diff --git a/.gitignore b/.gitignore
index bc013f8f5..7797c4b68 100644
--- a/.gitignore
+++ b/.gitignore
@@ -8,4 +8,7 @@ _savebackup/
[Cc]ache/
[Uu]ser/
Sounds/wwise_project/*.wsettings
-CMakeUserPresets.json
\ No newline at end of file
+CMakeUserPresets.json
+*.code-workspace
+AssetBundling/AssetLists/
+AssetBundling/Bundles/
\ No newline at end of file
diff --git a/AssetBundling/SeedLists/BasePopcornFxSeedList.seed b/AssetBundling/SeedLists/BasePopcornFxSeedList.seed
index 21320220f..8b4d8395c 100644
--- a/AssetBundling/SeedLists/BasePopcornFxSeedList.seed
+++ b/AssetBundling/SeedLists/BasePopcornFxSeedList.seed
@@ -5,7 +5,7 @@
-
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-
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@@ -37,7 +37,7 @@
-
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@@ -45,7 +45,7 @@
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@@ -53,7 +53,7 @@
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@@ -61,7 +61,7 @@
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@@ -69,7 +69,7 @@
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@@ -93,7 +93,7 @@
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@@ -101,7 +101,7 @@
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@@ -205,7 +205,7 @@
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@@ -213,7 +213,7 @@
-
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@@ -221,7 +221,7 @@
-
+
diff --git a/AssetBundling/SeedLists/GameSeedList.seed b/AssetBundling/SeedLists/GameSeedList.seed
index 72cf6a39a..d43c77033 100644
--- a/AssetBundling/SeedLists/GameSeedList.seed
+++ b/AssetBundling/SeedLists/GameSeedList.seed
@@ -1,101 +1,120 @@
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+ "Type": "JsonSerialization",
+ "Version": 1,
+ "ClassName": "AZStd::vector",
+ "ClassData": [
+ {
+ "assetId": {
+ "guid": "{67155E6B-0365-5033-8A95-C193C1334F5B}",
+ "subId": 3443916038
+ },
+ "platformFlags": 255,
+ "pathHint": "levels/newstarbase/newstarbase.spawnable"
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+ "guid": "{67155E6B-0365-5033-8A95-C193C1334F5B}",
+ "subId": 2444860857
+ },
+ "platformFlags": 255,
+ "pathHint": "levels/newstarbase/newstarbase.network.spawnable"
+ },
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+ "guid": "{A216609B-EFB4-54CD-B3C0-4E4907FDA1C9}"
+ },
+ "platformFlags": 255,
+ "pathHint": "sounds/wwise/init.bnk"
+ },
+ {
+ "assetId": {
+ "guid": "{03A2BEFE-AF6D-5A01-BADA-836DA080FB00}"
+ },
+ "platformFlags": 255,
+ "pathHint": "sounds/wwise/multiplayersample_soundbank.bnk"
+ },
+ {
+ "assetId": {
+ "guid": "{C17AC204-7D16-52D7-8706-3E737959D3EA}"
+ },
+ "platformFlags": 255,
+ "pathHint": "libs/gameaudio/wwise/multiplayersample_controls.xml"
+ },
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+ },
+ "platformFlags": 255,
+ "pathHint": "libs/gameaudio/wwise/default_controls.xml"
+ },
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+ },
+ "platformFlags": 255,
+ "pathHint": "levels/startmenu/startmenu.spawnable"
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+ },
+ "platformFlags": 255,
+ "pathHint": "ui/textures/lyshineexamples/panelbkgd.sprite"
+ },
+ {
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+ },
+ "platformFlags": 255,
+ "pathHint": "ui/textures/prefab/scrollbar_vert_track.sprite"
+ },
+ {
+ "assetId": {
+ "guid": "{156D982B-B793-5720-BC57-3B07D40A6E39}",
+ "subId": 1000
+ },
+ "platformFlags": 255,
+ "pathHint": "ui/textures/lyshineexamples/panelbkgd.tif.streamingimage"
+ },
+ {
+ "assetId": {
+ "guid": "{16669CD6-F9D1-5A06-A760-24575C6484F8}",
+ "subId": 1000
+ },
+ "platformFlags": 255,
+ "pathHint": "ui/textures/prefab/scrollbar_vert_track.tif.streamingimage"
+ },
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+ "subId": 1000
+ },
+ "platformFlags": 255,
+ "pathHint": "uicanvases/splashscreen/splashscreen.jpg.streamingimage"
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+ "guid": "{775F7670-09BB-5568-8F8C-4122F68EEE30}",
+ "subId": 595876996
+ },
+ "platformFlags": 255,
+ "pathHint": "mpsgamelift/prefabs/gameliftconnectjsonmenu.spawnable"
+ },
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+ },
+ "platformFlags": 1,
+ "pathHint": "config/default_aws_resource_mappings.json"
+ },
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+ "subId": 1157861216
+ },
+ "platformFlags": 1,
+ "pathHint": "mpsgamelift/prefabs/gameliftflexmatchconnect.spawnable"
+ }
+ ]
+}
\ No newline at end of file
diff --git a/AssetBundling/SeedLists/ProfileOnlySeedList.seed b/AssetBundling/SeedLists/ProfileOnlySeedList.seed
deleted file mode 100644
index 2ebefdae1..000000000
--- a/AssetBundling/SeedLists/ProfileOnlySeedList.seed
+++ /dev/null
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diff --git a/AssetBundling/SeedLists/VFXSeedList.seed b/AssetBundling/SeedLists/VFXSeedList.seed
index 0666d0308..5b367e758 100644
--- a/AssetBundling/SeedLists/VFXSeedList.seed
+++ b/AssetBundling/SeedLists/VFXSeedList.seed
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diff --git a/BURT/BURT.motionset b/BURT/BURT.motionset
deleted file mode 100644
index eab908460..000000000
--- a/BURT/BURT.motionset
+++ /dev/null
@@ -1,3 +0,0 @@
-version https://git-lfs.github.com/spec/v1
-oid sha256:8b5d6f2719cedb96019f344c76e1910a4e732d2a2a6ef61274ce87cad9f2fc13
-size 32288
diff --git a/BURT/BURTActor.fbx b/BURT/BURTActor.fbx
deleted file mode 100644
index d3c5367e3..000000000
--- a/BURT/BURTActor.fbx
+++ /dev/null
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-oid sha256:796a50f6d15a3a88ca4529373301c62c2eccc49404e5dff983ba846413da5e7e
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diff --git a/BURT/BURTActor.fbx.assetinfo b/BURT/BURTActor.fbx.assetinfo
deleted file mode 100644
index 0e95c0d50..000000000
--- a/BURT/BURTActor.fbx.assetinfo
+++ /dev/null
@@ -1,1188 +0,0 @@
-{
- "values": [
- {
- "$type": "ActorGroup",
- "name": "burtactor",
- "selectedRootBone": "RootNode.LOD_Group_1.LOD_0",
- "id": "{3FD4641F-0C68-5561-8634-4E10486CC36E}",
- "rules": {
- "rules": [
- {
- "$type": "MetaDataRule",
- "metaData": "AdjustActor -actorID $(ACTORID) -name \"burtactor\"\r\nActorSetCollisionMeshes -actorID $(ACTORID) -lod 0 -nodeList \"\"\r\nAdjustActor -actorID $(ACTORID) -nodesExcludedFromBounds \"\" -nodeAction \"select\"\r\nAdjustActor -actorID $(ACTORID) -nodeAction \"replace\" -attachmentNodes \"\"\r\nAdjustActor -actorID $(ACTORID) -motionExtractionNodeName \"Reference\"\r\n"
- },
- {
- "$type": "ActorPhysicsSetupRule",
- "data": {
- "config": {
- "ragdollConfig": {
- "nodes": [
- {
- "name": "Hips",
- "Compute Mass": false,
- "Compute inertia": false
- },
- {
- "name": "Spine",
- "Compute Mass": false,
- "Compute inertia": false
- },
- {
- "name": "Spine1",
- "Compute Mass": false,
- "Compute inertia": false
- },
- {
- "name": "Spine2",
- "Compute Mass": false,
- "Mass": 1.5,
- "Compute inertia": false
- },
- {
- "name": "Neck",
- "Compute Mass": false,
- "Mass": 2.0,
- "Compute inertia": false
- },
- {
- "name": "Head",
- "Compute Mass": false,
- "Mass": 4.0,
- "Compute inertia": false
- },
- {
- "name": "LeftShoulder",
- "Compute Mass": false,
- "Mass": 2.0,
- "Compute inertia": false
- },
- {
- "name": "LeftArm",
- "Compute Mass": false,
- "Mass": 2.0,
- "Compute inertia": false
- },
- {
- "name": "LeftForeArm",
- "Compute Mass": false,
- "Mass": 2.0,
- "Compute inertia": false
- },
- {
- "name": "LeftHand",
- "Compute Mass": false,
- "Mass": 4.0,
- "Compute inertia": false
- },
- {
- "name": "RightShoulder",
