,6 @@ "id": { "lodIndex": 0, "materialSlotStableId": 803645540 - }, - "defaultMaterialAsset": { - "assetId": { - "guid": "{0CD745C0-6AA8-569A-A68A-73A3270986C4}", - "subId": 803645540 - }, - "loadBehavior": "PreLoad", - "assetHint": "objects/groudplane/groundplane_512x512m_groundplane_10871786180989855844.azmaterial" } } ], @@ -421,14 +375,22 @@ "id": { "lodIndex": 0, "materialSlotStableId": 803645540 - }, - "defaultMaterialAsset": { - "assetId": { - "guid": "{0CD745C0-6AA8-569A-A68A-73A3270986C4}", - "subId": 803645540 - }, - "loadBehavior": "PreLoad", - "assetHint": "objects/groudplane/groundplane_512x512m_groundplane_10871786180989855844.azmaterial" + } + } + ], + [ + { + "id": { + "lodIndex": 0, + "materialSlotStableId": 803645540 + } + } + ], + [ + { + "id": { + "lodIndex": 0, + "materialSlotStableId": 803645540 } } ], @@ -475,7 +437,14 @@ "Component_[3236207122750598279]": { "$type": "{27F1E1A1-8D9D-4C3B-BD3A-AFB9762449C0} TransformComponent", "Id": 3236207122750598279, - "Parent Entity": "Entity_[356758116574]" + "Parent Entity": "Entity_[356758116574]", + "Transform Data": { + "Translate": [ + 0.0, + 20.376968383789063, + 0.0 + ] + } }, "Component_[3412423409421084023]": { "$type": "EditorVisibilityComponent", @@ -526,9 +495,9 @@ "Parent Entity": "Entity_[356758116574]", "Transform Data": { "Translate": [ - 0.0, - -50.0, - 8.0 + 0.06682876497507095, + -24.63435935974121, + 4.558357238769531 ], "Rotate": [ 0.0, @@ -582,12 +551,21 @@ { "op": "replace", "path": "/ContainerEntity/Components/Component_[4107956514252411312]/Transform Data/Translate/0", - "value": 10.0 + "value": 4.981606483459473 + }, + { + "op": "replace", + "path": "/ContainerEntity/Components/Component_[4107956514252411312]/Transform Data/Translate/1", + "value": -5.013465881347656 }, { "op": "replace", "path": "/ContainerEntity/Components/Component_[4107956514252411312]/Transform Data/Translate/2", "value": 0.5 + }, + { + "op": "remove", + "path": "/LinkId" } ] }, @@ -607,17 +585,21 @@ { "op": "replace", "path": "/ContainerEntity/Components/Component_[4107956514252411312]/Transform Data/Translate/0", - "value": 10.0 + "value": 4.981606483459473 }, { "op": "replace", "path": "/ContainerEntity/Components/Component_[4107956514252411312]/Transform Data/Translate/1", - "value": 10.0 + "value": 4.986534118652344 }, { "op": "replace", "path": "/ContainerEntity/Components/Component_[4107956514252411312]/Transform Data/Translate/2", "value": 0.5 + }, + { + "op": "remove", + "path": "/LinkId" } ] }, @@ -634,10 +616,24 @@ "path": "/ContainerEntity/Components/Component_[4107956514252411312]/Parent Entity", "value": "../Entity_[356758116574]" }, + { + "op": "replace", + "path": "/ContainerEntity/Components/Component_[4107956514252411312]/Transform Data/Translate/0", + "value": -5.018393516540527 + }, + { + "op": "replace", + "path": "/ContainerEntity/Components/Component_[4107956514252411312]/Transform Data/Translate/1", + "value": -5.013465881347656 + }, { "op": "replace", "path": "/ContainerEntity/Components/Component_[4107956514252411312]/Transform Data/Translate/2", "value": 0.5 + }, + { + "op": "remove", + "path": "/LinkId" } ] }, @@ -654,15 +650,24 @@ "path": "/ContainerEntity/Components/Component_[4107956514252411312]/Parent Entity", "value": "../Entity_[356758116574]" }, + { + "op": "replace", + "path": "/ContainerEntity/Components/Component_[4107956514252411312]/Transform Data/Translate/0", + "value": -5.018393516540527 + }, { "op": "replace", "path": "/ContainerEntity/Components/Component_[4107956514252411312]/Transform Data/Translate/1", - "value": 10.0 + "value": 4.986534118652344 }, { "op": "replace", "path": "/ContainerEntity/Components/Component_[4107956514252411312]/Transform Data/Translate/2", "value": 0.5 + }, + { + "op": "remove", + "path": "/LinkId" } ] } diff --git a/Prefabs/Player.prefab b/Prefabs/Player.prefab index 6dad100e4..488d3d6bb 100644 --- a/Prefabs/Player.prefab +++ b/Prefabs/Player.prefab @@ -126,7 +126,7 @@ "$type": "GenericComponentWrapper", "Id": 1673121106304051384, "m_template": { - "$type": "NetworkAiComponent" + "$type": "MultiplayerSample::NetworkAiComponent" } }, "Component_[16870214955717717317]": { From ae160e0c4314a2dd336c8cbeb304fa2a3e68f4ad Mon Sep 17 00:00:00 2001 From: kberg-amzn Date: Fri, 22 Oct 2021 10:32:56 -0700 Subject: [PATCH 57/64] Removing some debug changes Signed-off-by: kberg-amzn --- Gem/Code/CMakeLists.txt | 2 - .../Components/NetworkWeaponsComponent.cpp | 76 +++++++++---------- 2 files changed, 38 insertions(+), 40 deletions(-) diff --git a/Gem/Code/CMakeLists.txt b/Gem/Code/CMakeLists.txt index cc8c66efc..63f789a6b 100644 --- a/Gem/Code/CMakeLists.txt +++ b/Gem/Code/CMakeLists.txt @@ -25,7 +25,6 @@ ly_add_target( AZ::AzGameFramework AZ::AzNetworking Gem::Multiplayer - Gem::Multiserver Gem::EMotionFXStaticLib Gem::PhysX Gem::StartingPointInput @@ -33,7 +32,6 @@ ly_add_target( PRIVATE Gem::LmbrCentral.Static Gem::Multiplayer.Static - Gem::Multiserver.Static Gem::PhysX.Static Gem::DebugDraw.Static Gem::ImGui.Static diff --git a/Gem/Code/Source/Components/NetworkWeaponsComponent.cpp b/Gem/Code/Source/Components/NetworkWeaponsComponent.cpp index b8fc85f97..f13c45e1a 100644 --- a/Gem/Code/Source/Components/NetworkWeaponsComponent.cpp +++ b/Gem/Code/Source/Components/NetworkWeaponsComponent.cpp @@ -128,24 +128,24 @@ namespace MultiplayerSample return; } - //if (cl_WeaponsDrawDebug && m_debugDraw) - //{ - // m_debugDraw->DrawSphereAtLocation - // ( - // activationInfo.m_activateEvent.m_initialTransform.GetTranslation(), - // cl_WeaponsDrawDebugSize, - // AZ::Colors::Green, - // cl_WeaponsDrawDebugDurationSec - // ); - // - // m_debugDraw->DrawSphereAtLocation - // ( - // activationInfo.m_activateEvent.m_targetPosition, - // cl_WeaponsDrawDebugSize, - // AZ::Colors::Yellow, - // cl_WeaponsDrawDebugDurationSec - // ); - //} + if (cl_WeaponsDrawDebug && m_debugDraw) + { + m_debugDraw->DrawSphereAtLocation + ( + activationInfo.m_activateEvent.m_initialTransform.GetTranslation(), + cl_WeaponsDrawDebugSize, + AZ::Colors::Green, + cl_WeaponsDrawDebugDurationSec + ); + + m_debugDraw->DrawSphereAtLocation + ( + activationInfo.m_activateEvent.m_targetPosition, + cl_WeaponsDrawDebugSize, + AZ::Colors::Yellow, + cl_WeaponsDrawDebugDurationSec + ); + } } void NetworkWeaponsComponent::OnWeaponHit(const WeaponHitInfo& hitInfo) @@ -173,16 +173,16 @@ namespace MultiplayerSample { const HitEntity& hitEntity = hitInfo.m_hitEvent.m_hitEntities[i]; - //if (cl_WeaponsDrawDebug && m_debugDraw) - //{ - // m_debugDraw->DrawSphereAtLocation - // ( - // hitEntity.m_hitPosition, - // cl_WeaponsDrawDebugSize, - // AZ::Colors::Orange, - // cl_WeaponsDrawDebugDurationSec - // ); - //} + if (cl_WeaponsDrawDebug && m_debugDraw) + { + m_debugDraw->DrawSphereAtLocation + ( + hitEntity.m_hitPosition, + cl_WeaponsDrawDebugSize, + AZ::Colors::Orange, + cl_WeaponsDrawDebugDurationSec + ); + } AZLOG ( @@ -242,16 +242,16 @@ namespace MultiplayerSample { const HitEntity& hitEntity = hitInfo.m_hitEvent.m_hitEntities[i]; - //if (cl_WeaponsDrawDebug && m_debugDraw) - //{ - // m_debugDraw->DrawSphereAtLocation - // ( - // hitEntity.m_hitPosition, - // cl_WeaponsDrawDebugSize, - // AZ::Colors::Red, - // cl_WeaponsDrawDebugDurationSec - // ); - //} + if (cl_WeaponsDrawDebug && m_debugDraw) + { + m_debugDraw->DrawSphereAtLocation + ( + hitEntity.m_hitPosition, + cl_WeaponsDrawDebugSize, + AZ::Colors::Red, + cl_WeaponsDrawDebugDurationSec + ); + } AZLOG ( From a9d0297197834b1166351906cbd02129ec9ea496 Mon Sep 17 00:00:00 2001 From: kberg-amzn Date: Fri, 22 Oct 2021 12:43:43 -0700 Subject: [PATCH 58/64] Fixes a couple issues from CR feedback Signed-off-by: kberg-amzn --- Gem/Code/Source/Components/NetworkPlayerMovementComponent.h | 2 +- Gem/Code/Source/Components/NetworkWeaponsComponent.cpp | 2 +- 2 files changed, 2 insertions(+), 2 deletions(-) diff --git a/Gem/Code/Source/Components/NetworkPlayerMovementComponent.h b/Gem/Code/Source/Components/NetworkPlayerMovementComponent.h index 6164c5623..ef8ba121f 100644 --- a/Gem/Code/Source/Components/NetworkPlayerMovementComponent.h +++ b/Gem/Code/Source/Components/NetworkPlayerMovementComponent.h @@ -60,7 +60,7 @@ namespace MultiplayerSample NetworkAiComponentController* m_networkAiComponentController = nullptr; // Technically these values should never migrate hosts since they are maintained by the autonomous client - // But due to how the stress test chaos monkey operates, it puppets these values on the server to mimick a client + // But due to how the stress test chaos monkey operates, it puppets these values on the server to mimic a client // This means these values can and will migrate between hosts (and lose any stored state) // We will need to consider moving these values to Authority to Server network properties if the design doesn't change float m_forwardWeight = 0.0f; diff --git a/Gem/Code/Source/Components/NetworkWeaponsComponent.cpp b/Gem/Code/Source/Components/NetworkWeaponsComponent.cpp index f13c45e1a..77c574c20 100644 --- a/Gem/Code/Source/Components/NetworkWeaponsComponent.cpp +++ b/Gem/Code/Source/Components/NetworkWeaponsComponent.cpp @@ -137,7 +137,7 @@ namespace MultiplayerSample AZ::Colors::Green, cl_WeaponsDrawDebugDurationSec ); - + m_debugDraw->DrawSphereAtLocation ( activationInfo.m_activateEvent.m_targetPosition, From c58a48f99d90b01a70044033f75191e7f7e1f5f0 Mon Sep 17 00:00:00 2001 From: Olex Lozitskiy <5432499+AMZN-Olex@users.noreply.github.com> Date: Thu, 28 Oct 2021 21:50:31 -0400 Subject: [PATCH 59/64] Linux compilation fixes Signed-off-by: Olex Lozitskiy <5432499+AMZN-Olex@users.noreply.github.com> --- Gem/Code/Source/Components/NetworkPlayerMovementComponent.h | 1 + Gem/Code/Source/Components/NetworkWeaponsComponent.cpp | 4 ++-- Gem/Code/Source/Components/NetworkWeaponsComponent.h | 1 + 3 files changed, 4 insertions(+), 2 deletions(-) diff --git a/Gem/Code/Source/Components/NetworkPlayerMovementComponent.h b/Gem/Code/Source/Components/NetworkPlayerMovementComponent.h index ef8ba121f..7550a1ad8 100644 --- a/Gem/Code/Source/Components/NetworkPlayerMovementComponent.h +++ b/Gem/Code/Source/Components/NetworkPlayerMovementComponent.h @@ -9,6 +9,7 @@ #include #include +#include "NetworkAiComponent.h" namespace MultiplayerSample { diff --git a/Gem/Code/Source/Components/NetworkWeaponsComponent.cpp b/Gem/Code/Source/Components/NetworkWeaponsComponent.cpp index 77c574c20..3a3a4a9bc 100644 --- a/Gem/Code/Source/Components/NetworkWeaponsComponent.cpp +++ b/Gem/Code/Source/Components/NetworkWeaponsComponent.cpp @@ -187,7 +187,7 @@ namespace MultiplayerSample AZLOG ( NET_Weapons, - "Predicted hit on entity %u at position %f x %f x %f", + "Predicted hit on entity %" PRIu64 " at position %f x %f x %f", hitEntity.m_hitNetEntityId, hitEntity.m_hitPosition.GetX(), hitEntity.m_hitPosition.GetY(), @@ -256,7 +256,7 @@ namespace MultiplayerSample AZLOG ( NET_Weapons, - "Confirmed hit on entity %u at position %f x %f x %f", + "Confirmed hit on entity %" PRIu64 " at position %f x %f x %f", hitEntity.m_hitNetEntityId, hitEntity.m_hitPosition.GetX(), hitEntity.m_hitPosition.GetY(), diff --git a/Gem/Code/Source/Components/NetworkWeaponsComponent.h b/Gem/Code/Source/Components/NetworkWeaponsComponent.h index c113fa5e7..a9b13cba9 100644 --- a/Gem/Code/Source/Components/NetworkWeaponsComponent.h +++ b/Gem/Code/Source/Components/NetworkWeaponsComponent.h @@ -10,6 +10,7 @@ #include #include #include +#include "NetworkAiComponent.h" namespace DebugDraw { class DebugDrawRequests; } From 6a2f520719cf981ab7e85f6bbc3d068268efabe6 Mon Sep 17 00:00:00 2001 From: Olex Lozitskiy <5432499+AMZN-Olex@users.noreply.github.com> Date: Sun, 31 Oct 2021 20:01:53 -0400 Subject: [PATCH 60/64] Refactoring header paths to use <> Signed-off-by: Olex Lozitskiy <5432499+AMZN-Olex@users.noreply.github.com> --- Gem/Code/Source/Components/NetworkPlayerMovementComponent.h | 2 +- Gem/Code/Source/Components/NetworkWeaponsComponent.h | 2 +- 2 files changed, 2 insertions(+), 2 deletions(-) diff --git a/Gem/Code/Source/Components/NetworkPlayerMovementComponent.h b/Gem/Code/Source/Components/NetworkPlayerMovementComponent.h index 7550a1ad8..dc85c1ccd 100644 --- a/Gem/Code/Source/Components/NetworkPlayerMovementComponent.h +++ b/Gem/Code/Source/Components/NetworkPlayerMovementComponent.h @@ -8,8 +8,8 @@ #pragma once #include +#include #include -#include "NetworkAiComponent.h" namespace MultiplayerSample { diff --git a/Gem/Code/Source/Components/NetworkWeaponsComponent.h b/Gem/Code/Source/Components/NetworkWeaponsComponent.h index a9b13cba9..0db39f3a1 100644 --- a/Gem/Code/Source/Components/NetworkWeaponsComponent.h +++ b/Gem/Code/Source/Components/NetworkWeaponsComponent.h @@ -8,9 +8,9 @@ #pragma once #include +#include #include #include -#include "NetworkAiComponent.h" namespace DebugDraw { class DebugDrawRequests; } From 7e18336312a77345b6e7d97144bca2062bedd8b2 Mon Sep 17 00:00:00 2001 From: AMZN-Olex <5432499+AMZN-Olex@users.noreply.github.com> Date: Tue, 9 Nov 2021 16:46:30 -0500 Subject: [PATCH 61/64] Merged linux readme and jenkins changes from dev to stab/2110 Signed-off-by: AMZN-Olex <5432499+AMZN-Olex@users.noreply.github.com> --- README_LINUX.md | 127 +++++++ Scripts/build/Jenkins/Jenkinsfile | 604 ++++++++++++++++++++++++++++++ 2 files changed, 731 insertions(+) create mode 100644 README_LINUX.md create mode 100644 Scripts/build/Jenkins/Jenkinsfile diff --git a/README_LINUX.md b/README_LINUX.md new file mode 100644 index 000000000..2d4e42d02 --- /dev/null +++ b/README_LINUX.md @@ -0,0 +1,127 @@ +# MultiplayerSample Project for Linux +## Download and Install + +This README covers installation and running MultiplayerSample project on Ubuntu Linux. +Refer [Open 3D Engine on Linux](https://o3de.org/docs/user-guide/platforms/linux/) for setting up the engine on Linux. + +This repository uses Git LFS for storing large binary files. You will need to create a Github personal access token to authenticate with the LFS service. + + +### Create a Git Personal Access Token + +You will need your personal access token credentials to authenticate when you clone the repository. + +[Create a personal access token with the 'repo' scope.](https://docs.github.com/en/github/authenticating-to-github/creating-a-personal-access-token) + + +### (Recommended) Verify you have a credential manager installed to store your credentials + +Recent versions of Git install a credential manager to store your credentials so you don't have to put in the credentials for every request. +It is highly recommended you check that you have a [credential manager installed and configured](https://github.com/microsoft/Git-Credential-Manager-Core#linux) + + + +### Step 1. Clone the repositories + +Let's assume you are cloning the engine and the project to **/home/your_username/git** where **your_username** is your Linux username and **/home/your_username** is your home folder. The