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Merge pull request #62 from aws-lumberyard-dev/perftest

Implement initial performance test harness
Jeremy Ong 4 years ago
parent
commit
a152ce0646

+ 158 - 0
Assets/Physics/SurfaceTypeMaterialLibrary.physmaterial

@@ -0,0 +1,158 @@
+<ObjectStream version="3">
+	<Class name="Physics::MaterialLibraryAsset" version="2" type="{9E366D8C-33BB-4825-9A1F-FA3ADBE11D0F}">
+		<Class name="AssetData" field="BaseClass1" version="1" type="{AF3F7D32-1536-422A-89F3-A11E1F5B5A9C}"/>
+		<Class name="AZStd::vector" field="Properties" type="{A8E59F8C-2F9A-525A-B549-A9E197EB9632}">
+			<Class name="Physics::MaterialFromAssetConfiguration" field="element" version="1" type="{FBD76628-DE57-435E-BE00-6FFAE64DDF1D}">
+				<Class name="Physics::MaterialConfiguration" field="Configuration" version="3" type="{8807CAA1-AD08-4238-8FDB-2154ADD084A1}">
+					<Class name="AZStd::string" field="SurfaceType" value="Character" type="{03AAAB3F-5C47-5A66-9EBC-D5FA4DB353C9}"/>
+					<Class name="float" field="DynamicFriction" value="0.7000000" type="{EA2C3E90-AFBE-44D4-A90D-FAAF79BAF93D}"/>
+					<Class name="float" field="StaticFriction" value="0.8000000" type="{EA2C3E90-AFBE-44D4-A90D-FAAF79BAF93D}"/>
+					<Class name="float" field="Restitution" value="0.3000000" type="{EA2C3E90-AFBE-44D4-A90D-FAAF79BAF93D}"/>
+					<Class name="unsigned char" field="FrictionCombine" value="2" type="{72B9409A-7D1A-4831-9CFE-FCB3FADD3426}"/>
+					<Class name="unsigned char" field="RestitutionCombine" value="3" type="{72B9409A-7D1A-4831-9CFE-FCB3FADD3426}"/>
+					<Class name="float" field="Density" value="985.0000000" type="{EA2C3E90-AFBE-44D4-A90D-FAAF79BAF93D}"/>
+					<Class name="Color" field="DebugColor" value="0.9183642 0.6973526 0.4447700 1.0000000" type="{7894072A-9050-4F0F-901B-34B1A0D29417}"/>
+				</Class>
+				<Class name="Physics::MaterialId" field="UID" version="1" type="{744CCE6C-9F69-4E2F-B950-DAB8514F870B}">
+					<Class name="AZ::Uuid" field="MaterialId" value="{FDECD8B6-5BAF-42CB-AEFE-C66E1E1CF557}" type="{E152C105-A133-4D03-BBF8-3D4B2FBA3E2A}"/>
+				</Class>
+			</Class>
+			<Class name="Physics::MaterialFromAssetConfiguration" field="element" version="1" type="{FBD76628-DE57-435E-BE00-6FFAE64DDF1D}">
+				<Class name="Physics::MaterialConfiguration" field="Configuration" version="3" type="{8807CAA1-AD08-4238-8FDB-2154ADD084A1}">
+					<Class name="AZStd::string" field="SurfaceType" value="Concrete" type="{03AAAB3F-5C47-5A66-9EBC-D5FA4DB353C9}"/>
+					<Class name="float" field="DynamicFriction" value="0.8000000" type="{EA2C3E90-AFBE-44D4-A90D-FAAF79BAF93D}"/>
+					<Class name="float" field="StaticFriction" value="0.9000000" type="{EA2C3E90-AFBE-44D4-A90D-FAAF79BAF93D}"/>
+					<Class name="float" field="Restitution" value="0.3800000" type="{EA2C3E90-AFBE-44D4-A90D-FAAF79BAF93D}"/>
+					<Class name="unsigned char" field="FrictionCombine" value="3" type="{72B9409A-7D1A-4831-9CFE-FCB3FADD3426}"/>
+					<Class name="unsigned char" field="RestitutionCombine" value="0" type="{72B9409A-7D1A-4831-9CFE-FCB3FADD3426}"/>