- "Compute Mass": false,
- "Mass": 2.0,
- "Compute inertia": false
- },
- {
- "name": "RightArm",
- "Compute Mass": false,
- "Mass": 2.0,
- "Compute inertia": false
- },
- {
- "name": "RightForeArm",
- "Compute Mass": false,
- "Mass": 2.0,
- "Compute inertia": false
- },
- {
- "name": "RightHand",
- "Compute Mass": false,
- "Mass": 4.0,
- "Compute inertia": false
- },
- {
- "name": "LeftUpLeg",
- "Compute Mass": false,
- "Compute inertia": false
- },
- {
- "name": "LeftLeg",
- "Compute Mass": false,
- "Compute inertia": false
- },
- {
- "name": "LeftFoot",
- "Compute Mass": false,
- "Compute inertia": false
- },
- {
- "name": "RightUpLeg",
- "Compute Mass": false,
- "Compute inertia": false
- },
- {
- "name": "RightLeg",
- "Compute Mass": false,
- "Compute inertia": false
- },
- {
- "name": "RightFoot",
- "Compute Mass": false,
- "Compute inertia": false
- }
- ],
- "colliders": {
- "nodes": [
- {
- "name": "Hips",
- "shapes": [
- [
- {
- "Visible": true,
- "Position": [
- 0.0,
- 0.0,
- 0.009999999776482582
- ]
- },
- {
- "$type": "CapsuleShapeConfiguration",
- "Height": 0.3700000047683716,
- "Radius": 0.07000000029802323
- }
- ]
- ]
- },
- {
- "name": "Spine",
- "shapes": [
- [
- {
- "Visible": true,
- "Position": [
- 0.0,
- 0.0,
- 0.10000000149011612
- ]
- },
- {
- "$type": "CapsuleShapeConfiguration",
- "Height": 0.37000009417533877,
- "Radius": 0.07999999821186066
- }
- ]
- ]
- },
- {
- "name": "Spine1",
- "shapes": [
- [
- {
- "Visible": true,
- "Position": [
- 0.0,
- 0.0,
- 0.10000000149011612
- ]
- },
- {
- "$type": "CapsuleShapeConfiguration",
- "Height": 0.31000009179115298,
- "Radius": 0.07999999821186066
- }
- ]
- ]
- },
- {
- "name": "Spine2",
- "shapes": [
- [
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- "Visible": true,
- "Position": [
- 0.0,
- 0.0,
- 0.05000000074505806
- ]
- },
- {
- "$type": "CapsuleShapeConfiguration",
- "Height": 0.30000001192092898,
- "Radius": 0.05000000074505806
- }
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- ]
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- {
- "name": "Neck",
- "shapes": [
- [
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- "Visible": true
- },
- {
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- "Radius": 0.04500000178813934
- }
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- [
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- "Height": 0.20000000298023225,
- "Radius": 0.09000000357627869
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- "shapes": [
- [
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- "Position": [
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- ]
- },
- {
- "$type": "CapsuleShapeConfiguration",
- "Height": 0.25999999046325686,
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- ]
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- "shapes": [
- [
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- [
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- {
- "$type": "CapsuleShapeConfiguration",
- "Height": 0.10000000149011612,
- "Radius": 0.04500000178813934
- }
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- ]
- },
- {
- "name": "RightShoulder",
- "shapes": [
- [
- {
- "Visible": true,
- "Position": [
- 0.0,
- 0.0,
- -0.05000000074505806
- ]
- },
- {
- "$type": "CapsuleShapeConfiguration",
- "Height": 0.15000000596046449,
- "Radius": 0.03500000014901161
- }
- ]
- ]
- },
- {
- "name": "RightArm",
- "shapes": [
- [
- {
- "Visible": true,
- "Position": [
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- 0.10000000149011612,
- 0.0
- ]
- },
- {
- "$type": "CapsuleShapeConfiguration",
- "Height": 0.25999999046325686,
- "Radius": 0.04500000178813934
- }
- ]
- ]
- },
- {
- "name": "RightForeArm",
- "shapes": [
- [
- {
- "Visible": true,
- "Position": [
- 0.0,
- 0.10000000149011612,
- 0.0
- ]
- },
- {
- "$type": "CapsuleShapeConfiguration",
- "Height": 0.25,
- "Radius": 0.03999999910593033
- }
- ]
- ]
- },
- {
- "name": "RightHand",
- "shapes": [
- [
- {
- "Visible": true
- },
- {
- "$type": "CapsuleShapeConfiguration",
- "Height": 0.10000000149011612,
- "Radius": 0.04500000178813934
- }
- ]
- ]
- },
- {
- "name": "LeftUpLeg",
- "shapes": [
- [
- {
- "Visible": true,
- "Position": [
- 0.0,
- -0.25,
- 0.0
- ]
- },
- {
- "$type": "CapsuleShapeConfiguration",
- "Height": 0.44999998807907107,
- "Radius": 0.09000000357627869
- }
- ]
- ]
- },
- {
- "name": "LeftLeg",
- "shapes": [
- [
- {
- "Visible": true,
- "Position": [
- 0.0,
- -0.20000000298023225,
- 0.0
- ]
- },
- {
- "$type": "CapsuleShapeConfiguration",
- "Height": 0.47999998927116396,
- "Radius": 0.07500000298023224
- }
- ]
- ]
- },
- {
- "name": "LeftFoot",
- "shapes": [
- [
- {
- "Visible": true,
- "Position": [
- 0.0,
- -0.05000000074505806,
- 0.07999999821186066
- ]
- },
- {
- "$type": "CapsuleShapeConfiguration",
- "Height": 0.18000000715255738,
- "Radius": 0.03500000014901161
- }
- ]
- ]
- },
- {
- "name": "RightUpLeg",
- "shapes": [
- [
- {
- "Visible": true,
- "Position": [
- 0.0,
- -0.25,
- 0.0
- ]
- },
- {
- "$type": "CapsuleShapeConfiguration",
- "Height": 0.44999998807907107,
- "Radius": 0.09000000357627869
- }
- ]
- ]
- },
- {
- "name": "RightLeg",
- "shapes": [
- [
- {
- "Visible": true,
- "Position": [
- 0.0,
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- 0.0
- ]
- },
- {
- "$type": "CapsuleShapeConfiguration",
- "Height": 0.4699999988079071,
- "Radius": 0.07000000029802323
- }
- ]
- ]
- },
- {
- "name": "RightFoot",
- "shapes": [
- [
- {
- "Visible": true,
- "Position": [
- 0.0,
- -0.05000000074505806,
- 0.07999999821186066
- ]
- },
- {
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- "Height": 0.18000000715255738,
- "Radius": 0.03500000014901161
- }
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- }
- }
- ]
- }
- },
- {
- "$type": "{07B356B7-3635-40B5-878A-FAC4EFD5AD86} MeshGroup",
- "name": "BURTActor",
- "nodeSelectionList": {
- "selectedNodes": [
- "RootNode.LOD_Group_1.LOD_0.BURT",
- "RootNode.LOD_Group_1.LOD_0.BURT.SkinWeight_0",
- "RootNode.LOD_Group_1.LOD_0.BURT.map1",
- "RootNode.LOD_Group_1.LOD_0.BURT.BURTMat"
- ],
- "unselectedNodes": [
- "RootNode",
- "RootNode.LOD_Group_1",
- "RootNode.LOD_Group_1.LOD_0",
- "RootNode.LOD_Group_1.LOD_1",
- "RootNode.LOD_Group_1.LOD_2",
- "RootNode.LOD_Group_1.LOD_3",
- "RootNode.LOD_Group_1.LOD_0.Reference",
- "RootNode.LOD_Group_1.LOD_1.BURT",
- "RootNode.LOD_Group_1.LOD_2.BURT",
- "RootNode.LOD_Group_1.LOD_3.BURT",
- "RootNode.LOD_Group_1.LOD_0.Reference.Hips",
- "RootNode.LOD_Group_1.LOD_1.BURT.SkinWeight_0",
- "RootNode.LOD_Group_1.LOD_1.BURT.map1",
- "RootNode.LOD_Group_1.LOD_1.BURT.BURTMat",
- "RootNode.LOD_Group_1.LOD_2.BURT.SkinWeight_0",
- "RootNode.LOD_Group_1.LOD_2.BURT.map1",
- "RootNode.LOD_Group_1.LOD_2.BURT.BURTMat",
- "RootNode.LOD_Group_1.LOD_3.BURT.SkinWeight_0",
- "RootNode.LOD_Group_1.LOD_3.BURT.map1",
- "RootNode.LOD_Group_1.LOD_3.BURT.BURTMat",
- "RootNode.LOD_Group_1.LOD_0.Reference.Hips.transform",
- "RootNode.LOD_Group_1.LOD_0.Reference.Hips.LeftUpLeg",
- "RootNode.LOD_Group_1.LOD_0.Reference.Hips.RightUpLeg",
- "RootNode.LOD_Group_1.LOD_0.Reference.Hips.Spine",
- "RootNode.LOD_Group_1.LOD_0.Reference.Hips.LeftUpLeg.transform",
- "RootNode.LOD_Group_1.LOD_0.Reference.Hips.LeftUpLeg.LeftUpLegRoll",
- "RootNode.LOD_Group_1.LOD_0.Reference.Hips.LeftUpLeg.LeftLeg",
- "RootNode.LOD_Group_1.LOD_0.Reference.Hips.RightUpLeg.transform",
- "RootNode.LOD_Group_1.LOD_0.Reference.Hips.RightUpLeg.RightUpLegRoll",
- "RootNode.LOD_Group_1.LOD_0.Reference.Hips.RightUpLeg.RightLeg",