rest of the readme will reference this path as **~**. + +```shell +> cd ~ +> mkdir git +> cd git +# Clone the engine. +> git clone https://github.com/o3de/o3de +Cloning into 'o3de'... + +# Clone the project into a folder outside your engine repository folder. +> git clone https://github.com/o3de/o3de-multiplayersample.git +Cloning into 'o3de-multiplayersample'... +``` + + +### Step 2. Register the engine and project + +```shell +# Register the engine (only need to do this once). +> cd ~/git/o3de +> ./scripts/o3de.sh register --this-engine + +# Register the project. +> ./scripts/o3de.sh register -p ~/git/o3de-multiplayersample +``` + +### Step 3. Configure and build with Project-centric approach + +This option will output all the project binaries in the project's build folder e.g. **~/git/o3de-multiplayersample/build**. + +```shell +> cd ~/git/o3de-multiplayersample +> mkdir build +> cd build + +# Configure. +> cmake .. -G "Ninja Multi-Config" -DCMAKE_BUILD_TYPE=profile -DLY_3RDPARTY_PATH=~/ws/3rdParty -DCMAKE_C_COMPILER=clang-12 -DCMAKE_CXX_COMPILER=clang++-12 -DLY_PROJECTS="~/git/o3de-multiplayersample" + +# Build the Editor, game launcher and server launcher. +> cmake --build . --config profile --target Editor MultiplayerSample.GameLauncher MultiplayerSample.ServerLauncher +``` + +#### Step 3b. (Optional) Build and Run Multiplayer Unit Tests + +```shell +> cd ~/git/o3de-multiplayersample/build + +> cmake --build . --config profile --target Multiplayer.Tests +# Run unit tests and benchmarks +> ./bin/profile/AzTestRunner ./bin/profile/libMultiplayer.Tests.so AzRunBenchmarks +> ./bin/profile/AzTestRunner ./bin/profile/libMultiplayer.Tests.so AzRunUnitTests +``` + +### Step 4. Setup Client and Server + +Under engine root, create 2 files: **client.cfg** and **server.cfg**. File ~/git/o3de/client.cfg should contain: + +```shell +connect +``` + +File ~/git/o3de/server.cfg should contain: + +```shell +host +LoadLevel Levels/SampleBase/SampleBase.spawnable +``` + +### Step 5. Verify Asset Processor + +```shell +> cd ~/git/o3de-multiplayersample/build +> cmake --build . --config profile --target AssetProcessor +# Launch Asset Processor and verify that MultiplayerSample assets are good. +> ./bin/profile/AssetProcessor & +``` + +### Step 6. Run a Server and a Client + + +A server can be run as follows: + +```shell +> cd ~/git/o3de-multiplayersample/build +> ./bin/profile/MultiplayerSample.ServerLauncher --console-command-file=server.cfg +``` + +A client can be run with: + +```shell +> cd ~/git/o3de-multiplayersample/build +> ./bin/profile/MultiplayerSample.GameLauncher --console-command-file=client.cfg +``` + +This will connect a client to the local server and start a multiplayer session. + + + +## License + +For terms please see the LICENSE*.TXT file at the root of this distribution. diff --git a/Scripts/build/Jenkins/Jenkinsfile b/Scripts/build/Jenkins/Jenkinsfile new file mode 100644 index 000000000..5e3afa372 --- /dev/null +++ b/Scripts/build/Jenkins/Jenkinsfile @@ -0,0 +1,604 @@ +#!/usr/bin/env groovy +/* + * 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. + * + * SPDX-License-Identifier: Apache-2.0 OR MIT + * + */ + +PIPELINE_CONFIG_FILE = 'scripts/build/Jenkins/lumberyard.json' +INCREMENTAL_BUILD_SCRIPT_PATH = 'scripts/build/bootstrap/incremental_build_util.py' + +EMPTY_JSON = readJSON text: '{}' + +PROJECT_REPOSITORY_NAME = 'o3de-multiplayersample' +PROJECT_ORGANIZATION_NAME = 'o3de' +ENGINE_REPOSITORY_NAME = 'o3de' +ENGINE_ORGANIZATION_NAME = 'o3de' +ENGINE_BRANCH_DEFAULT = "${env.BRANCH_DEFAULT}" ?: "${env.BRANCH_NAME}" + +def pipelineProperties = [] + +def pipelineParameters = [ + // Build/clean Parameters + // The CLEAN_OUTPUT_DIRECTORY is used by ci_build scripts. Creating the parameter here passes it as an environment variable to jobs and is consumed that way + booleanParam(defaultValue: false, description: 'Deletes the contents of the output directory before building. This will cause a \"clean\" build. NOTE: does not imply CLEAN_ASSETS', name: 'CLEAN_OUTPUT_DIRECTORY'), + booleanParam(defaultValue: false, description: 'Deletes the contents of the output directories of the AssetProcessor before building.', name: 'CLEAN_ASSETS'), + booleanParam(defaultValue: false, description: 'Deletes the contents of the workspace and forces a complete pull.', name: 'CLEAN_WORKSPACE'), + booleanParam(defaultValue: false, description: 'Recreates the volume used for the workspace. The volume will be created out of a snapshot taken from main.', name: 'RECREATE_VOLUME'), + stringParam(defaultValue: "${ENGINE_BRANCH_DEFAULT}", description: 'Sets a different branch from o3de engine repo to use or use commit id. Default is branchname', trim: true, name: 'ENGINE_BRANCH') +] + +def PlatformSh(cmd, lbl = '', winSlashReplacement = true) { + if (env.IS_UNIX) { + sh label: lbl, + script: cmd + } else if (winSlashReplacement) { + bat label: lbl, + script: cmd.replace('/','\\') + } else { + bat label: lbl, + script: cmd + } +} + +def PlatformMkdir(path) { + if (env.IS_UNIX) { + sh label: "Making directories ${path}", + script: "mkdir -p ${path}" + } else { + def win_path = path.replace('/','\\') + bat label: "Making directories ${win_path}", + script: "mkdir ${win_path}." + } +} + +def PlatformRm(path) { + if (env.IS_UNIX) { + sh label: "Removing ${path}", + script: "rm ${path}" + } else { + def win_path = path.replace('/','\\') + bat label: "Removing ${win_path}", + script: "del /Q ${win_path}" + } +} + +def PlatformRmDir(path) { + if (env.IS_UNIX) { + sh label: "Removing ${path}", + script: "rm -rf ${path}" + } else { + def win_path = path.replace('/','\\') + bat label: "Removing ${win_path}", + script: "rd /s /q ${win_path}" + } +} + +def IsPullRequest(branchName) { + // temporarily using the name to detect if we are in a PR + // In the future we will check with github + return branchName.startsWith('PR-') +} + +def IsJobEnabled(branchName, buildTypeMap, pipelineName, platformName) { + if (IsPullRequest(branchName)) { + return buildTypeMap.value.TAGS && buildTypeMap.value.TAGS.contains(pipelineName) + } + def job_list_override = params.JOB_LIST_OVERRIDE ? params.JOB_LIST_OVERRIDE.tokenize(',') : '' + if (!job_list_override.isEmpty()) { + return params[platformName] && job_list_override.contains(buildTypeMap.key); + } else { + return params[platformName] && buildTypeMap.value.TAGS && buildTypeMap.value.TAGS.contains(pipelineName) + } +} + +def GetRunningPipelineName(JENKINS_JOB_NAME) { + // If the job name has an underscore + def job_parts = JENKINS_JOB_NAME.tokenize('/')[0].tokenize('_') + if (job_parts.size() > 1) { + return [job_parts.take(job_parts.size() - 1).join('_'), job_parts[job_parts.size()-1]] + } + return [job_parts[0], 'default'] +} + +@NonCPS +def RegexMatcher(str, regex) { + def matcher = (str =~ regex) + return matcher ? matcher.group(1) : null +} + +def LoadPipelineConfig(String pipelineName, String branchName) { + echo 'Loading pipeline config' + def pipelineConfig = {} + pipelineConfig = readJSON file: PIPELINE_CONFIG_FILE + PlatformRm(PIPELINE_CONFIG_FILE) + pipelineConfig.platforms = EMPTY_JSON + + // Load the pipeline configs per platform + pipelineConfig.PIPELINE_CONFIGS.each { pipeline_config -> + def platform_regex = pipeline_config.replace('.','\\.').replace('*', '(.