+					<Class name="float" field="Density" value="2400.0000000" type="{EA2C3E90-AFBE-44D4-A90D-FAAF79BAF93D}"/>
+					<Class name="Color" field="DebugColor" value="0.5918365 0.4927596 0.3795224 1.0000000" type="{7894072A-9050-4F0F-901B-34B1A0D29417}"/>
+				</Class>
+				<Class name="Physics::MaterialId" field="UID" version="1" type="{744CCE6C-9F69-4E2F-B950-DAB8514F870B}">
+					<Class name="AZ::Uuid" field="MaterialId" value="{A9CACCFF-E0D2-4149-8891-E92319229B2D}" type="{E152C105-A133-4D03-BBF8-3D4B2FBA3E2A}"/>
+				</Class>
+			</Class>
+			<Class name="Physics::MaterialFromAssetConfiguration" field="element" version="1" type="{FBD76628-DE57-435E-BE00-6FFAE64DDF1D}">
+				<Class name="Physics::MaterialConfiguration" field="Configuration" version="3" type="{8807CAA1-AD08-4238-8FDB-2154ADD084A1}">
+					<Class name="AZStd::string" field="SurfaceType" value="Glass" type="{03AAAB3F-5C47-5A66-9EBC-D5FA4DB353C9}"/>
+					<Class name="float" field="DynamicFriction" value="0.4000000" type="{EA2C3E90-AFBE-44D4-A90D-FAAF79BAF93D}"/>
+					<Class name="float" field="StaticFriction" value="0.5000000" type="{EA2C3E90-AFBE-44D4-A90D-FAAF79BAF93D}"/>
+					<Class name="float" field="Restitution" value="0.7000000" type="{EA2C3E90-AFBE-44D4-A90D-FAAF79BAF93D}"/>
+					<Class name="unsigned char" field="FrictionCombine" value="3" type="{72B9409A-7D1A-4831-9CFE-FCB3FADD3426}"/>
+					<Class name="unsigned char" field="RestitutionCombine" value="0" type="{72B9409A-7D1A-4831-9CFE-FCB3FADD3426}"/>
+					<Class name="float" field="Density" value="2500.0000000" type="{EA2C3E90-AFBE-44D4-A90D-FAAF79BAF93D}"/>
+					<Class name="Color" field="DebugColor" value="0.4825971 0.8975662 0.9523766 1.0000000" type="{7894072A-9050-4F0F-901B-34B1A0D29417}"/>
+				</Class>
+				<Class name="Physics::MaterialId" field="UID" version="1" type="{744CCE6C-9F69-4E2F-B950-DAB8514F870B}">
+					<Class name="AZ::Uuid" field="MaterialId" value="{FD59CBE9-D1C4-4119-81CB-CD7AD72FC295}" type="{E152C105-A133-4D03-BBF8-3D4B2FBA3E2A}"/>
+				</Class>
+			</Class>
+			<Class name="Physics::MaterialFromAssetConfiguration" field="element" version="1" type="{FBD76628-DE57-435E-BE00-6FFAE64DDF1D}">
+				<Class name="Physics::MaterialConfiguration" field="Configuration" version="3" type="{8807CAA1-AD08-4238-8FDB-2154ADD084A1}">
+					<Class name="AZStd::string" field="SurfaceType" value="Metal" type="{03AAAB3F-5C47-5A66-9EBC-D5FA4DB353C9}"/>
+					<Class name="float" field="DynamicFriction" value="0.4200000" type="{EA2C3E90-AFBE-44D4-A90D-FAAF79BAF93D}"/>
+					<Class name="float" field="StaticFriction" value="0.7800000" type="{EA2C3E90-AFBE-44D4-A90D-FAAF79BAF93D}"/>
+					<Class name="float" field="Restitution" value="0.4000000" type="{EA2C3E90-AFBE-44D4-A90D-FAAF79BAF93D}"/>
+					<Class name="unsigned char" field="FrictionCombine" value="0" type="{72B9409A-7D1A-4831-9CFE-FCB3FADD3426}"/>
+					<Class name="unsigned char" field="RestitutionCombine" value="0" type="{72B9409A-7D1A-4831-9CFE-FCB3FADD3426}"/>
+					<Class name="float" field="Density" value="8050.0000000" type="{EA2C3E90-AFBE-44D4-A90D-FAAF79BAF93D}"/>
+					<Class name="Color" field="DebugColor" value="0.2312963 0.2312963 0.2312963 1.0000000" type="{7894072A-9050-4F0F-901B-34B1A0D29417}"/>