- "RootNode.LOD_Group_1.LOD_0.Reference.Hips.Spine.transform",
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index 9c940f665..000000000
--- a/BURT/Motions/Victory.fbx
+++ /dev/null
@@ -1,3 +0,0 @@
-version https://git-lfs.github.com/spec/v1
-oid sha256:a28d88065a5cd95a0029e54842e2c8ab815087a20cdc1feb2660cdbdbf159cde
-size 777760
diff --git a/BURT/Motions/Zero_Movement.fbx b/BURT/Motions/Zero_Movement.fbx
deleted file mode 100644
index 99a205d53..000000000
--- a/BURT/Motions/Zero_Movement.fbx
+++ /dev/null
@@ -1,3 +0,0 @@
-version https://git-lfs.github.com/spec/v1
-oid sha256:8640cc95b9ad64c1d020973b94f5a49ac919d2c68623160b541302f05e6c872a
-size 697312
diff --git a/BURT/Motions/Zero_Movement_Down.fbx b/BURT/Motions/Zero_Movement_Down.fbx
deleted file mode 100644
index 1fd264078..000000000
--- a/BURT/Motions/Zero_Movement_Down.fbx
+++ /dev/null
@@ -1,3 +0,0 @@
-version https://git-lfs.github.com/spec/v1
-oid sha256:2042da6579d82d57a9f5946fa556107d012a376700a385eeef3ff729c751c362
-size 690928
diff --git a/BURT/Motions/Zero_Movement_Up.fbx b/BURT/Motions/Zero_Movement_Up.fbx
deleted file mode 100644
index bc1c4435a..000000000
--- a/BURT/Motions/Zero_Movement_Up.fbx
+++ /dev/null
@@ -1,3 +0,0 @@
-version https://git-lfs.github.com/spec/v1
-oid sha256:f436538816a43089aa4ce0088bfd4e965f0803fadb988d608c01dab9902c1047
-size 697312
diff --git a/BURT/Textures/BURT_ddn.tif b/BURT/Textures/BURT_ddn.tif
deleted file mode 100644
index 75aaea99c..000000000
--- a/BURT/Textures/BURT_ddn.tif
+++ /dev/null
@@ -1,3 +0,0 @@
-version https://git-lfs.github.com/spec/v1
-oid sha256:91580c098c1653347a20f773a14369bbeb81c975198f7f1a7d91d7f08dd71388
-size 14254984
diff --git a/BURT/Textures/BURT_ddn.tif.imagesettings b/BURT/Textures/BURT_ddn.tif.imagesettings
deleted file mode 100644
index 4eaa71761..000000000
--- a/BURT/Textures/BURT_ddn.tif.imagesettings
+++ /dev/null
@@ -1,69 +0,0 @@
-
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diff --git a/BURT/Textures/BURT_diff.tif b/BURT/Textures/BURT_diff.tif
deleted file mode 100644
index a8f5db9a9..000000000
--- a/BURT/Textures/BURT_diff.tif
+++ /dev/null
@@ -1,3 +0,0 @@
-version https://git-lfs.github.com/spec/v1
-oid sha256:b0457cbbbe1fe7e52fdb9af7ee2bc32df96a453fe248738b35ffe0b8087a28c5
-size 12615988
diff --git a/BURT/Textures/BURT_emis.tif b/BURT/Textures/BURT_emis.tif
deleted file mode 100644
index f5ee4b43b..000000000
--- a/BURT/Textures/BURT_emis.tif
+++ /dev/null
@@ -1,3 +0,0 @@
-version https://git-lfs.github.com/spec/v1
-oid sha256:4ba741103d039bddf72d4834c92a5e069285e31b8be2e7f4e8103f9c5c81694f
-size 3167864
diff --git a/BURT/Textures/BURT_spec.tif b/BURT/Textures/BURT_spec.tif
deleted file mode 100644
index 20fb2114c..000000000
--- a/BURT/Textures/BURT_spec.tif
+++ /dev/null
@@ -1,3 +0,0 @@
-version https://git-lfs.github.com/spec/v1
-oid sha256:4d7cb58f48e4df76214509fc01d5170fd38bc447d56af61f008c04a1653c2d20
-size 12614884
diff --git a/BURT/Textures/BURT_spec_02_spec.tif b/BURT/Textures/BURT_spec_02_spec.tif
deleted file mode 100644
index 3334a5c39..000000000
--- a/BURT/Textures/BURT_spec_02_spec.tif
+++ /dev/null
@@ -1,3 +0,0 @@
-version https://git-lfs.github.com/spec/v1
-oid sha256:80a2c56bfcb8c98bf5a72ec9fdb5fcc6eae28ba1c3c26efad5c8a36e6105f1d0
-size 3173936
diff --git a/BURT/Textures/burt_diff.tif.exportsettings b/BURT/Textures/burt_diff.tif.exportsettings
deleted file mode 100644
index f35416077..000000000
--- a/BURT/Textures/burt_diff.tif.exportsettings
+++ /dev/null
@@ -1 +0,0 @@
-/autooptimizefile=0 /M=50,50,50,0,50,50 /preset=Albedo /reduce=0
\ No newline at end of file
diff --git a/BURT/Textures/burt_emis.tif.exportsettings b/BURT/Textures/burt_emis.tif.exportsettings
deleted file mode 100644
index 8177b5abe..000000000
--- a/BURT/Textures/burt_emis.tif.exportsettings
+++ /dev/null
@@ -1 +0,0 @@
-/autooptimizefile=0 /M=50,50,0,50,50,50 /preset=Albedo /reduce=0
\ No newline at end of file
diff --git a/BURT/Textures/burt_spec.tif.exportsettings b/BURT/Textures/burt_spec.tif.exportsettings
deleted file mode 100644
index 7fbb58575..000000000
--- a/BURT/Textures/burt_spec.tif.exportsettings
+++ /dev/null
@@ -1 +0,0 @@
-/autooptimizefile=0 /M=50,50,50,0,50,50 /preset=Reflectance /reduce=0
\ No newline at end of file
diff --git a/BURT/Textures/burt_spec_02_spec.tif.exportsettings b/BURT/Textures/burt_spec_02_spec.tif.exportsettings
deleted file mode 100644
index aaaf14a9f..000000000
--- a/BURT/Textures/burt_spec_02_spec.tif.exportsettings
+++ /dev/null
@@ -1 +0,0 @@
-/autooptimizefile=0 /preset=Reflectance /reduce=0
\ No newline at end of file
diff --git a/BURT/burtactor.material b/BURT/burtactor.material
deleted file mode 100644
index 7d7d85c4c..000000000
--- a/BURT/burtactor.material
+++ /dev/null
@@ -1,11 +0,0 @@
-{
- "materialType": "Materials/Types/StandardPBR.materialtype",
- "materialTypeVersion": 5,
- "propertyValues": {
- "baseColor.textureMap": "BURT/Textures/BURT_diff.tif",
- "emissive.enable": true,
- "emissive.textureMap": "BURT/Textures/BURT_emis.tif",
- "normal.textureMap": "BURT/Textures/BURT_ddn.tif",
- "specularF0.textureMap": "BURT/Textures/BURT_spec_02_spec.tif"
- }
-}
\ No newline at end of file
diff --git a/CMakePresets.json b/CMakePresets.json
new file mode 100644
index 000000000..2ee5c4379
--- /dev/null
+++ b/CMakePresets.json
@@ -0,0 +1,12 @@
+{
+ "version": 4,
+ "cmakeMinimumRequired": {
+ "major": 3,
+ "minor": 23,
+ "patch": 0
+ },
+ "include": [
+ "user/cmake/engine/CMakePresets.json"
+ ]
+}
+
diff --git a/Config/default_aws_resource_mappings.json b/Config/default_aws_resource_mappings.json
new file mode 100644
index 000000000..26b2dcb1a
--- /dev/null
+++ b/Config/default_aws_resource_mappings.json
@@ -0,0 +1,6 @@
+{
+ "AWSResourceMappings": {},
+ "AccountId": "",
+ "Region": "",
+ "Version": "1.0.0"
+}
diff --git a/Documentation/O3DEMPSProjectExportTesting.md b/Documentation/O3DEMPSProjectExportTesting.md
new file mode 100644
index 000000000..ae9a5e1f7
--- /dev/null
+++ b/Documentation/O3DEMPSProjectExportTesting.md
@@ -0,0 +1,73 @@
+# O3DE MPS Project Export Testing Instructions
+
+## Notes
+
+* This instruction set assumes the host platform is Windows. Instructions for Linux coming shortly.
+
+## Fresh Install and Setup
+1. Clone the development branch of O3DE:
+```bash
+cd \path\to\workspace
+git clone -b development https://github.com/o3de/o3de.git
+```
+2. Clone the development branch of O3DE MPS:
+```bash
+git clone -b development https://github.com/o3de/o3de-multiplayersample.git
+```
+3. Clone O3DE MPS Assets, then switch to development branch. Afterwards initialize any submodules (such as O3DEPopcornFX), and make sure they are on development:
+```bash
+git clone https://github.com/o3de/o3de-multiplayersample-assets.git
+cd o3de-multiplayersample-assets
+git switch development
+git submodule update --init --recursive
+```
+4. Now register the engine, project, and gems (this is similar to [registration found in O3DE MPS Github readme](https://github.com/o3de/o3de-multiplayersample/blob/MPSProjectExportTestingInstructions/README.md#step-2-register-the-engine-the-project-and-the-gems)):
+```bash
+cd \path\to\workspace\o3de
+python\get_python
+scripts\o3de register --this-engine
+scripts\o3de register -p \path\to\workspace\o3de-multiplayersample
+scripts\o3de register --all-gems-path \path\to\workspace\o3de-multiplayersample-assets\Gems
+```
+
+## Run Project Export
+Use the O3DE project-centric export script to produce a game and server package.