*)') + if (!env.IS_UNIX) { + platform_regex = platform_regex.replace('/','\\\\') + } + echo "Searching platform pipeline configs in ${pipeline_config} using ${platform_regex}" + for (pipeline_config_path in findFiles(glob: pipeline_config)) { + echo "\tFound platform pipeline config ${pipeline_config_path}" + def platform = RegexMatcher(pipeline_config_path, platform_regex) + if (platform) { + pipelineConfig.platforms[platform] = EMPTY_JSON + pipelineConfig.platforms[platform].PIPELINE_ENV = readJSON file: pipeline_config_path.toString() + } + PlatformRm(pipeline_config_path.toString()) + } + } + + // Load the build configs + pipelineConfig.BUILD_CONFIGS.each { build_config -> + def platform_regex = build_config.replace('.','\\.').replace('*', '(.*)') + if (!env.IS_UNIX) { + platform_regex = platform_regex.replace('/','\\\\') + } + echo "Searching configs in ${build_config} using ${platform_regex}" + for (build_config_path in findFiles(glob: build_config)) { + echo "\tFound config ${build_config_path}" + def platform = RegexMatcher(build_config_path, platform_regex) + if (platform) { + pipelineConfig.platforms[platform].build_types = readJSON file: build_config_path.toString() + } + } + } + return pipelineConfig +} + +def GetBuildEnvVars(Map platformEnv, Map buildTypeEnv, String pipelineName) { + def envVarMap = [:] + platformPipelineEnv = platformEnv['ENV'] ?: [:] + platformPipelineEnv.each { var -> + envVarMap[var.key] = var.value + } + platformEnvOverride = platformEnv['PIPELINE_ENV_OVERRIDE'] ?: [:] + platformPipelineEnvOverride = platformEnvOverride[pipelineName] ?: [:] + platformPipelineEnvOverride.each { var -> + envVarMap[var.key] = var.value + } + buildTypeEnv.each { var -> + // This may override the above one if there is an entry defined by the job + envVarMap[var.key] = var.value + } + + // Environment that only applies to to Jenkins tweaks. + // For 3rdParty downloads, we store them in the EBS volume so we can reuse them across node + // instances. This allow us to scale up and down without having to re-download 3rdParty + envVarMap['LY_PACKAGE_DOWNLOAD_CACHE_LOCATION'] = "${envVarMap['WORKSPACE']}/3rdParty/downloaded_packages" + envVarMap['LY_PACKAGE_UNPACK_LOCATION'] = "${envVarMap['WORKSPACE']}/3rdParty/packages" + + return envVarMap +} + +def GetEnvStringList(Map envVarMap) { + def strList = [] + envVarMap.each { var -> + strList.add("${var.key}=${var.value}") + } + return strList +} + +def GetEngineRemoteConfig(remoteConfigs) { + def engineRemoteConfigs = [name: "${ENGINE_REPOSITORY_NAME}", + url: remoteConfigs.url[0] + .replace("${PROJECT_REPOSITORY_NAME}", "${ENGINE_REPOSITORY_NAME}") + .replace("/${PROJECT_ORGANIZATION_NAME}/", "/${ENGINE_ORGANIZATION_NAME}/"), + credentialsId: remoteConfigs.credentialsId[0] + ] + return engineRemoteConfigs +} + +def CheckoutBootstrapScripts(String branchName) { + checkout([$class: 'GitSCM', + branches: [[name: "*/${branchName}"]], + doGenerateSubmoduleConfigurations: false, + extensions: [ + [$class: 'PruneStaleBranch'], + [$class: 'AuthorInChangelog'], + [$class: 'SparseCheckoutPaths', sparseCheckoutPaths: [ + [ $class: 'SparseCheckoutPath', path: 'scripts/build/Jenkins/' ], + [ $class: 'SparseCheckoutPath', path: 'scripts/build/bootstrap/' ], + [ $class: 'SparseCheckoutPath', path: 'scripts/build/Platform' ] + ]], + // Shallow checkouts break changelog computation. Do not enable. + [$class: 'CloneOption', noTags: false, reference: '', shallow: false] + ], + submoduleCfg: [], + userRemoteConfigs: [GetEngineRemoteConfig(scm.userRemoteConfigs)] + ]) +} + +def CheckoutRepo(boolean disableSubmodules = false) { + + def projectsAndUrl = [ + "${ENGINE_REPOSITORY_NAME}": GetEngineRemoteConfig(scm.userRemoteConfigs), + "${PROJECT_REPOSITORY_NAME}": scm.userRemoteConfigs[0] + ] + + projectsAndUrl.each { projectAndUrl -> + if (!fileExists(projectAndUrl.key)) { + PlatformMkdir(projectAndUrl.key) + } + dir(projectAndUrl.key) { + if (fileExists('.git')) { + // If the repository after checkout is locked, likely we took a snapshot while git was running, + // to leave the repo in a usable state, garbage collect. + def indexLockFile = '.git/index.lock' + if (fileExists(indexLockFile)) { + PlatformSh('git gc', 'Git GarbageCollect') + } + if (fileExists(indexLockFile)) { // if it is still there, remove it + PlatformRm(indexLockFile) + } + } + } + } + + def random = new Random() + def retryAttempt = 0 + retry(5) { + if (retryAttempt > 0) { + sleep random.nextInt(60 * retryAttempt) // Stagger checkouts to prevent HTTP 429 (Too Many Requests) response from Github + } + retryAttempt = retryAttempt + 1 + projectsAndUrl.each { projectAndUrl -> + dir(projectAndUrl.key) { + def branchName = scm.branches + if (projectAndUrl.key == "${ENGINE_REPOSITORY_NAME}") { + branchName = [[name: params.ENGINE_BRANCH]] + } + checkout scm: [ + $class: 'GitSCM', + branches: branchName, + extensions: [ + [$class: 'PruneStaleBranch'], + [$class: 'AuthorInChangelog'], + [$class: 'SubmoduleOption', disableSubmodules: disableSubmodules, recursiveSubmodules: true], + [$class: 'CheckoutOption', timeout: 60] + ], + userRemoteConfigs: [projectAndUrl.value] + ] + } + } + } + + // CHANGE_ID is used by some scripts to identify uniquely the current change (usually metric jobs) + dir(PROJECT_REPOSITORY_NAME) { + PlatformSh('git rev-parse HEAD > commitid', 'Getting commit id') + env.CHANGE_ID = readFile file: 'commitid' + env.CHANGE_ID = env.CHANGE_ID.trim() + PlatformRm('commitid') + // CHANGE_DATE is used by the installer to provide some ability to sort tagged builds in addition to BRANCH_NAME and CHANGE_ID + commitDateFmt = '%%cI' + if (env.IS_UNIX) commitDateFmt = '%cI' + + PlatformSh("git show -s --format=${commitDateFmt} ${env.CHANGE_ID} > commitdate", 'Getting commit date') + env.CHANGE_DATE = readFile file: 'commitdate' + env.CHANGE_DATE = env.CHANGE_DATE.trim() + PlatformRm('commitdate') + } +} + +def PreBuildCommonSteps(Map pipelineConfig, String repositoryName, String projectName, String pipeline, String branchName, String platform, String buildType, String workspace, boolean mount = true, boolean disableSubmodules = false) { + echo 'Starting pre-build common steps...' + + if (mount) { + unstash name: 'incremental_build_script' + + def pythonCmd = '' + if (env.IS_UNIX) pythonCmd = 'sudo -E python3 -u ' + else pythonCmd = 'python3 -u ' + + if (env.RECREATE_VOLUME?.toBoolean()) { + PlatformSh("${pythonCmd} ${INCREMENTAL_BUILD_SCRIPT_PATH} --action delete --repository_name ${repositoryName} --project ${projectName} --pipeline ${pipeline} --branch ${branchName} --platform ${platform} --build_type ${buildType}", 'Deleting volume', winSlashReplacement=false) + } + timeout(5) { + PlatformSh("${pythonCmd} ${INCREMENTAL_BUILD_SCRIPT_PATH} --action mount --repository_name ${repositoryName} --project ${projectName} --pipeline ${pipeline} --branch ${branchName} --platform ${platform} --build_type ${buildType}", 'Mounting volume', winSlashReplacement=false) + } + + if (env.IS_UNIX) { + sh label: 'Setting volume\'s ownership', + script: """ + if sudo test ! -d "${workspace}"; then + sudo mkdir -p ${workspace} + cd ${workspace}/.. + sudo chown -R lybuilder:root . + fi + """ + } + } + + // Cleanup previous repo location, we are currently at the root of the workspace, if we have a .git folder + // we need to cleanup. Once all branches take this relocation, we can remove this + if (env.CLEAN_WORKSPACE?.toBoolean() || fileExists("${workspace}/.git")) { + if (fileExists(workspace)) { + PlatformRmDir(workspace) + } + } + + dir(workspace) { + // Add folder where we