+				</Class>
+				<Class name="Physics::MaterialId" field="UID" version="1" type="{744CCE6C-9F69-4E2F-B950-DAB8514F870B}">
+					<Class name="AZ::Uuid" field="MaterialId" value="{76CDC778-ACA9-449F-BFD7-C361F89F3207}" type="{E152C105-A133-4D03-BBF8-3D4B2FBA3E2A}"/>
+				</Class>
+			</Class>
+			<Class name="Physics::MaterialFromAssetConfiguration" field="element" version="1" type="{FBD76628-DE57-435E-BE00-6FFAE64DDF1D}">
+				<Class name="Physics::MaterialConfiguration" field="Configuration" version="3" type="{8807CAA1-AD08-4238-8FDB-2154ADD084A1}">
+					<Class name="AZStd::string" field="SurfaceType" value="Plastic" type="{03AAAB3F-5C47-5A66-9EBC-D5FA4DB353C9}"/>
+					<Class name="float" field="DynamicFriction" value="0.3500000" type="{EA2C3E90-AFBE-44D4-A90D-FAAF79BAF93D}"/>
+					<Class name="float" field="StaticFriction" value="0.3000000" type="{EA2C3E90-AFBE-44D4-A90D-FAAF79BAF93D}"/>
+					<Class name="float" field="Restitution" value="0.6900000" type="{EA2C3E90-AFBE-44D4-A90D-FAAF79BAF93D}"/>
+					<Class name="unsigned char" field="FrictionCombine" value="3" type="{72B9409A-7D1A-4831-9CFE-FCB3FADD3426}"/>
+					<Class name="unsigned char" field="RestitutionCombine" value="0" type="{72B9409A-7D1A-4831-9CFE-FCB3FADD3426}"/>
+					<Class name="float" field="Density" value="900.0000000" type="{EA2C3E90-AFBE-44D4-A90D-FAAF79BAF93D}"/>
+					<Class name="Color" field="DebugColor" value="0.9394675 1.0000000 0.2735485 1.0000000" type="{7894072A-9050-4F0F-901B-34B1A0D29417}"/>
+				</Class>
+				<Class name="Physics::MaterialId" field="UID" version="1" type="{744CCE6C-9F69-4E2F-B950-DAB8514F870B}">
+					<Class name="AZ::Uuid" field="MaterialId" value="{E2FFB000-D15B-4760-A819-9E490D1D3741}" type="{E152C105-A133-4D03-BBF8-3D4B2FBA3E2A}"/>
+				</Class>
+			</Class>
+			<Class name="Physics::MaterialFromAssetConfiguration" field="element" version="1" type="{FBD76628-DE57-435E-BE00-6FFAE64DDF1D}">
+				<Class name="Physics::MaterialConfiguration" field="Configuration" version="3" type="{8807CAA1-AD08-4238-8FDB-2154ADD084A1}">
+					<Class name="AZStd::string" field="SurfaceType" value="Rubber" type="{03AAAB3F-5C47-5A66-9EBC-D5FA4DB353C9}"/>
+					<Class name="float" field="DynamicFriction" value="1.0000000" type="{EA2C3E90-AFBE-44D4-A90D-FAAF79BAF93D}"/>
+					<Class name="float" field="StaticFriction" value="1.0000000" type="{EA2C3E90-AFBE-44D4-A90D-FAAF79BAF93D}"/>
+					<Class name="float" field="Restitution" value="0.8500000" type="{EA2C3E90-AFBE-44D4-A90D-FAAF79BAF93D}"/>
+					<Class name="unsigned char" field="FrictionCombine" value="3" type="{72B9409A-7D1A-4831-9CFE-FCB3FADD3426}"/>
+					<Class name="unsigned char" field="RestitutionCombine" value="0" type="{72B9409A-7D1A-4831-9CFE-FCB3FADD3426}"/>
+					<Class name="float" field="Density" value="1200.0000000" type="{EA2C3E90-AFBE-44D4-A90D-FAAF79BAF93D}"/>
+					<Class name="Color" field="DebugColor" value="0.1088426 0.1088426 0.1088426 1.0000000" type="{7894072A-9050-4F0F-901B-34B1A0D29417}"/>
+				</Class>
+				<Class name="Physics::MaterialId" field="UID" version="1" type="{744CCE6C-9F69-4E2F-B950-DAB8514F870B}">