+
+1. Create the directory you want to output the game and server.
+
+It is recommended to set the following environment variables with custom values according to your setup before running the export script:
+```bash
+# On Windows
+set O3DE_PATH="C:\path\to\o3de"
+set O3DE_PROJECT_PATH="C:\path\to\o3de-multiplayersample"
+set OUTPUT_PATH="C:\path\to\output"
+
+# On Linux
+export O3DE_PATH='/path/to/o3de'
+export O3DE_PROJECT_PATH='/path/to/o3de-multiplayersample'
+export OUTPUT_PATH='/path/to/output'
+```
+
+After setting those variables, navigate to that directory, and run the export command verbatim:
+```bash
+
+# On Windows
+%O3DE_PATH%\scripts\o3de export-project -es %O3DE_PATH%\scripts\o3de\ExportScripts\export_standalone_monolithic_project_centric.py -pp %O3DE_PROJECT_PATH% -out %OUTPUT_PATH% -cfg release -a zip -nounified -gpfp launch_client.cfg -spfp launch_client.cfg -code -assets -ll INFO -sl %O3DE_PROJECT_PATH%\AssetBundling\SeedLists\BasePopcornFxSeedList.seed -sl %O3DE_PROJECT_PATH%\AssetBundling\SeedLists\GameSeedList.seed -sl %O3DE_PROJECT_PATH%\AssetBundling\SeedLists\VFXSeedList.seed
+
+# On Linux
+$O3DE_PATH/scripts/o3de export-project -es $O3DE_PATH/scripts/o3de/ExportScripts/export_standalone_monolithic_project_centric.py -pp $O3DE_PROJECT_PATH -out $OUTPUT_PATH -cfg release -a zip -nounified -gpfp launch_client.cfg -spfp launch_client.cfg -code -assets -ll INFO -sl $O3DE_PROJECT_PATH/AssetBundling/SeedLists/BasePopcornFxSeedList.seed -sl $O3DE_PROJECT_PATH/AssetBundling/SeedLists/GameSeedList.seed -sl $O3DE_PROJECT_PATH/AssetBundling/SeedLists/VFXSeedList.seed
+
+```
+
+2. You should see two directories in your output folder: `MultiplayerSampleGamePackage` and `GameLiftPackageWindows`.
+
+## Test Exported Project
+1. To test MPS, first run the server, then run the game. You may need to provide admin privilege to enable a connection to AssetProcessor:
+```bash
+.\GameLiftPackageWindows\MultiplayerSample.ServerLauncher.exe --rhi=null -NullRenderer --console-command-file=launch_server.cfg --net_udpDefaultTimeoutMs=20000
+
+# Wait for server to get setup, then run the game launcher
+.\MultiplayerSampleGamePackage\MultiplayerSample.GameLauncher.exe --connect=127.0.0.1 --net_udpDefaultTimeoutMs=20000
+```
+
+2. At this point, check to see if the game runs, and if you're able to run around, see particles, shoot, and hear sounds. Any errors or crashes should result in timestamped logs, which can be found at `GameLiftPackageWindows\user\log\server.log`, or `MultiplayerSampleGamePackage\user\log\game.log`.
diff --git a/Documentation/PackedAssetBuilds.md b/Documentation/PackedAssetBuilds.md
index 4b6820839..715c5c1b4 100644
--- a/Documentation/PackedAssetBuilds.md
+++ b/Documentation/PackedAssetBuilds.md
@@ -1,73 +1,179 @@
# Packaged MultiplayerSample Builds
+
To make relocatable client and server builds for the MultiplayerSample, we recommend making packaged builds. These package builds will contain the Game or Server Launcher and the bundled assets needed to run the launcher outside of the developer environment.
You can make both release packaged builds or profile packaged builds. For more information about creating release builds, see the O3DE documentation on [Creating a Project Game Release Layout for Windows](https://www.o3de.org/docs/user-guide/packaging/windows-release-builds/).
The guide below covers how to make profile packaged builds which are very useful for early sharing and play testing.
+## Brief outline of the packaging steps
+
+1. Install Wwise SDK (required for o3de-multiplayersample but optional for other projects)
+1. Use the engine from GitHub, not the installer
+1. Compile o3de-multiplayersample and the engine (non-monolithic)
+1. Process assets using the Asset Processor
+1. Create asset bundles (.pak files) from asset seed lists (a list of game assets)
+1. Compile o3de-multiplayersample and the engine (monolithic profile or release)
+1. Copy the game binaries and asset bundles to a release folder you can share
+
+## Pre-requisites
+
+*Important*: you can not use an installer to produce packaged builds. In order to produce a packaged build, you will need to build the engine from source from GitHub.
+
+Additionally, we will need to compile the engine in non-monolithic profile build and in monolithic profile (and optionally release) mode.
+
+> Note, a monolithic build is a special build of O3DE engine and projects that combines all the gems used by the project into a single game executable. Additionally, monolithic builds do not build the Editor or the Asset Processor. Thus, a regular non-monolithic build is used to process assets and bundle them into .pak files, while a monolithic build is used to produce share-able game binaries.
+
+This guide uses `C:\git\o3de` is the source for the O3DE, cloned from GitHub.
+`C:\git\o3de-multiplayersample` is the location of the clone project. These paths are optional. If you choose to use different paths, amend the command scripts in the rest of the guide accordingly.
+
## Windows Profile PAK Setup
-### Install WWise
-Go to https://www.audiokinetic.com/download/, create a login, log in, and download the installer. WWise is needed to process and package audio assets in the project.
+Multiplayer Sample uses Wwise gem and assets for audio effects. O3DE engine (and O3DE installers) do not include Wwise support by default. In order to add the Wwise support in the engine, one must first install Wwise SDK and then re-build O3DE engine from source.
+
+### Install Wwise
+Go to https://www.audiokinetic.com/download/, create a login, log in, and download the installer. Wwise is needed to process and package audio assets in the project.
-![WWise installer options](Media/wwise_installer_options.png)
+![Wwise installer options](Media/Wwise_installer_options.png)
Inside the installer select the version to use. Install version **2021.1.11.7933**, select both Authoring and SDK, Microsoft platform.
-![WWise version selection](Media/wwise_installer_version_selection.png)
+![Wwise version selection](Media/Wwise_installer_version_selection.png)
> REBOOT (or logout / login). Otherwise, the environment settings won't get picked up for any builds in Visual Studio. They will only apply to command-line builds, and only for any command-line windows that have been opened after the installer finishes.
-### Build profile build and process assets
+### Build o3de-multiplayersample and the engine (non-monolithic)
-Build and run MPS as per the [README.md](../README.md) and ensure all assets are built.
+Build a regular profile build of the game as per the [README.md](../README.md) in an engine-centric way. Be sure to build from the source engine and not the installer. Here is an example:
-### Test the profile build
+Clone the engine from source.
-* Open the game in editor
- * load `NewStarBase` level
- * Verify that game can launch and connect to local server from editor
-* Validate local game launcher can connect to local server
+```shell
+C:\git> git clone https://github.com/o3de/o3de
+```
+
+Navigate to `C:\git\o3de`.
+Create a build folder for non-monolithic build of the engine, for example `C:\git\o3de\build\non_mono`.
-### Build AssetBuilder
+> The location and the name of the build folder is optional.
-You will need to build the [AssetBundler](https://www.o3de.org/docs/user-guide/packaging/asset-bundler/overview/) tool if not built.
+Configure the engine in a non-monolithic mode with o3de-multiplayersample project.
-For example:
```shell
-cmake --build build\windows --target AssetBundler --config profile -- /m /nologo
+C:\git\o3de> cmake -S . -B build\non_mono -DLY_MONOLITHIC_GAME=0 -DLY_PROJECTS="C:\git\o3de-multiplayersample"
+```
+
+> `-DLY_MONOLITHIC_GAME=0` is the default value but for clarity it's specified here explicitly.
+
+Build the Editor and the Asset Bundler. This will compile the project and necessary gems to produce the required game assets.
+
+```shell
+C:\git\o3de> cmake --build build\non_mono --target Editor --target AssetBundler --config profile
+```
+
+> You will need to build the [AssetBundler](https://www.o3de.org/docs/user-guide/packaging/asset-bundler/overview/) tool to create game bundles (.pak files).
+
+Run the Asset Processor with o3de-multiplayersample and let all the assets get processed.
+
+```shell
+C:\git\o3de> .\build\non_mono\bin\profile\AssetProcessor.exe --project-path C:\git\o3de-multiplayersample
```
### Build monolithic game
Build a second version of the executables as monolithic pak builds.
-``` shell
+> A separate build folder is required for building monolithic binaries, separate from the non-monolithic build folder.