will store the 3rdParty downloads and packages + if (!fileExists('3rdParty')) { + PlatformMkdir('3rdParty') + } + CheckoutRepo(disableSubmodules) + } + dir("${workspace}/${ENGINE_REPOSITORY_NAME}") { + // Get python + if (env.IS_UNIX) { + sh label: 'Getting python', + script: 'python/get_python.sh' + } else { + bat label: 'Getting python', + script: 'python/get_python.bat' + } + + // Always run the clean step, the scripts detect what variables were set, but it also cleans if + // the NODE_LABEL has changed + def command = "${pipelineConfig.PYTHON_DIR}/python" + if (env.IS_UNIX) command += '.sh' + else command += '.cmd' + command += " -u ${pipelineConfig.BUILD_ENTRY_POINT} --platform ${platform} --type clean" + PlatformSh(command, "Running ${platform} clean") + } +} + +def Build(Map pipelineConfig, String platform, String type, String workspace) { + // If EXECUTE_FROM_PROJECT is defined, we execute the script from the project instead of from the engine + // In both cases, the scripts are in the engine, is just what the current dir is and how we get to the scripts + def currentDir = "${workspace}/${ENGINE_REPOSITORY_NAME}" + def pathToEngine = "" + + timeout(time: env.TIMEOUT, unit: 'MINUTES', activity: true) { + def command = "${pipelineConfig.PYTHON_DIR}/python" + def ext = '' + if (env.IS_UNIX) { + command += '.sh' + ext = '.sh' + } + else command += '.cmd' + + // Setup environment for project execution, otherwise, register the project + if (env.EXECUTE_FROM_PROJECT?.toBoolean()) { + currentDir = "${workspace}/${PROJECT_REPOSITORY_NAME}" + pathToEngine = "../${ENGINE_REPOSITORY_NAME}/" + } else { + dir("${workspace}/${ENGINE_REPOSITORY_NAME}") { + PlatformSh("scripts/o3de${ext} register --project-path ${workspace}/${PROJECT_REPOSITORY_NAME}", "Registering project ${PROJECT_REPOSITORY_NAME}") + } + } + command += " -u ${pipelineConfig.BUILD_ENTRY_POINT} --platform ${platform} --type ${type}" + dir("${workspace}/${ENGINE_REPOSITORY_NAME}") { + PlatformSh(command, "Running ${platform} ${type}") + } + } +} + +def ExportTestResults(Map options, String platform, String type, String workspace, Map params) { + catchError(message: "Error exporting tests results (this won't fail the build)", buildResult: 'SUCCESS', stageResult: 'FAILURE') { + def o3deroot = "${workspace}/${ENGINE_REPOSITORY_NAME}" + dir("${o3deroot}/${params.OUTPUT_DIRECTORY}") { + junit testResults: "Testing/**/*.xml" + PlatformRmDir("Testing") + // Recreate test runner xml directories that need to be pre generated + PlatformMkdir("Testing/Pytest") + PlatformMkdir("Testing/Gtest") + } + } +} + +def PostBuildCommonSteps(String workspace, boolean mount = true) { + echo 'Starting post-build common steps...' + + if (mount) { + def pythonCmd = '' + if (env.IS_UNIX) pythonCmd = 'sudo -E python3 -u ' + else pythonCmd = 'python3 -u ' + + try { + timeout(5) { + PlatformSh("${pythonCmd} ${INCREMENTAL_BUILD_SCRIPT_PATH} --action unmount", 'Unmounting volume') + } + } catch (Exception e) { + echo "Unmount script error ${e}" + } + } +} + +def CreateSetupStage(Map pipelineConfig, String repositoryName, String projectName, String pipelineName, String branchName, String platformName, String jobName, Map environmentVars) { + return { + stage('Setup') { + PreBuildCommonSteps(pipelineConfig, repositoryName, projectName, pipelineName, branchName, platformName, jobName, environmentVars['WORKSPACE'], environmentVars['MOUNT_VOLUME']) + } + } +} + +def CreateBuildStage(Map pipelineConfig, String platformName, String jobName, Map environmentVars) { + return { + stage("${jobName}") { + Build(pipelineConfig, platformName, jobName, environmentVars['WORKSPACE']) + } + } +} + +def CreateExportTestResultsStage(Map pipelineConfig, String platformName, String jobName, Map environmentVars, Map params) { + return { + stage("${jobName}_results") { + ExportTestResults(pipelineConfig, platformName, jobName, environmentVars['WORKSPACE'], params) + } + } +} + +def CreateTeardownStage(Map environmentVars) { + return { + stage('Teardown') { + PostBuildCommonSteps(environmentVars['WORKSPACE'], environmentVars['MOUNT_VOLUME']) + } + } +} + +def projectName = '' +def pipelineName = '' +def branchName = '' +def pipelineConfig = {} + +// Start Pipeline +try { + stage('Setup Pipeline') { + node('controller') { + def envVarList = [] + if (isUnix()) { + envVarList.add('IS_UNIX=1') + } + withEnv(envVarList) { + timestamps { + repositoryUrl = scm.getUserRemoteConfigs()[0].getUrl() + // repositoryName is the full repository name + repositoryName = (repositoryUrl =~ /https:\/\/github.com\/(.*)\.git/)[0][1] + (projectName, pipelineName) = GetRunningPipelineName(env.JOB_NAME) // env.JOB_NAME is the name of the job given by Jenkins + + if (env.BRANCH_NAME) { + branchName = env.BRANCH_NAME + } else { + branchName = scm.branches[0].name // for non-multibranch pipelines + env.BRANCH_NAME = branchName // so scripts that read this environment have it (e.g. incremental_build_util.py) + } + pipelineProperties.add(disableConcurrentBuilds()) + + def engineBranch = params.ENGINE_BRANCH ?: "${ENGINE_BRANCH_DEFAULT}" // This allows the first run to work with parameters having null value, but use the engine branch parameter afterwards + echo "Running repository: \"${repositoryName}\", pipeline: \"${pipelineName}\", branch: \"${branchName}\" on engine branch \"${engineBranch}\"..." + + CheckoutBootstrapScripts(engineBranch) + + // Load configs + pipelineConfig = LoadPipelineConfig(pipelineName, branchName) + + // Add each platform as a parameter that the user can disable if needed + if (!IsPullRequest(branchName)) { + pipelineParameters.add(stringParam(defaultValue: '', description: 'Filters and overrides the list of jobs to run for each of the below platforms (comma-separated). Can\'t be used during a pull request.', name: 'JOB_LIST_OVERRIDE')) + + pipelineConfig.platforms.each { platform -> + pipelineParameters.add(booleanParam(defaultValue: true, description: '', name: platform.key)) + } + } + pipelineProperties.add(parameters(pipelineParameters)) + properties(pipelineProperties) + + // Stash the INCREMENTAL_BUILD_SCRIPT_PATH since all nodes will use it + stash name: 'incremental_build_script', + includes: INCREMENTAL_BUILD_SCRIPT_PATH + } + } + } + } + + if (env.BUILD_NUMBER == '1' && !IsPullRequest(branchName)) { + // Exit pipeline early on the intial build. This allows Jenkins to load the pipeline for the branch and enables users + // to select build parameters on their first actual build. See https://issues.jenkins.io/browse/JENKINS-41929 + currentBuild.result = 'SUCCESS' + return + } + + def someBuildHappened = false + + // Build and Post-Build Testing Stage + def buildConfigs = [:] + + // Platform Builds run on EC2 + pipelineConfig.platforms.each { platform -> + platform.value.build_types.each { build_job -> + if (IsJobEnabled(branchName, build_job, pipelineName, platform.key)) { // User can filter jobs, jobs are tagged by pipeline + def envVars = GetBuildEnvVars(platform.value.PIPELINE_ENV ?: EMPTY_JSON, build_job.value.PIPELINE_ENV ?: EMPTY_JSON, pipelineName) + envVars['JOB_NAME'] = "${branchName}_${platform.key}_${build_job.key}" // backwards compatibility, some scripts rely on this + envVars['CMAKE_LY_PROJECTS'] = "../${PROJECT_REPOSITORY_NAME}" + def nodeLabel = envVars['NODE_LABEL'] + someBuildHappened = true + + buildConfigs["${platform.key} [${build_job.key}]"] = { + node("${nodeLabel}") { + if (isUnix()) { // Has