+					<Class name="AZ::Uuid" field="MaterialId" value="{8C7A6011-61C2-46B7-9BF4-8D4DD2A624F1}" type="{E152C105-A133-4D03-BBF8-3D4B2FBA3E2A}"/>
+				</Class>
+			</Class>
+			<Class name="Physics::MaterialFromAssetConfiguration" field="element" version="1" type="{FBD76628-DE57-435E-BE00-6FFAE64DDF1D}">
+				<Class name="Physics::MaterialConfiguration" field="Configuration" version="3" type="{8807CAA1-AD08-4238-8FDB-2154ADD084A1}">
+					<Class name="AZStd::string" field="SurfaceType" value="Terrain_Dirt" type="{03AAAB3F-5C47-5A66-9EBC-D5FA4DB353C9}"/>
+					<Class name="float" field="DynamicFriction" value="0.4000000" type="{EA2C3E90-AFBE-44D4-A90D-FAAF79BAF93D}"/>
+					<Class name="float" field="StaticFriction" value="0.4000000" type="{EA2C3E90-AFBE-44D4-A90D-FAAF79BAF93D}"/>
+					<Class name="float" field="Restitution" value="0.3000000" type="{EA2C3E90-AFBE-44D4-A90D-FAAF79BAF93D}"/>
+					<Class name="unsigned char" field="FrictionCombine" value="0" type="{72B9409A-7D1A-4831-9CFE-FCB3FADD3426}"/>
+					<Class name="unsigned char" field="RestitutionCombine" value="3" type="{72B9409A-7D1A-4831-9CFE-FCB3FADD3426}"/>
+					<Class name="float" field="Density" value="1600.0000000" type="{EA2C3E90-AFBE-44D4-A90D-FAAF79BAF93D}"/>
+					<Class name="Color" field="DebugColor" value="0.3333333 0.2619974 0.1973144 1.0000000" type="{7894072A-9050-4F0F-901B-34B1A0D29417}"/>
+				</Class>
+				<Class name="Physics::MaterialId" field="UID" version="1" type="{744CCE6C-9F69-4E2F-B950-DAB8514F870B}">
+					<Class name="AZ::Uuid" field="MaterialId" value="{303C5A49-22F2-45A8-B24C-9F2C3CA13402}" type="{E152C105-A133-4D03-BBF8-3D4B2FBA3E2A}"/>
+				</Class>
+			</Class>
+			<Class name="Physics::MaterialFromAssetConfiguration" field="element" version="1" type="{FBD76628-DE57-435E-BE00-6FFAE64DDF1D}">
+				<Class name="Physics::MaterialConfiguration" field="Configuration" version="3" type="{8807CAA1-AD08-4238-8FDB-2154ADD084A1}">
+					<Class name="AZStd::string" field="SurfaceType" value="Terrain_Grass" type="{03AAAB3F-5C47-5A66-9EBC-D5FA4DB353C9}"/>
+					<Class name="float" field="DynamicFriction" value="0.2500000" type="{EA2C3E90-AFBE-44D4-A90D-FAAF79BAF93D}"/>
+					<Class name="float" field="StaticFriction" value="0.3500000" type="{EA2C3E90-AFBE-44D4-A90D-FAAF79BAF93D}"/>
+					<Class name="float" field="Restitution" value="0.2000000" type="{EA2C3E90-AFBE-44D4-A90D-FAAF79BAF93D}"/>
+					<Class name="unsigned char" field="FrictionCombine" value="3" type="{72B9409A-7D1A-4831-9CFE-FCB3FADD3426}"/>
+					<Class name="unsigned char" field="RestitutionCombine" value="0" type="{72B9409A-7D1A-4831-9CFE-FCB3FADD3426}"/>
+					<Class name="float" field="Density" value="1400.0000000" type="{EA2C3E90-AFBE-44D4-A90D-FAAF79BAF93D}"/>
+					<Class name="Color" field="DebugColor" value="0.1483177 0.5986419 0.1073777 1.0000000" type="{7894072A-9050-4F0F-901B-34B1A0D29417}"/>
+				</Class>
+				<Class name="Physics::MaterialId" field="UID" version="1" type="{744CCE6C-9F69-4E2F-B950-DAB8514F870B}">
+					<Class name="AZ::Uuid" field="MaterialId" value="{53733840-A095-40C4-B653-C40D233B3BE1}" type="{E152C105-A133-4D03-BBF8-3D4B2FBA3E2A}"/>