+
+```shell
# Create build files for a monolithic build that also disables all user/project registry settings overrides
-cmake -B build\windows_mono -S . -G "Visual Studio 16" -DLY_3RDPARTY_PATH=c:\your\path\to\3rdParty -DLY_MONOLITHIC_GAME=1 -DALLOW_SETTINGS_REGISTRY_DEVELOPMENT_OVERRIDES=0
+C:\git\o3de> cmake -S . -B build\mono -DLY_MONOLITHIC_GAME=1 -DALLOW_SETTINGS_REGISTRY_DEVELOPMENT_OVERRIDES=0 -DLY_PROJECTS="C:\git\o3de-multiplayersample"
# Build the profile versions of all the executables
-cmake --build build\windows_mono --target MultiplayerSample.GameLauncher MultiplayerSample.ServerLauncher MultiplayerSample.UnifiedLauncher --config profile -- /m /nologo
+C:\git\o3de> cmake --build build\mono --target MultiplayerSample.GameLauncher MultiplayerSample.ServerLauncher MultiplayerSample.UnifiedLauncher --config profile
```
-The outputs in windows_mono\bin\profile can be copied and run anywhere, once the pak files are put in the proper location.
+Profile monolithic game binaries will be located in `C:\git\o3de\build\mono\bin\profile`.
+Optionally, you can build monolithic release game binaries.
+
+> Release game binaries won't have to access to a developer console and/or certain logs. It is a good idea to get profile monolithic build to work before testing the release monolithic binaries.
+
+```shell
+C:\git\o3de> cmake --build build\mono --target MultiplayerSample.GameLauncher MultiplayerSample.ServerLauncher MultiplayerSample.UnifiedLauncher --config release
+```
+
+Release monolithic game binaries will be located in `C:\git\o3de\build\mono\bin\release`. The contents of these folders can be copied and run anywhere, once the game bundles (.pak files) are put in the proper location.
### Bundle Content
Run the AssetBundler
-```
-build\windows\bin\profile\AssetBundler.exe --project-path="c:\your\path\to\o3de-multiplayersample"
+```shell
+build\non_mono\bin\profile\AssetBundler.exe --project-path="c:\your\path\to\o3de-multiplayersample"
```
Follow steps for "Create a bundle for game assets", "Create a bundle for engine assets" and "Add bundles to the release game layout" from https://www.o3de.org/docs/user-guide/packaging/asset-bundler/bundle-assets-for-release/
-* The "default seed lists" choice should choose all but 4 seed lists to make the `engine_pc.pak`
+* The "default seed lists" choice should choose all but 3 seed lists to make the `engine_pc.pak`
* The other [seed lists](https://github.com/o3de/o3de-multiplayersample/tree/development/AssetBundling/SeedLists) should all get selected to make the `game_pc.pak`.
> It's important to make sure that the bootstrap.game.profile.setreg file has been added to one of the seed files. (also add debug if you want to support debug builds)
+### Using AssetBundlerBatch Command Line Interface to Bundle Content
+
+Alternatively, you can use the command line batch tool (from profile non-monolithic build) to bundle the assets. The bundling process is as follows:
+
+* Generate asset lists from the existing seed files that reference the game assets used by o3de-multiplayersample. (The seed files can be found at `\path\to\o3de-multiplayersample\AssetBundling\SeedLists`.)
+
+```shell
+build\windows\bin\profile\AssetBundlerBatch.exe assetLists
+ --addDefaultSeedListFiles
+ --assetListFile \path\to\o3de-multiplayersample\AssetBundling\AssetLists\engine_pc.assetlist
+ --project-path \path\to\o3de-multiplayersample
+ --allowOverwrites
+```
+
+> O3DE gems specify their default seed lists by placing a seed file at `\path\to\o3de\Gems\Terrain\Assets\seedList.seed`. If a project references a gem these default seed lists will be included with option `--addDefaultSeedListFiles`.
+
+Project custom seed lists can be specified as follows:
+
+```shell
+build\windows\bin\profile\AssetBundlerBatch.exe assetLists
+ --assetListFile \path\to\o3de-multiplayersample\AssetBundling\AssetLists\game_pc.assetlist
+ --seedListFile \path\to\o3de-multiplayersample\AssetBundling\SeedLists\BasePopcornFxSeedList.seed
+ --seedListFile \path\to\o3de-multiplayersample\AssetBundling\SeedLists\GameSeedList.seed
+ --seedListFile \path\to\o3de-multiplayersample\AssetBundling\SeedLists\VFXSeedList.seed
+ --project-path \path\to\o3de-multiplayersample
+ --allowOverwrites
+```
+
+> `--allowOverwrites` is an optional parameter to allow overwriting existing asset lists.
+
+* Use generated asset lists to generate game bundles.
+
+```shell
+build\windows\bin\profile\AssetBundlerBatch.exe bundles
+ --assetListFile \path\to\o3de-multiplayersample\AssetBundling\AssetLists\engine_pc.assetlist
+ --outputBundlePath \path\to\o3de-multiplayersample\AssetBundling\Bundles\engine_pc.pak
+ --project-path \path\to\o3de-multiplayersample
+ --allowOverwrites
+```
+
+```shell
+build\windows\bin\profile\AssetBundlerBatch.exe bundles
+ --assetListFile \path\to\o3de-multiplayersample\AssetBundling\AssetLists\game_pc.assetlist
+ --outputBundlePath \path\to\o3de-multiplayersample\AssetBundling\Bundles\game_pc.pak
+ --project-path \path\to\o3de-multiplayersample
+ --allowOverwrites
+```
+
+The above commands will create two bundle files: `engine_pc.pak` and `game_pc.pak` in `\path\to\o3de-multiplayersample\AssetBundling\Bundles` folder. These pak files will need to be copied along with the monolithic game launchers to create a stand-alone final game build.
+
+For 23.05 build of o3de-multiplayersample, the expected sizes of these pack files on Windows are:
+* `engine_pc.pak` - around 72 MB
+* `game_pc.pak` - around 1046 MB
+
### Create the Launcher Zip file
Use the following .bat file or equivalent copy steps to create a directory with the launchers in it:
@@ -115,7 +221,7 @@ After running, check the output logs to verify there aren't any crashes, missing
Instructions for Linux are similar to Windows instructions above. All examples are Ubuntu 22.04 which is the primary Linux platform for O3DE. See https://www.o3de.org/docs/welcome-guide/requirements/ for more details.
-## Install WWise
+## Install Wwise
See instructions above but install Wwise for Linux Ubuntu
### Build profile build and process assets
diff --git a/ExportScripts/export_standalone_monolithic.py b/ExportScripts/export_standalone_monolithic.py
new file mode 100644
index 000000000..27f746f54
--- /dev/null
+++ b/ExportScripts/export_standalone_monolithic.py
@@ -0,0 +1,340 @@
+#
+# Copyright (c) Contributors to the Open 3D Engine Project.
+# For complete copyright and license terms please see the LICENSE at the root of https://www.github.com/o3de/o3de.
+#
+# SPDX-License-Identifier: Apache-2.0 OR MIT
+#
+#
+import argparse
+import pathlib
+import logging
+import os
+import time
+import glob
+import sys
+import platform
+from o3de.validation import valid_o3de_project_json, valid_o3de_engine_json
+from queue import Queue, Empty
+from threading import Thread
+from typing import List
+from subprocess import Popen, PIPE
+
+logger = logging.getLogger('o3de.mps_export')
+LOG_FORMAT = '[%(levelname)s] %(name)s: %(message)s'
+logging.basicConfig(format=LOG_FORMAT)
+# This is an export script for MPS
+# this has to be a complete standalone script, b/c project export doesnt exist in main branch yet
+
+# View the argparse parameters for options available. An example invocation:
+
+# @
+# > python\python.cmd \ExportScripts\export_standalone_monolithic.py -pp -ep -bnmt -out -a -aof zip
+
+def enqueue_output(out, queue):
+ for line in iter(out.readline, b''):
+ queue.put(line)
+ out.close()
+
+def safe_kill_processes(*processes: List[Popen], process_logger: logging.Logger = None) -> None:
+ """
+ Kills a given process without raising an error
+ :param processes: An iterable of processes to kill
+ :param process_logger: (Optional) logger to use
+ """
+ def on_terminate(proc) -> None:
+ try:
+ process_logger.info(f"process '{proc.args[0]}' with PID({proc.pid}) terminated with exit code {proc.returncode}")
+ except Exception: # purposefully broad
+ process_logger.error("Exception encountered with termination request, with stacktrace:", exc_info=True)
+
+ if not process_logger:
+ process_logger = logger
+
+ for proc in processes:
+ try:
+ process_logger.info(f"Terminating process '{proc.args[0]}' with PID({proc.pid})")
+ proc.kill()
+ except Exception: # purposefully broad
+ process_logger.error("Unexpected exception ignored while terminating process, with stacktrace:", exc_info=True)
+ try:
+ for proc in processes:
+ proc.wait(timeout=30)
+ on_terminate(proc)
+ except Exception: # purposefully broad
+ process_logger.error("Unexpected exception while waiting for processes to terminate, with stacktrace:", exc_info=True)
+
+class CLICommand(object):
+ """
+ CLICommand is an interface for storing CLI commands as list of string arguments to run later in a script.
+ A current working directory, pre-existing OS environment, and desired logger can also be specified.
+ To execute a command, use the run() function.
+ This class is responsible for starting a new process, polling it for updates and logging, and safely terminating it.
+ """
+ def __init__(self,
+ args: list,
+ cwd: pathlib.Path,
+ logger: logging.Logger,
+ env: os._Environ=None) -> None:
+ self.args = args
+ self.cwd = cwd
+ self.env = env
+ self.logger = logger
+ self._stdout_lines = []
+ self._stderr_lines = []
+
+ @property
+ def stdout_lines(self) -> List[str]:
+ """The result of stdout, separated by newlines."""