to happen inside a node + envVars['IS_UNIX'] = 1 + } + withEnv(GetEnvStringList(envVars)) { + def build_job_name = build_job.key + try { + CreateSetupStage(pipelineConfig, repositoryName, projectName, pipelineName, branchName, platform.key, build_job.key, envVars).call() + + if (build_job.value.steps) { //this is a pipe with many steps so create all the build stages + build_job.value.steps.each { build_step -> + build_job_name = build_step + CreateBuildStage(pipelineConfig, platform.key, build_step, envVars).call() + } + } else { + CreateBuildStage(pipelineConfig, platform.key, build_job.key, envVars).call() + } + } + catch(Exception e) { + // https://github.com/jenkinsci/jenkins/blob/master/core/src/main/java/hudson/model/Result.java + // {SUCCESS,UNSTABLE,FAILURE,NOT_BUILT,ABORTED} + def currentResult = envVars['ON_FAILURE_MARK'] ?: 'FAILURE' + if (currentResult == 'FAILURE') { + currentBuild.result = 'FAILURE' + error "FAILURE: ${e}" + } else if (currentResult == 'UNSTABLE') { + currentBuild.result = 'UNSTABLE' + unstable(message: "UNSTABLE: ${e}") + } + } + finally { + def params = platform.value.build_types[build_job_name].PARAMETERS + if (params && params.containsKey('TEST_RESULTS') && params.TEST_RESULTS == 'True') { + CreateExportTestResultsStage(pipelineConfig, platform.key, build_job_name, envVars, params).call() + } + CreateTeardownStage(envVars).call() + } + } + } + } + } + } + } + + timestamps { + + stage('Build') { + parallel buildConfigs // Run parallel builds + } + + echo 'All builds successful' + } + if (!someBuildHappened) { + currentBuild.result = 'NOT_BUILT' + } +} +catch(Exception e) { + error "Exception: ${e}" +} +finally { + try { + if (env.SNS_TOPIC) { + snsPublish( + topicArn: env.SNS_TOPIC, + subject:'Build Result', + message:"${currentBuild.currentResult}:${BUILD_URL}:${env.RECREATE_VOLUME}:${env.CLEAN_OUTPUT_DIRECTORY}:${env.CLEAN_ASSETS}" + ) + } + node('controller') { + step([ + $class: 'Mailer', + notifyEveryUnstableBuild: true, + recipients: emailextrecipients([ + [$class: 'RequesterRecipientProvider'] + ]) + ]) + } + } catch(Exception e) { + } +} From 861e63dd507a53ccc994743911e19d486cc9711d Mon Sep 17 00:00:00 2001 From: moraaar Date: Wed, 10 Nov 2021 15:47:52 +0000 Subject: [PATCH 62/64] Fixed casing of all .fbx.assetinfo files to match their .fbx (#84) Signed-off-by: moraaar --- BURT/{burtactor.fbx.assetinfo => BURTActor.fbx.assetinfo} | 0 ...imstrafe_shoot.fbx.assetinfo => AimStrafe_Shoot.fbx.assetinfo} | 0 ...uch_walk_down.fbx.assetinfo => Crouch_Walk_Down.fbx.assetinfo} | 0 ...n_forwards.fbx.assetinfo => Strafe_Run_Forwards.fbx.assetinfo} | 0 ..._down.fbx.assetinfo => Strafe_Run_Forwards_Down.fbx.assetinfo} | 0 ...ards_up.fbx.assetinfo => Strafe_Run_Forwards_Up.fbx.assetinfo} | 0 ..._forwards.fbx.assetinfo => Strafe_Walk_Forwards.fbx.assetinfo} | 0 ...down.fbx.assetinfo => Strafe_Walk_Forwards_Down.fbx.assetinfo} | 0 ...rds_up.fbx.assetinfo => Strafe_Walk_Forwards_Up.fbx.assetinfo} | 0 ...afe_walk_left.fbx.assetinfo => Strafe_Walk_Left.fbx.assetinfo} | 0 10 files changed, 0 insertions(+), 0 deletions(-) rename BURT/{burtactor.fbx.assetinfo => BURTActor.fbx.assetinfo} (100%) rename BURT/Motions/{aimstrafe_shoot.fbx.assetinfo => AimStrafe_Shoot.fbx.assetinfo} (100%) rename BURT/Motions/{crouch_walk_down.fbx.assetinfo => Crouch_Walk_Down.fbx.assetinfo} (100%) rename BURT/Motions/{strafe_run_forwards.fbx.assetinfo => Strafe_Run_Forwards.fbx.assetinfo} (100%) rename BURT/Motions/{strafe_run_forwards_down.fbx.assetinfo => Strafe_Run_Forwards_Down.fbx.assetinfo} (100%) rename BURT/Motions/{strafe_run_forwards_up.fbx.assetinfo => Strafe_Run_Forwards_Up.fbx.assetinfo} (100%) rename BURT/Motions/{strafe_walk_forwards.fbx.assetinfo => Strafe_Walk_Forwards.fbx.assetinfo} (100%) rename BURT/Motions/{strafe_walk_forwards_down.fbx.assetinfo => Strafe_Walk_Forwards_Down.fbx.assetinfo} (100%) rename BURT/Motions/{strafe_walk_forwards_up.fbx.assetinfo => Strafe_Walk_Forwards_Up.fbx.assetinfo} (100%) rename BURT/Motions/{strafe_walk_left.fbx.assetinfo => Strafe_Walk_Left.fbx.assetinfo} (100%) diff --git a/BURT/burtactor.fbx.assetinfo b/BURT/BURTActor.fbx.assetinfo similarity index 100% rename from BURT/burtactor.fbx.assetinfo rename to BURT/BURTActor.fbx.assetinfo diff --git a/BURT/Motions/aimstrafe_shoot.fbx.assetinfo b/BURT/Motions/AimStrafe_Shoot.fbx.assetinfo similarity index 100% rename from BURT/Motions/aimstrafe_shoot.fbx.assetinfo rename to BURT/Motions/AimStrafe_Shoot.fbx.assetinfo diff --git a/BURT/Motions/crouch_walk_down.fbx.assetinfo b/BURT/Motions/Crouch_Walk_Down.fbx.assetinfo similarity index 100% rename from BURT/Motions/crouch_walk_down.fbx.assetinfo rename to BURT/Motions/Crouch_Walk_Down.fbx.assetinfo diff --git a/BURT/Motions/strafe_run_forwards.fbx.assetinfo b/BURT/Motions/Strafe_Run_Forwards.fbx.assetinfo similarity index 100% rename from BURT/Motions/strafe_run_forwards.fbx.assetinfo rename to BURT/Motions/Strafe_Run_Forwards.fbx.assetinfo diff --git a/BURT/Motions/strafe_run_forwards_down.fbx.assetinfo b/BURT/Motions/Strafe_Run_Forwards_Down.fbx.assetinfo similarity index 100% rename from BURT/Motions/strafe_run_forwards_down.fbx.assetinfo rename to BURT/Motions/Strafe_Run_Forwards_Down.fbx.assetinfo diff --git a/BURT/Motions/strafe_run_forwards_up.fbx.assetinfo b/BURT/Motions/Strafe_Run_Forwards_Up.fbx.assetinfo similarity index 100% rename from BURT/Motions/strafe_run_forwards_up.fbx.assetinfo rename to BURT/Motions/Strafe_Run_Forwards_Up.fbx.assetinfo diff --git a/BURT/Motions/strafe_walk_forwards.fbx.assetinfo b/BURT/Motions/Strafe_Walk_Forwards.fbx.assetinfo similarity index 100% rename from BURT/Motions/strafe_walk_forwards.fbx.assetinfo rename to BURT/Motions/Strafe_Walk_Forwards.fbx.assetinfo diff --git a/BURT/Motions/strafe_walk_forwards_down.fbx.assetinfo b/BURT/Motions/Strafe_Walk_Forwards_Down.fbx.assetinfo similarity index 100% rename from BURT/Motions/strafe_walk_forwards_down.fbx.assetinfo rename to BURT/Motions/Strafe_Walk_Forwards_Down.fbx.assetinfo diff --git a/BURT/Motions/strafe_walk_forwards_up.fbx.assetinfo b/BURT/Motions/Strafe_Walk_Forwards_Up.fbx.assetinfo similarity index 100% rename from BURT/Motions/strafe_walk_forwards_up.fbx.assetinfo rename to BURT/Motions/Strafe_Walk_Forwards_Up.fbx.assetinfo diff --git a/BURT/Motions/strafe_walk_left.fbx.assetinfo b/BURT/Motions/Strafe_Walk_Left.fbx.assetinfo similarity index 100% rename from BURT/Motions/strafe_walk_left.fbx.assetinfo rename to BURT/Motions/Strafe_Walk_Left.fbx.assetinfo From cccbb74c929a3c45cf0fe152005092cb1bd4e4a3 Mon Sep 17 00:00:00 2001 From: Gene Walters Date: Fri, 12 Nov 2021 14:28:36 -0800 Subject: [PATCH 63/64] Resaving SpawnIfAuthority script canvas. No edits, but the resave fixes an issue and allows the cube/sphere prefab to be spawned. Validated the spheres exist on server, but are filtered out on clients Signed-off-by: Gene Walters --- scriptcanvas/SpawnIfAuthority.scriptcanvas | 3189 ++++++++------------ 1 file changed, 1196 insertions(+), 1993 deletions(-) diff --git a/scriptcanvas/SpawnIfAuthority.scriptcanvas b/scriptcanvas/SpawnIfAuthority.scriptcanvas index 2e1f1f946..d58dd5d11 100644 --- a/scriptcanvas/SpawnIfAuthority.scriptcanvas +++ b/scriptcanvas/SpawnIfAuthority.scriptcanvas @@ -1,1993 +1,1196 @@ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +{ + "Type": "JsonSerialization", + "Version": 1, + "ClassName": "ScriptCanvasData", + "ClassData": { + "m_scriptCanvas": { + "Id": { + "id": 