+				</Class>
+			</Class>
+			<Class name="Physics::MaterialFromAssetConfiguration" field="element" version="1" type="{FBD76628-DE57-435E-BE00-6FFAE64DDF1D}">
+				<Class name="Physics::MaterialConfiguration" field="Configuration" version="3" type="{8807CAA1-AD08-4238-8FDB-2154ADD084A1}">
+					<Class name="AZStd::string" field="SurfaceType" value="Vehicle" type="{03AAAB3F-5C47-5A66-9EBC-D5FA4DB353C9}"/>
+					<Class name="float" field="DynamicFriction" value="0.2000000" type="{EA2C3E90-AFBE-44D4-A90D-FAAF79BAF93D}"/>
+					<Class name="float" field="StaticFriction" value="0.5000000" type="{EA2C3E90-AFBE-44D4-A90D-FAAF79BAF93D}"/>
+					<Class name="float" field="Restitution" value="0.3000000" type="{EA2C3E90-AFBE-44D4-A90D-FAAF79BAF93D}"/>
+					<Class name="unsigned char" field="FrictionCombine" value="1" type="{72B9409A-7D1A-4831-9CFE-FCB3FADD3426}"/>
+					<Class name="unsigned char" field="RestitutionCombine" value="1" type="{72B9409A-7D1A-4831-9CFE-FCB3FADD3426}"/>
+					<Class name="float" field="Density" value="140.0000000" type="{EA2C3E90-AFBE-44D4-A90D-FAAF79BAF93D}"/>
+					<Class name="Color" field="DebugColor" value="1.0000000 0.0000000 0.0000000 1.0000000" type="{7894072A-9050-4F0F-901B-34B1A0D29417}"/>
+				</Class>
+				<Class name="Physics::MaterialId" field="UID" version="1" type="{744CCE6C-9F69-4E2F-B950-DAB8514F870B}">
+					<Class name="AZ::Uuid" field="MaterialId" value="{4080A6D4-AF4E-41CE-B7C9-7699C07123E7}" type="{E152C105-A133-4D03-BBF8-3D4B2FBA3E2A}"/>
+				</Class>
+			</Class>
+			<Class name="Physics::MaterialFromAssetConfiguration" field="element" version="1" type="{FBD76628-DE57-435E-BE00-6FFAE64DDF1D}">
+				<Class name="Physics::MaterialConfiguration" field="Configuration" version="3" type="{8807CAA1-AD08-4238-8FDB-2154ADD084A1}">
+					<Class name="AZStd::string" field="SurfaceType" value="Wood" type="{03AAAB3F-5C47-5A66-9EBC-D5FA4DB353C9}"/>
+					<Class name="float" field="DynamicFriction" value="0.5000000" type="{EA2C3E90-AFBE-44D4-A90D-FAAF79BAF93D}"/>
+					<Class name="float" field="StaticFriction" value="0.6000000" type="{EA2C3E90-AFBE-44D4-A90D-FAAF79BAF93D}"/>
+					<Class name="float" field="Restitution" value="0.6000000" type="{EA2C3E90-AFBE-44D4-A90D-FAAF79BAF93D}"/>
+					<Class name="unsigned char" field="FrictionCombine" value="3" type="{72B9409A-7D1A-4831-9CFE-FCB3FADD3426}"/>
+					<Class name="unsigned char" field="RestitutionCombine" value="0" type="{72B9409A-7D1A-4831-9CFE-FCB3FADD3426}"/>
+					<Class name="float" field="Density" value="540.0000000" type="{EA2C3E90-AFBE-44D4-A90D-FAAF79BAF93D}"/>
+					<Class name="Color" field="DebugColor" value="1.0000000 0.7318379 0.3004501 1.0000000" type="{7894072A-9050-4F0F-901B-34B1A0D29417}"/>
+				</Class>
+				<Class name="Physics::MaterialId" field="UID" version="1" type="{744CCE6C-9F69-4E2F-B950-DAB8514F870B}">
+					<Class name="AZ::Uuid" field="MaterialId" value="{6ACE67AA-CB32-41CD-8740-58371CCCD3F3}" type="{E152C105-A133-4D03-BBF8-3D4B2FBA3E2A}"/>
+				</Class>
+			</Class>
+		</Class>
+	</Class>
+</ObjectStream>
+