+ return self._stdout_lines
+
+ @property
+ def stdout(self) -> str:
+ """The result of stdout, as a single string."""
+ return "\n".join(self._stdout_lines)
+
+ @property
+ def stderr_lines(self) -> List[str]:
+ """The result of stderr, separated by newlines."""
+ return self._stderr_lines
+
+ @property
+ def stderr(self) -> str:
+ """The result of stderr, as a single string."""
+ return "\n".join(self._stderr_lines)
+
+ def _poll_process(self, process, queue) -> None:
+ # while process is not done, read any log lines coming from subprocess
+ while process.poll() is None:
+ #handle readline in a non-blocking manner
+ try: line = queue.get_nowait()
+ except Empty:
+ pass
+ else: # got line
+ if not line: break
+ log_line = line.decode('utf-8', 'ignore')
+ self._stdout_lines.append(log_line)
+ self.logger.info(log_line)
+
+ def _cleanup_process(self, process, queue) -> str:
+ # flush remaining log lines
+ while not queue.empty():
+ try: line = queue.get_nowait()
+ except Empty:
+ pass
+ else:
+ if not line: break
+ log_line = line.decode('utf-8', 'ignore')
+ self._stdout_lines.append(log_line)
+ self.logger.info(log_line)
+ stderr = process.stderr.read()
+
+ safe_kill_processes(process, process_logger = self.logger)
+
+ return stderr
+
+ def run(self) -> int:
+ """
+ Takes the arguments specified during CLICommand initialization, and opens a new subprocess to handle it.
+ This function automatically manages polling the process for logs, error reporting, and safely cleaning up the process afterwards.
+ :return return code on success or failure
+ """
+ ret = 1
+ try:
+ with Popen(self.args, cwd=self.cwd, env=self.env, stdout=PIPE, stderr=PIPE) as process:
+ self.logger.info(f"Running process '{self.args[0]}' with PID({process.pid}): {self.args}")
+
+ q = Queue()
+ t = Thread(target=enqueue_output, args=(process.stdout, q))
+ t.daemon = True
+ t.start()
+
+ process.stdout.flush()
+ self._poll_process(process, q)
+ stderr = self._cleanup_process(process, q)
+
+ ret = process.returncode
+
+ # print out errors if there are any
+ if stderr:
+ # bool(ret) --> if the process returns a FAILURE code (>0)
+ logger_func = self.logger.error if bool(ret) else self.logger.warning
+ err_txt = stderr.decode('utf-8', 'ignore')
+ logger_func(err_txt)
+ self._stderr_lines = err_txt.split("\n")
+ except Exception as err:
+ self.logger.error(err)
+ raise err
+ return ret
+
+# Helper API
+def process_command(args: list,
+ cwd: pathlib.Path = None,
+ env: os._Environ = None) -> int:
+ """
+ Wrapper for subprocess.Popen, which handles polling the process for logs, reacting to failure, and cleaning up the process.
+ :param args: A list of space separated strings which build up the entire command to run. Similar to the command list of subprocess.Popen
+ :param cwd: (Optional) The desired current working directory of the command. Useful for commands which require a differing starting environment.
+ :param env: (Optional) Environment to use when processing this command.
+ :return the exit code of the program that is run or 1 if no arguments were supplied
+ """
+ if len(args) == 0:
+ logging.error("function `process_command` must be supplied a non-empty list of arguments")
+ return 1
+ return CLICommand(args, cwd, logging.getLogger(), env=env).run()
+
+
+# EXPORT SCRIPT STARTS HERE!
+if __name__ == "__main__":
+ parser = argparse.ArgumentParser(prog='Exporter for MultiplayerSample as a standalone build',
+ description = "Exports O3DE's MultiplayerSample to the desired output directory with release layout. "
+ "In order to use this script, the engine and project must be setup and registered beforehand. "
+ "See this example on the MPS Github page: "
+ "https://github.com/o3de/o3de-multiplayersample/blob/development/README.md#required-step-to-compile")
+ parser.add_argument('-pp', '--project-path', type=pathlib.Path, required=True, help='Path to the intended O3DE project.')
+ parser.add_argument('-ep', '--engine-path', type=pathlib.Path, required=True, help='Path to the intended O3DE engine.')
+ parser.add_argument('-out', '--output-path', type=pathlib.Path, required=True, help='Path that describes the final resulting Release Directory path location.')
+ parser.add_argument('-cfg', '--config', type=str, default='profile', choices=['release', 'profile'],
+ help='The CMake build configuration to use when building project binaries. If tool binaries are built with this script, they will use profile mode.')
+ parser.add_argument('-ll', '--log-level', default='ERROR',
+ choices=['DEBUG', 'INFO', 'WARNING', 'ERROR', 'CRITICAL'],
+ help="Set the log level")
+ parser.add_argument('-aof', '--archive-output-format',
+ type=str,
+ help="Format of archive to create from the output directory",
+ choices=["zip", "gzip", "bz2", "xz"], default="zip")
+ parser.add_argument('-bnmt', '--build-non-mono-tools', action='store_true')
+ parser.add_argument('-nmbp', '--non-mono-build-path', type=pathlib.Path, default=None)
+ parser.add_argument('-mbp', '--mono-build-path', type=pathlib.Path, default=None)
+ parser.add_argument('-nogame', '--no-game-launcher', action='store_true', help='this flag skips building the Game Launcher on a platform if not needed.')
+ parser.add_argument('-noserver', '--no-server-launcher', action='store_true', help='this flag skips building the Server Launcher on a platform if not needed.')
+ parser.add_argument('-nounified', '--no-unified-launcher', action='store_true', help='this flag skips building the Unified Launcher on a platform if not needed.')
+ parser.add_argument('-pl', '--platform', type=str, default=None, choices=['pc', 'linux', 'mac'])
+ parser.add_argument('-a', '--archive-output', action='store_true', help='This option places the final output of the build into a compressed archive')
+ parser.add_argument('-q', '--quiet', action='store_true', help='Suppresses logging information unless an error occurs.')
+ args = parser.parse_args()
+
+ if args.quiet:
+ logging.getLogger().setLevel(logging.ERROR)
+ else:
+ logging.getLogger().setLevel(args.log_level)
+
+ non_mono_build_path = (args.engine_path) / 'build' / 'non_mono' if args.non_mono_build_path is None else args.non_mono_build_path
+ mono_build_path = (args.engine_path) / 'build' / 'mono' if args.mono_build_path is None else args.mono_build_path
+
+ #validation
+ assert valid_o3de_project_json(args.project_path / 'project.json') and valid_o3de_engine_json(args.engine_path / 'engine.json')
+
+
+ #commands are based on
+ #https://github.com/o3de/o3de-multiplayersample/blob/development/Documentation/PackedAssetBuilds.md
+ selected_platform = args.platform
+
+ system_platform = platform.system().lower()
+
+ if not selected_platform:
+ logger.info("Platform not specified! Defaulting to Host platform...")
+ if not system_platform:
+ logger.error("Unable to identify host platform! Please supply the platform using '--platform'. Options are [pc, linux, mac].")
+ sys.exit(1)
+ if system_platform == "windows":
+ selected_platform = "pc"
+ elif system_platform == "linux":
+ selected_platform = "linux"
+ elif system_platform == "darwin":
+ selected_platform = "mac"
+ else:
+ logger.error(f"MPS exporting for {system_platform} is currently unsupported! Please use either a Windows, Mac or Linux machine to build project.")
+ sys.exit(1)
+
+ logger.info(f"Project path for MPS: {args.project_path}")
+ logger.info(f"Engine path to build MPS: {args.engine_path}")
+ logger.info(f"Build path for non-monolithic executables: {args.non_mono_build_path}")
+ logger.info(f"Build path for monolithic executables: {args.mono_build_path}")
+
+ output_cache_path = args.output_path / 'Cache' / selected_platform
+ output_aws_gem_path = args.output_path / 'Gems' / 'AWSCore'
+
+ os.makedirs(output_cache_path, exist_ok=True)
+ os.makedirs(output_aws_gem_path, exist_ok=True)
+
+ #Build o3de-multiplayersample and the engine (non-monolithic)
+ if args.build_non_mono_tools:
+ process_command(['cmake', '-S', '.', '-B', str(non_mono_build_path), '-DLY_MONOLITHIC_GAME=0', f'-DLY_PROJECTS={args.project_path}'], cwd=args.engine_path)
+
+ process_command(['cmake', '--build', str(non_mono_build_path), '--target', 'AssetBundler', 'AssetBundlerBatch', 'AssetProcessor', 'AssetProcessorBatch', '--config','profile'], cwd=args.engine_path)
+
+ process_command(['cmake', '--build', str(non_mono_build_path), '--target', 'MultiplayerSample.Assets', '--config', 'profile'], cwd=args.engine_path)
+
+ #Build monolithic game
+ process_command(['cmake', '-S', '.', '-B', str(mono_build_path), '-DLY_MONOLITHIC_GAME=1', '-DALLOW_SETTINGS_REGISTRY_DEVELOPMENT_OVERRIDES=0', f'-DLY_PROJECTS={args.project_path}'], cwd=args.engine_path)
+
+ if not args.no_game_launcher:
+ process_command(['cmake', '--build', str(mono_build_path), '--target', 'MultiplayerSample.GameLauncher', '--config', args.config], cwd=args.engine_path)
+
+ if not args.no_server_launcher:
+ process_command(['cmake', '--build', str(mono_build_path), '--target', 'MultiplayerSample.ServerLauncher', '--config', args.config], cwd=args.engine_path)
+
+ if not args.no_unified_launcher:
+ process_command(['cmake', '--build', str(mono_build_path), '--target', 'MultiplayerSample.UnifiedLauncher', '--config', args.config], cwd=args.engine_path)
+
+ #Before bundling content, make sure that the necessary executables exist
+ asset_bundler_batch_path = non_mono_build_path / 'bin' / 'profile' / ('AssetBundlerBatch' + ('.exe' if system_platform=='windows' else ''))
+ if not asset_bundler_batch_path.is_file():
+ logger.error(f"AssetBundlerBatch not found at path '{asset_bundler_batch_path}'. In order to bundle the data for MPS, this executable must be present!")