5748427407530 + }, + "Name": "SpawnIfAuthority", + "Components": { + "Component_[11160906310313544800]": { + "$type": "EditorGraphVariableManagerComponent", + "Id": 11160906310313544800 + }, + "Component_[13752069858907098540]": { + "$type": "{4D755CA9-AB92-462C-B24F-0B3376F19967} Graph", + "Id": 13752069858907098540, + "m_graphData": { + "m_nodes": [ + { + "Id": { + "id": 5752722374826 + }, + "Name": "EBusEventHandler", + "Components": { + "Component_[11466150456862357669]": { + "$type": "EBusEventHandler", + "Id": 11466150456862357669, + "Slots": [ + { + "id": { + "m_id": "{D5D006F7-F818-4F53-A733-0CB40BD561F1}" + }, + "contracts": [ + { + "$type": "SlotTypeContract" + } + ], + "slotName": "Connect", + "toolTip": "Connect this event handler to the specified entity.", + "Descriptor": { + "ConnectionType": 1, + "SlotType": 1 + } + }, + { + "id": { + "m_id": "{8629BD11-8F78-4D1C-A5E4-875ED9C1D638}" + }, + "contracts": [ + { + "$type": "SlotTypeContract" + } + ], + "slotName": "Disconnect", + "toolTip": "Disconnect this event handler.", + "Descriptor": { + "ConnectionType": 1, + "SlotType": 1 + } + }, + { + "id": { + "m_id": "{1AF0A091-E28D-44B4-A1F3-664CDE150063}" + }, + "contracts": [ + { + "$type": "SlotTypeContract" + } + ], + "slotName": "OnConnected", + "toolTip": "Signaled when a connection has taken place.", + "Descriptor": { + "ConnectionType": 2, + "SlotType": 1 + } + }, + { + "id": { + "m_id": "{7CFDE123-0F9B-4FEE-9AD3-E094495220C9}" + }, + "contracts": [ + { + "$type": "SlotTypeContract" + } + ], + "slotName": "OnDisconnected", + "toolTip": "Signaled when this event handler is disconnected.", + "Descriptor": { + "ConnectionType": 2, + "SlotType": 1 + } + }, + { + "id": { + "m_id": "{075503DB-70D4-4444-9BCF-D945AA3B4DA9}" + }, + "contracts": [ + { + "$type": "SlotTypeContract" + } + ], + "slotName": "OnFailure", + "toolTip": "Signaled when it is not possible to connect this handler.", + "Descriptor": { + "ConnectionType": 2, + "SlotType": 1 + } + }, + { + "id": { + "m_id": "{7FA0FBD6-D4F9-45E6-B921-6F6D8A913FBB}" + }, + "contracts": [ + { + "$type": "SlotTypeContract" + }, + null + ], + "slotName": "Source", + "toolTip": "ID used to connect on a specific Event address (Type: EntityId)", + "Descriptor": { + "ConnectionType": 1, + "SlotType": 2 + }, + "DataType": 1 + }, + { + "id": { + "m_id": "{A95A8BD1-E508-47A6-B074-EDD51D9344F9}" + }, + "contracts": [ + { + "$type": "SlotTypeContract" + } + ], + "slotName": "EntityID", + "DisplayDataType": { + "m_type": 1 + }, + "Descriptor": { + "ConnectionType": 2, + "SlotType": 2 + }, + "DataType": 1 + }, + { + "id": { + "m_id": "{FCEA454C-727C-4D5E-BC15-AB56BA5A39AE}" + }, + "contracts": [ + { + "$type": "SlotTypeContract" + } + ], + "slotName": "ExecutionSlot:OnEntityActivated", + "Descriptor": { + "ConnectionType": 2, + "SlotType": 1 + }, + "IsLatent": true + }, + { + "id": { + "m_id": "{D5C19D91-D553-4A3E-B9E2-64F0F2847042}" + }, + "contracts": [ + { + "$type": "SlotTypeContract" + } + ], + "slotName": "EntityID", + "DisplayDataType": { + "m_type": 1 + }, + "Descriptor": { + "ConnectionType": 2, + "SlotType": 2 + }, + "DataType": 1 + }, + { + "id": { + "m_id": "{E23058C4-FCE7-44CD-BBAC-E069580FBAAF}" + }, + "contracts": [ + { + "$type": "SlotTypeContract" + } + ], + "slotName": "ExecutionSlot:OnEntityDeactivated", + "Descriptor": { + "ConnectionType": 2, + "SlotType": 1 + }, + "IsLatent": true + } + ], + "Datums": [ + { + "isOverloadedStorage": false, + "scriptCanvasType": { + "m_type": 1 + }, + "isNullPointer": false, + "$type": "EntityId", + "value": { + "id": 2901262558 + }, + "label": "Source" + } + ], + "m_eventMap": [ + { + "Key": { + "Value": 245425936 + }, + "Value": { + "m_eventName": "OnEntityActivated", + "m_eventId": { + "Value": 245425936 + }, + "m_eventSlotId": { + "m_id": "{FCEA454C-727C-4D5E-BC15-AB56BA5A39AE}" + }, + "m_parameterSlotIds": [ + { + "m_id": "{A95A8BD1-E508-47A6-B074-EDD51D9344F9}" + } + ], + "m_numExpectedArguments": 1 + } + }, + { + "Key": { + "Value": 4273369222 + }, + "Value": { + "m_eventName": "OnEntityDeactivated", + "m_eventId": { + "Value": 4273369222 + }, + "m_eventSlotId": { + "m_id": "{E23058C4-FCE7-44CD-BBAC-E069580FBAAF}" + }, + "m_parameterSlotIds": [ + { + "m_id": "{D5C19D91-D553-4A3E-B9E2-64F0F2847042}" + } + ], + "m_numExpectedArguments": 1 + } + } + ], + "m_ebusName": "EntityBus", + "m_busId": { + "Value": 3358774020 + } + } + } + }, + { + "Id": { + "id": 5757017342122 + }, + "Name": "SC-Node(Gate)", + "Components": { + "Component_[3937387805246265595]": { + "$type": "Gate", + "Id": 3937387805246265595, + "Slots": [ + { + "id": { + "m_id": "{CACFB235-8553-4A31-8595-779028A50CA1}" + }, + "contracts": [ + { + "$type": "SlotTypeContract" + }, + null + ], + "slotName": "Condition", + "toolTip": "If true the node will signal the Output and proceed execution", + "Descriptor": { + "ConnectionType": 1, + "SlotType": 2 + }, + "DataType": 1 + }, + { + "id": { + "m_id": "{FC311D8E-B2BA-4E16-8E0C-04077CE752D1}" + }, + "contracts": [ + { + "$type": "SlotTypeContract" + } + ], + "slotName": "In", + "toolTip": "Input signal", + "Descriptor": { + "ConnectionType": 1, + "SlotType": 1 + } + }, + { + "id": { + "m_id": "{3CDC2B4A-25B9-4CAD-9F7D-38C3D212F40F}" + }, + "contracts": [ + { + "$type": "SlotTypeContract" + } + ], + "slotName": "True", + "toolTip": "Signaled if the condition provided evaluates to true.", + "Descriptor": { + "ConnectionType": 2, + "SlotType": 1 + } + }, + { + "id": { + "m_id": "{30A9F4B8-6B5F-4A1F-9C02-208E272E64BF}" + }, + "contracts": [ + { + "$type": "SlotTypeContract" + } + ], + "slotName": "False", + "toolTip": "Signaled if the condition provided evaluates to false.", + "Descriptor": { + "ConnectionType": 2, + "SlotType": 1 + } + } + ], + "Datums": [ + { + "isOverloadedStorage": false, + "scriptCanvasType": { + "m_type": 0 + }, + "isNullPointer": false, + "$type": "bool", + "value": false, + "label": "Condition" + } + ] + } + } + }, + { + "Id": { + "id": 5761312309418 + }, + "Name": "SC-Node(IsNetEntityRoleAuthority)", + "Components": { + "Component_[4365307061596592024]": { + "$type": "{E42861BD-1956-45AE-8DD7-CCFC1E3E5ACF} Method", + "Id": 4365307061596592024, + "Slots": [ + { + "id": { + "m_id": "{291E3577-8AA2-495B-AEB0-483D2A17B0C4}" + }, + "contracts": [ + { + "$type": "SlotTypeContract" + }, + null + ], + "slotName": "EntityID: 0", + "Descriptor": { + "ConnectionType": 1, + "SlotType": 2 + }, + "DataType": 1 + }, + { + "id": { + "m_id": "{FD0F08BD-2B4C-49F8-84E0-A60CF854D157}" + }, + "contracts": [ + { + "$type": "SlotTypeContract" + } + ], + "slotName": "In", + "Descriptor": { + "ConnectionType": 1, + "SlotType": 1 + } + }, + { + "id": { + "m_id": "{25AA7A16-F5D8-4014-B829-0BD0EEA6B555}" + }, + "contracts": [ + { + "$type": "SlotTypeContract" + } + ], + "slotName": "Out", + "Descriptor": { + "ConnectionType": 2, + "SlotType": 1 + } + }, + { + "id": { + "m_id": "{ABAE4BDB-E6F7-44DE-814F-838208D47892}" + }, + "contracts": [ + { + "$type": "SlotTypeContract" + } + ], + "slotName": "Result: Boolean", + "DisplayDataType": { + "m_type": 0 + }, + "Descriptor": { + "ConnectionType": 2, + "SlotType": 2 + }, + "DataType": 1 + } + ], + "Datums": [ + { + "isOverloadedStorage": false, + "scriptCanvasType": { + "m_type": 1 + }, + "isNullPointer": false, + "$type": "EntityId", + "value": { + "id": 2901262558 + }, + "label": "EntityID: 0" + } + ], + "methodType": 