+ 1 - 0
Gem/Code/CMakeLists.txt

@@ -34,6 +34,7 @@ ly_add_target(
             Gem::Multiplayer.Static
             Gem::Multiplayer.Static
             Gem::PhysX.Static
             Gem::PhysX.Static
             Gem::DebugDraw.Static
             Gem::DebugDraw.Static
+            Gem::ImGui.Static
     AUTOGEN_RULES
     AUTOGEN_RULES
         *.AutoComponent.xml,AutoComponent_Header.jinja,$path/$fileprefix.AutoComponent.h
         *.AutoComponent.xml,AutoComponent_Header.jinja,$path/$fileprefix.AutoComponent.h
         *.AutoComponent.xml,AutoComponent_Source.jinja,$path/$fileprefix.AutoComponent.cpp
         *.AutoComponent.xml,AutoComponent_Source.jinja,$path/$fileprefix.AutoComponent.cpp

+ 12 - 0
Gem/Code/Source/AutoGen/NetworkAiComponent.AutoComponent.xml

@@ -0,0 +1,12 @@
+<?xml version="1.0"?>
+
+<Component
+    Name="NetworkAiComponent" 
+    Namespace="MultiplayerSample" 
+    OverrideComponent="true" 
+    OverrideController="false" 
+    OverrideInclude="Source/Components/NetworkAiComponent.h"
+    xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
+
+    <NetworkProperty Type="bool" Name="Enabled" Init="false" ReplicateFrom="Authority" ReplicateTo="Client" Container="Object" IsPublic="true" IsRewindable="false" IsPredictable="false" ExposeToEditor="true" ExposeToScript="false" GenerateEventBindings="false" Description="If enabled, this AI component overrides movement and camera components." />
+</Component>