+ logger.error("To correct this issue, do 1 of the following: "
+ "1) Use the --build-non-mono-tools flag in the CLI parameters"
+ "2) If you are trying to build in a project-centric fashion, please switch to engine-centric for this export script"
+ f"3) Build AssetBundlerBatch by hand and make sure it is available at {asset_bundler_batch_path}"
+ "4) Set the --non-mono-build-path to point at a directory which contains this executable")
+ sys.exit(1)
+
+ #Bundle content
+ engine_asset_list_path = args.project_path / 'AssetBundling' / 'AssetLists' / f'engine_{selected_platform}.assetlist'
+
+ process_command([asset_bundler_batch_path, 'assetLists','--addDefaultSeedListFiles', '--assetListFile', engine_asset_list_path, '--project-path', args.project_path, '--allowOverwrites' ], cwd=args.engine_path)
+
+
+ game_asset_list_path = args.project_path /'AssetBundling'/'AssetLists'/ f'game_{selected_platform}.assetlist'
+ seed_folder_path = args.project_path/'AssetBundling'/'SeedLists'
+
+ game_asset_list_command = [asset_bundler_batch_path, 'assetLists', '--assetListFile', game_asset_list_path,
+ '--seedListFile', seed_folder_path / 'BasePopcornFxSeedList.seed',
+ '--seedListFile', seed_folder_path / 'GameSeedList.seed']
+
+ if args.config == 'profile':
+ # Dev branch has removed the profile seed list, but it still remains in main for now.
+ # This will be removed after the next release, when both branches are synchronized
+ profile_seed_list_path = seed_folder_path / 'ProfileOnlySeedList.seed'
+ if profile_seed_list_path.is_file():
+ game_asset_list_command += ['--seedListFile', profile_seed_list_path]
+
+ game_asset_list_command += ['--seedListFile', seed_folder_path / 'VFXSeedList.seed', '--project-path', args.project_path, '--allowOverwrites']
+
+ process_command(game_asset_list_command, cwd=args.engine_path)
+
+ engine_bundle_path = output_cache_path / f'engine_{selected_platform}.pak'
+ process_command([asset_bundler_batch_path, 'bundles', '--assetListFile', engine_asset_list_path, '--outputBundlePath', engine_bundle_path, '--project-path', args.project_path, '--allowOverwrites'], cwd=args.engine_path)
+
+ # This is to prevent any accidental file locking mechanism from failing subsequent bundling operations
+ time.sleep(1)
+
+ game_bundle_path = output_cache_path / f'game_{selected_platform}.pak'
+ process_command([asset_bundler_batch_path, 'bundles', '--assetListFile', game_asset_list_path, '--outputBundlePath', game_bundle_path, '--project-path', args.project_path, '--allowOverwrites'], cwd=args.engine_path)
+
+ # Create Launcher Layout Directory
+ import shutil
+
+ for file in glob.glob(str(pathlib.PurePath(mono_build_path / 'bin' / args.config / '*.*'))):
+ shutil.copy(file, args.output_path)
+ for file in glob.glob(str(pathlib.PurePath(mono_build_path / 'bin' / args.config / 'Gems' / 'AWSCore' / '*.*'))):
+ shutil.copy(file, output_aws_gem_path)
+ for file in glob.glob(str(pathlib.PurePath(args.project_path / 'launch_*.*'))):
+ shutil.copy(file, args.output_path)
+
+ # Optionally zip the layout directory if the user requests
+ if args.archive_output:
+ archive_name = args.output_path
+ logger.info("Archiving output directory (this may take a while)...")
+ shutil.make_archive(args.output_path, args.archive_output_format, root_dir = args.output_path)
+
+ logger.info(f"Exporting project is complete! Release Directory can be found at {args.output_path}")
diff --git a/Gem/Code/CMakeLists.txt b/Gem/Code/CMakeLists.txt
index 8c94f874e..15b97565e 100644
--- a/Gem/Code/CMakeLists.txt
+++ b/Gem/Code/CMakeLists.txt
@@ -102,6 +102,7 @@ ly_add_target(
Gem::PhysX
Gem::PopcornFX.Static
Gem::Multiplayer
+ Gem::AudioSystem.API
PRIVATE
Gem::LmbrCentral.Static
Gem::Multiplayer.Unified.Static
diff --git a/Gem/Code/Source/AutoGen/EnergyBallComponent.AutoComponent.xml b/Gem/Code/Source/AutoGen/EnergyBallComponent.AutoComponent.xml
index cec1a6b06..77aca23c7 100644
--- a/Gem/Code/Source/AutoGen/EnergyBallComponent.AutoComponent.xml
+++ b/Gem/Code/Source/AutoGen/EnergyBallComponent.AutoComponent.xml
@@ -16,18 +16,14 @@
+
-
+
+
-
+
-
-
-
-
-
-
diff --git a/Gem/Code/Source/AutoGen/EnergyCannonComponent.AutoComponent.xml b/Gem/Code/Source/AutoGen/EnergyCannonComponent.AutoComponent.xml
index 7334a4d0f..6175c4d05 100644
--- a/Gem/Code/Source/AutoGen/EnergyCannonComponent.AutoComponent.xml
+++ b/Gem/Code/Source/AutoGen/EnergyCannonComponent.AutoComponent.xml
@@ -12,14 +12,12 @@
-
-
-
-
-
+
+
+
+
+
+
diff --git a/Gem/Code/Source/Components/Multiplayer/EnergyBallComponent.cpp b/Gem/Code/Source/Components/Multiplayer/EnergyBallComponent.cpp
index 9f9eb24f1..bd1146f2b 100644
--- a/Gem/Code/Source/Components/Multiplayer/EnergyBallComponent.cpp
+++ b/Gem/Code/Source/Components/Multiplayer/EnergyBallComponent.cpp
@@ -11,6 +11,7 @@
#include
#include
#include
+#include
#include
#include
#include
@@ -24,6 +25,7 @@ namespace MultiplayerSample
{
AZ_CVAR(float, sv_EnergyBallImpulseScalar, 500.0f, nullptr, AZ::ConsoleFunctorFlags::Null, "A fudge factor for imparting impulses on rigid bodies due to weapon hits");
AZ_CVAR(bool, cl_EnergyBallDebugDraw, false, nullptr, AZ::ConsoleFunctorFlags::DontReplicate, "When turned on this will draw the current energy ball location");
+ AZ_CVAR(float, cl_EnergyBallDebugDrawSeconds, 0.0f, nullptr, AZ::ConsoleFunctorFlags::DontReplicate, "The number of seconds of draw history to preserve for the energy ball");
void EnergyBallComponent::Reflect(AZ::ReflectContext* context)
{
@@ -38,64 +40,41 @@ namespace MultiplayerSample
void EnergyBallComponent::OnActivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating)
{
+#if AZ_TRAIT_CLIENT
m_effect = GetExplosionEffect();
- m_effect.Initialize();
+ m_effect.Initialize(GameEffect::EmitterType::FireAndForget);
-#if AZ_TRAIT_CLIENT
- BallActiveAddEvent(m_ballActiveHandler);
+ AZ::EntityBus::Handler::BusConnect(GetEntityId());
+ if (cl_EnergyBallDebugDraw)
+ {
+ m_debugDrawEvent.Enqueue(AZ::TimeMs{ 0 }, true);
+ }
#endif
}
void EnergyBallComponent::OnDeactivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating)
{
#if AZ_TRAIT_CLIENT
- m_ballActiveHandler.Disconnect();
+ m_effect = {};
+ AZ::EntityBus::Handler::BusDisconnect();
+ m_debugDrawEvent.RemoveFromQueue();
#endif
}
#if AZ_TRAIT_CLIENT
- void EnergyBallComponent::OnBallActiveChanged(bool active)
+ void EnergyBallComponent::OnEntityDeactivated([[maybe_unused]] const AZ::EntityId& entityId)
{
- if (active)
- {
- bool startSuccess = false;
-
- // Set to true to call "Kill" which is deferred, or false to call "Terminate" which is immediate.
- constexpr bool KillOnRestart = true;
-
- PopcornFX::PopcornFXEmitterComponentRequestBus::EventResult(startSuccess,
- GetEntity()->GetId(), &PopcornFX::PopcornFXEmitterComponentRequestBus::Events::Restart, KillOnRestart);
+ // Perform hit / explosion logic when this entity deactivates, but *before* the deactivation sequence is
+ // actually running. This allows us to call the WeaponsNotificationBus to notify other components (like Script Canvas)
+ // on this entity to perform hit logic. If we waited to run this until OnDeactivate, the other components would no
+ // longer be active and wouldn't have a chance to process the logic.