2, + "methodName": "IsNetEntityRoleAuthority", + "className": "NetBindComponent", + "resultSlotIDs": [ + {} + ], + "prettyClassName": "NetBindComponent" + } + } + }, + { + "Id": { + "id": 5769902244010 + }, + "Name": "SC-Node(SpawnNodeableNode)", + "Components": { + "Component_[4496831673767245008]": { + "$type": "SpawnNodeableNode", + "Id": 4496831673767245008, + "Slots": [ + { + "id": { + "m_id": "{DF59D0F1-A4E3-401F-A6AB-F558CC35B7E1}" + }, + "contracts": [ + { + "$type": "SlotTypeContract" + } + ], + "slotName": "Request Spawn", + "DisplayGroup": { + "Value": 929942742 + }, + "Descriptor": { + "ConnectionType": 1, + "SlotType": 1 + } + }, + { + "id": { + "m_id": "{34B6FC60-FD4D-4CA9-AE6A-F6A8C21646F7}" + }, + "contracts": [ + { + "$type": "SlotTypeContract" + }, + null + ], + "slotName": "Translation", + "toolTip": "Position to spawn", + "DisplayGroup": { + "Value": 929942742 + }, + "Descriptor": { + "ConnectionType": 1, + "SlotType": 2 + }, + "DataType": 1 + }, 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Subject: [PATCH 64/64] Merged over client.cfg/server.cfg and related docs. Signed-off-by: AMZN-Olex <5432499+AMZN-Olex@users.noreply.github.com> --- README.md | 53 +++++++++++++++++++++++++++++++++-------------------- client.cfg | 1 + server.cfg | 2 ++ 3 files changed, 36 insertions(+), 20 deletions(-) create mode 100644 client.cfg create mode 100644 server.cfg diff --git a/README.md b/README.md index 04e53ee07..cde380529 100644 --- a/README.md +++ b/README.md @@ -1,4 +1,8 @@ -# MultiplayerSample Project +# MultiplayerSample Project +A simple third-person multiplayer sample for O3DE. + +> **_NOTE:_** For Linux, see the Linux specific setup in [README_LINUX](./README_LINUX.md). + ## Download and Install This repository uses Git LFS for storing large binary files. You will need to create a Github personal access token to authenticate with the LFS service. @@ -11,14 +15,12 @@ You will need your personal access token credentials to authenticate when you cl [Create a personal access token with the 'repo' scope.](https://docs.github.com/en/github/authenticating-to-github/creating-a-personal-access-token) -### (Recommended) Verify you have a credential manager installed to store your credentials +### (Recommended) Verify you have a credential manager installed to store your credentials -Recent versions of Git install a credential manager to store your credentials so you don't have to put in the credentials for every request. +Recent versions of Git install a credential manager to store your credentials so you don't have to put in the credentials for every request. It is highly recommended you check that you have a [credential manager installed and configured](https://github.com/microsoft/Git-Credential-Manager-Core) - - -### Step 1. Clone the repository +### Step 1. Clone the repository You can clone the project to any folder locally, including inside the engine folder. If you clone the project inside an existing Git repository (e.g. o3de) you should add the project folder to the Git exclude file for the existing repository. @@ -43,31 +45,31 @@ Cloning into 'o3de-multiplayersample'... If you have a Git credential helper configured, you should not be prompted for your credentials anymore. -### Step 2. Register the engine and project +### Step 2. Register the engine and project ```shell # register the engine (only need to do this once) > c:/path/to/o3de/scripts/o3de register --this-engine -# register the project +# register the project > c:/path/to/o3de/scripts/o3de register -p c:/path/to/o3de-multiplayersample ``` -### Step 3. Configure and build +### Step 3. Configure and build -#### Option #1 (Recommended) - Project-centric approach +#### Option #1 (Recommended) - Project-centric approach This option will output all the project binaries in the project's build folder e.g. c:/path/to/o3de-multiplayersample/build ```shell # example configure command -> cmake c:/path/to/o3de -B c:/path/to/o3de-multiplayersample/build -G "Visual Studio 16" -DLY_3RDPARTY_PATH="c:/3rdparty" -DLY_PROJECTS="c:/path/to/o3de-multiplayersample" +> cmake c:/path/to/o3de -B c:/path/to/o3de-multiplayersample/build -G "Visual Studio 16" -DLY_3RDPARTY_PATH="c:/3rdparty" -DLY_PROJECTS="c:/path/to/o3de-multiplayersample" # example build command -> cmake --build c:/path/to/o3de-multiplayersample/build --target Editor MultiplayerSample.GameLauncher --config profile -- /m /nologo +> cmake --build c:/path/to/o3de-multiplayersample/build --target Editor MultiplayerSample.GameLauncher --config profile -- /m /nologo ``` -#### Option #2 - Engine-centric approach to building a project +#### Option #2 - Engine-centric approach to building a project This option will output all the project and engine binaries in the engine's build folder e.g. c:/path/to/o3de/build @@ -76,31 +78,41 @@ This option will output all the project and engine binaries in the engine's buil > cmake c:/path/to/o3de -B c:/path/to/o3de/build -G "Visual Studio 16" -DLY_3RDPARTY_PATH="c:/3rdparty" -DLY_PROJECTS="c:/path/to/o3de-multiplayersample" # example build command -> cmake --build c:/path/to/o3de/build --target Editor MultiplayerSample.GameLauncher --config profile -- /m /nologo +> cmake --build c:/path/to/o3de/build --target Editor MultiplayerSample.GameLauncher --config profile -- /m /nologo ``` ### Step 4. Setup Client and Server -Under engine root, create 2 files: client.cfg and server.cfg. File c:/path/to/o3de/client.cfg should contain: +Under project root, there should be 2 files: client.cfg and server.cfg. File client.cfg should contain: ```shell connect ``` -File c:/path/to/o3de/server.cfg should contain: +File server.cfg should contain: ```shell host LoadLevel Levels/SampleBase/SampleBase.spawnable ``` -A server can be run as follows: +If these cfg files are not present, create them as they will be used to when launching server and client launchers. + +#### Running the Server + +A server can be run as follows ```shell -MultiplayerSample.ServerLauncher.exe --console-command-file=server.cfg +MultiplayerSample.ServerLauncher.exe --console-command-file=server.cfg ``` +#### Running the Server in the Editor + +Refer to the O3DE document [Test Multiplayer Games in the O3DE Editor](https://o3de.org/docs/user-guide/gems/reference/multiplayer/multiplayer-gem/test-in-editor/), to set up required console variables (cvar) to support play in editor with servers. Ensure you configure ```editorsv_enabled``` and ```editorsv_launch``` as required. See the [Console Variable Tutorial]((https://o3de.org/docs/user-guide/engine/cvars/#using-the-cvar)) for more details on setting and using cvars. + + +#### Running the Client A client can be run with: ```shell @@ -110,9 +122,10 @@ MultiplayerSample.GameLauncher.exe --console-command-file=client.cfg This will connect a client to the local server and start a multiplayer session. +## More Information +* [O3DE Networking](https://o3de.org/docs/user-guide/networking/) +* [Multiplayer Tutorials](https://o3de.org/docs/learning-guide/tutorials/multiplayer/) ## License For terms please see the LICENSE*.TXT file at the root of this distribution. - - diff --git a/client.cfg b/client.cfg new file mode 100644 index 000000000..1bd5775c4 --- /dev/null +++ b/client.cfg @@ -0,0 +1 @@ +connect diff --git a/server.cfg b/server.cfg new file mode 100644 index 000000000..a77f4c4ce --- /dev/null +++ b/server.cfg @@ -0,0 +1,2 @@ +host +LoadLevel Levels/SampleBase/SampleBase.spawnable