+ 21 - 0
Gem/Code/Source/AutoGen/StressTestComponent.AutoComponent.xml

@@ -0,0 +1,21 @@
+<?xml version="1.0"?>
+
+<Component
+    Name="StressTestComponent" 
+    Namespace="MultiplayerSample" 
+    OverrideComponent="true" 
+    OverrideController="true" 
+    OverrideInclude="Source/Components/StressTestComponent.h"
+    xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
+
+    <NetworkProperty Type="bool" Name="Enabled" Init="true" ReplicateFrom="Authority" ReplicateTo="Client" Container="Object" IsPublic="true" IsRewindable="false" IsPredictable="false" ExposeToEditor="true" ExposeToScript="false" GenerateEventBindings="false" Description="If enabled, this AI component overrides movement and camera components." />
+    <RemoteProcedure Name="SpawnAIEntity" InvokeFrom="Autonomous" HandleOn="Authority" IsPublic="true" IsReliable="true" GenerateEventBindings="false" Description="Spawn AI Entity RPC">
+        <Param Type="float" Name="fireIntervalMinMs"/>
+        <Param Type="float" Name="fireIntervalMaxMs"/>
+        <Param Type="float" Name="actionIntervalMinMs"/>
+        <Param Type="float" Name="actionIntervalMaxMs"/>
+        <Param Type="uint64_t" Name="seed"/>
+        <Param Type="int" Name="teamId" />
+    </RemoteProcedure>
+
+</Component>

+ 141 - 0
Gem/Code/Source/Components/NetworkAiComponent.cpp

@@ -0,0 +1,141 @@
+/*
+ * 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 <Source/Components/NetworkAiComponent.h>
+
+#include <AzCore/Serialization/EditContext.h>
+#include <AzCore/Serialization/SerializeContext.h>
+#include <Source/Components/WasdPlayerMovementComponent.h>
+#include <Source/Components/NetworkWeaponsComponent.h>
+#include <AzCore/Time/ITime.h>
+#include <Multiplayer/Components/NetBindComponent.h>
+
+namespace MultiplayerSample
+{
+    constexpr static float SecondsToMs = 1000.f;
+
+    void NetworkAiComponent::Reflect(AZ::ReflectContext* context)
+    {
+        if (AZ::SerializeContext* serializeContext = azrtti_cast<AZ::SerializeContext*>(context))
+        {
+            serializeContext->Class<NetworkAiComponent, NetworkAiComponentBase>()->Version(1);
+        }
+
+        NetworkAiComponentBase::Reflect(context);
+    }
+
+    void NetworkAiComponent::OnInit()
+    {
+    }
+
+    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)
+        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() * (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<Action>(m_lcg.GetRandom() % static_cast<int>(Action::COUNT));
+            m_strafingRight = static_cast<bool>(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;
+
+        // 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 * SecondsToMs;
+        if (m_timeToNextShot <= 0)
+        {
+            if (m_shotFired)
+            {
+                // Fire weapon between 100 and 10000 ms from now
+                m_timeToNextShot = m_lcg.GetRandomFloat() * (m_fireIntervalMaxMs - m_fireIntervalMinMs) + m_fireIntervalMinMs;
+                m_shotFired = false;
+                weaponsController.m_weaponFiring = false;
+            }
+            else
+            {
+                weaponsController.m_weaponFiring = true;
+                m_shotFired = true;
+            }
+        }
+    }
+
+    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);
+    }
+}

+ 73 - 0
Gem/Code/Source/Components/NetworkAiComponent.h

@@ -0,0 +1,73 @@
+/*
+ * 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 <Source/AutoGen/NetworkAiComponent.AutoComponent.h>
+
+#include <AzCore/Math/Random.h>
+
+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:
+        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:
+        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;
+        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;
+    };
+}