- AZ_Error("EnergyBall", startSuccess, "Restart call for Energy Ball was unsuccessful.");
+ // Create an explosion effect wherever the ball was last at before deactivating.
+ m_effect.TriggerEffect(GetEntity()->GetTransform()->GetWorldTM());
- if (cl_EnergyBallDebugDraw)
- {
- m_debugDrawEvent.Enqueue(AZ::TimeMs{ 0 }, true);
- }
- }
- else
- {
- bool killSuccess = false;
-
- // This would ideally use Kill instead of Terminate, but there is a bug in PopcornFX 2.15.4 that if Kill is
- // called on the first tick (which can happen), then the effect will get stuck in a permanent waiting-to-die state,
- // and no amount of Restart calls will ever make it show up again.
- PopcornFX::PopcornFXEmitterComponentRequestBus::EventResult(killSuccess,
- GetEntity()->GetId(), &PopcornFX::PopcornFXEmitterComponentRequestBus::Events::Terminate);
-
- AZ_Error("EnergyBall", killSuccess, "Kill call for Energy Ball was unsuccessful.");
-
- m_debugDrawEvent.RemoveFromQueue();
- }
- }
-
- void EnergyBallComponent::HandleRPC_BallExplosion([[maybe_unused]] AzNetworking::IConnection* invokingConnection, const HitEvent& hitEvent)
- {
- // Crate an explosion effect wherever the ball was last at.
- AZ::Transform transform = AZ::Transform::CreateFromQuaternionAndTranslation(AZ::Quaternion::CreateIdentity(), hitEvent.m_target);
- m_effect.TriggerEffect(transform);
+ auto hitEvent = GetHitEvent();
- // Notify every entity that was hit that they've received a weapon impact.
+ // Notify this entity about the weapon impact for every entity that was hit, this allows for blast decals.
for (const HitEntity& hitEntity : hitEvent.m_hitEntities)
{
const AZ::Transform hitTransform = AZ::Transform::CreateLookAt(hitEntity.m_hitPosition, hitEntity.m_hitPosition + hitEntity.m_hitNormal, AZ::Transform::Axis::ZPositive);
@@ -109,9 +88,6 @@ namespace MultiplayerSample
{
if (cl_EnergyBallDebugDraw)
{
- // Each draw only lasts one frame.
- constexpr float DrawDuration = 0.0f;
-
auto* shapeConfig = GetGatherParams().GetCurrentShapeConfiguration();
if (shapeConfig->GetShapeType() == Physics::ShapeType::Sphere)
{
@@ -123,7 +99,7 @@ namespace MultiplayerSample
GetEntity()->GetTransform()->GetWorldTM().GetTranslation(),
debugRadius,
AZ::Colors::Green,
- DrawDuration
+ cl_EnergyBallDebugDrawSeconds
);
}
else if (shapeConfig->GetShapeType() == Physics::ShapeType::Box)
@@ -139,7 +115,7 @@ namespace MultiplayerSample
&DebugDraw::DebugDrawRequestBus::Events::DrawObb,
obb,
AZ::Colors::Green,
- DrawDuration
+ cl_EnergyBallDebugDrawSeconds
);
}
else if (shapeConfig->GetShapeType() == Physics::ShapeType::Capsule)
@@ -158,33 +134,26 @@ namespace MultiplayerSample
void EnergyBallComponentController::OnActivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating)
{
-#if AZ_TRAIT_SERVER
- SetBallActive(false);
-#endif
}
void EnergyBallComponentController::OnDeactivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating)
{
#if AZ_TRAIT_SERVER
- SetBallActive(false);
+ m_collisionCheckEvent.RemoveFromQueue();
+ m_killEvent.RemoveFromQueue();
#endif
}
#if AZ_TRAIT_SERVER
void EnergyBallComponentController::HandleRPC_LaunchBall(AzNetworking::IConnection* invokingConnection, const AZ::Vector3& startingPosition, const AZ::Vector3& direction, const Multiplayer::NetEntityId& owningNetEntityId)
{
- if (GetBallActive())
- {
- return;
- }
+ AZ_Assert(!m_killEvent.IsScheduled(), "Launching the same ball more than once isn't supported.");
m_collisionCheckEvent.Enqueue(AZ::TimeMs{ 10 }, true);
- SetBallActive(true);
+ SetVelocity(direction * GetGatherParams().m_travelSpeed);
m_shooterNetEntityId = owningNetEntityId;
- m_hitEvent.m_hitEntities.clear();
-
m_filteredNetEntityIds.clear();
m_filteredNetEntityIds.insert(owningNetEntityId);
m_filteredNetEntityIds.insert(GetNetEntityId());
@@ -196,23 +165,12 @@ namespace MultiplayerSample
// We want to sweep our transform during intersect tests to avoid the ball tunneling through targets
m_lastSweepTransform = GetEntity()->GetTransform()->GetWorldTM();
- AzPhysics::SimulatedBodyComponentRequestsBus::Event(GetEntityId(), &AzPhysics::SimulatedBodyComponentRequestsBus::Events::EnablePhysics);
- Physics::RigidBodyRequestBus::Event(GetEntityId(), &Physics::RigidBodyRequestBus::Events::SetLinearVelocity, direction * GetGatherParams().m_travelSpeed);
-
- }
-
- void EnergyBallComponentController::HandleRPC_KillBall([[maybe_unused]] AzNetworking::IConnection* invokingConnection)
- {
- HideEnergyBall();
+ // Enqueue our kill event
+ m_killEvent.Enqueue(GetLifetimeMs(), false);
}
void EnergyBallComponentController::CheckForCollisions()
{
- if (!GetBallActive())
- {
- return;
- }
-
const AZ::Vector3& position = GetEntity()->GetTransform()->GetWorldTM().GetTranslation();
const HitEffect& effect = GetHitEffect();
@@ -227,7 +185,7 @@ namespace MultiplayerSample
for (const IntersectResult& result : results)
{
const HitEntity hitEntity{ result.m_position, result.m_normal, result.m_netEntityId };
- m_hitEvent.m_hitEntities.emplace_back(hitEntity);
+ ModifyHitEvent().m_hitEntities.emplace_back(hitEntity);
const Multiplayer::ConstNetworkEntityHandle handle = Multiplayer::GetNetworkEntityManager()->GetEntity(result.m_netEntityId);
if (handle.Exists())
@@ -240,7 +198,6 @@ namespace MultiplayerSample
// Look for physics rigid body component and make impact updates
if (Multiplayer::NetworkRigidBodyComponent* rigidBodyComponent = handle.GetEntity()->FindComponent())
{
- const AZ::Vector3 explosionCentre = position;
const AZ::Vector3 hitObject = handle.GetEntity()->GetTransform()->GetWorldTM().GetTranslation();
const AZ::Vector3 impulse = (hitObject - position).GetNormalized() * damage * sv_EnergyBallImpulseScalar;
rigidBodyComponent->SendApplyImpulse(impulse, position);
@@ -254,31 +211,30 @@ namespace MultiplayerSample
}
}
- HideEnergyBall();
+ KillEnergyBall();
}
// Update our last sweep transform for the next time we check collision
m_lastSweepTransform = GetEntity()->GetTransform()->GetWorldTM();
}
- void EnergyBallComponentController::HideEnergyBall()
+ void EnergyBallComponentController::KillEnergyBall()
{
- if (!GetBallActive())
- {
- return;
- }
-
- SetBallActive(false);
m_collisionCheckEvent.RemoveFromQueue();
+ m_killEvent.RemoveFromQueue();
+
+ SetVelocity(AZ::Vector3::CreateZero());
- m_hitEvent.m_target = GetEntity()->GetTransform()->GetWorldTM().GetTranslation();
- m_hitEvent.m_shooterNetEntityId = m_shooterNetEntityId;
- m_hitEvent.m_projectileNetEntityId = GetNetEntityId();
+ auto& hitEvent = ModifyHitEvent();
- AzPhysics::SimulatedBodyComponentRequestsBus::Event(GetEntityId(), &AzPhysics::SimulatedBodyComponentRequestsBus::Events::DisablePhysics);
- Physics::RigidBodyRequestBus::Event(GetEntityId(), &Physics::RigidBodyRequestBus::Events::SetLinearVelocity, AZ::Vector3::CreateZero());
+ hitEvent.m_target = GetEntity()->GetTransform()->GetWorldTM().GetTranslation();
+ hitEvent.m_shooterNetEntityId = m_shooterNetEntityId;
+ hitEvent.m_projectileNetEntityId = GetNetEntityId();
- RPC_BallExplosion(m_hitEvent);
+ // Immediately remove the entity.
+ const Multiplayer::NetEntityId netEntityId = GetNetEntityId();
+ const Multiplayer::ConstNetworkEntityHandle entityHandle = Multiplayer::GetNetworkEntityManager()->GetEntity(netEntityId);
+ Multiplayer::GetNetworkEntityManager()->MarkForRemoval(entityHandle);
}
#endif
}
diff --git a/Gem/Code/Source/Components/Multiplayer/EnergyBallComponent.h b/Gem/Code/Source/Components/Multiplayer/EnergyBallComponent.h
index f4777431a..f9bbf1da2 100644
--- a/Gem/Code/Source/Components/Multiplayer/EnergyBallComponent.h
+++ b/Gem/Code/Source/Components/Multiplayer/EnergyBallComponent.h
@@ -7,6 +7,7 @@
#pragma once
+#include
#include