+ 34 - 9
Gem/Code/Source/Components/NetworkWeaponsComponent.cpp

@@ -6,6 +6,8 @@
  */
  */
 
 
 #include <Source/Components/NetworkWeaponsComponent.h>
 #include <Source/Components/NetworkWeaponsComponent.h>
+
+#include <Source/Components/NetworkAiComponent.h>
 #include <Source/Components/NetworkAnimationComponent.h>
 #include <Source/Components/NetworkAnimationComponent.h>
 #include <Source/Components/NetworkHealthComponent.h>
 #include <Source/Components/NetworkHealthComponent.h>
 #include <Source/Components/NetworkRigidBodyComponent.h>
 #include <Source/Components/NetworkRigidBodyComponent.h>
@@ -296,6 +298,11 @@ namespace MultiplayerSample
 
 
     NetworkWeaponsComponentController::NetworkWeaponsComponentController(NetworkWeaponsComponent& parent)
     NetworkWeaponsComponentController::NetworkWeaponsComponentController(NetworkWeaponsComponent& parent)
         : NetworkWeaponsComponentControllerBase(parent)
         : NetworkWeaponsComponentControllerBase(parent)
+        , m_updateAI{ [this]
+                      {
+                          UpdateAI();
+                      },
+                      AZ::Name{ "WeaponsControllerAI" } }
     {
     {
         ;
         ;
     }
     }
@@ -304,15 +311,23 @@ namespace MultiplayerSample
     {
     {
         if (IsAutonomous())
         if (IsAutonomous())
         {
         {
-            StartingPointInput::InputEventNotificationBus::MultiHandler::BusConnect(DrawEventId);
-            StartingPointInput::InputEventNotificationBus::MultiHandler::BusConnect(FirePrimaryEventId);
-            StartingPointInput::InputEventNotificationBus::MultiHandler::BusConnect(FireSecondaryEventId);
+            m_aiEnabled = FindComponent<NetworkAiComponent>()->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);
+            }
         }
         }
     }
     }
 
 
     void NetworkWeaponsComponentController::OnDeactivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating)
     void NetworkWeaponsComponentController::OnDeactivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating)
     {
     {
-        if (IsAutonomous())
+        if (IsAutonomous() && !m_aiEnabled)
         {
         {
             StartingPointInput::InputEventNotificationBus::MultiHandler::BusDisconnect(DrawEventId);
             StartingPointInput::InputEventNotificationBus::MultiHandler::BusDisconnect(DrawEventId);
             StartingPointInput::InputEventNotificationBus::MultiHandler::BusDisconnect(FirePrimaryEventId);
             StartingPointInput::InputEventNotificationBus::MultiHandler::BusDisconnect(FirePrimaryEventId);
@@ -332,12 +347,14 @@ namespace MultiplayerSample
     void NetworkWeaponsComponentController::ProcessInput(Multiplayer::NetworkInput& input, [[maybe_unused]] float deltaTime)
     void NetworkWeaponsComponentController::ProcessInput(Multiplayer::NetworkInput& input, [[maybe_unused]] float deltaTime)
     {
     {
         NetworkWeaponsComponentNetworkInput* weaponInput = input.FindComponentInput<NetworkWeaponsComponentNetworkInput>();
         NetworkWeaponsComponentNetworkInput* weaponInput = input.FindComponentInput<NetworkWeaponsComponentNetworkInput>();
-        GetNetworkAnimationComponentController()->ModifyActiveAnimStates().SetBit(aznumeric_cast<uint32_t>(CharacterAnimState::Aiming), weaponInput->m_draw);
+        GetNetworkAnimationComponentController()->ModifyActiveAnimStates().SetBit(
+            aznumeric_cast<uint32_t>(CharacterAnimState::Aiming), weaponInput->m_draw);
 
 
         for (AZStd::size_t weaponIndex = 0; weaponIndex < MaxWeaponsPerComponent; ++weaponIndex)
         for (AZStd::size_t weaponIndex = 0; weaponIndex < MaxWeaponsPerComponent; ++weaponIndex)
         {
         {
             const CharacterAnimState animState = CharacterAnimState::Shooting;
             const CharacterAnimState animState = CharacterAnimState::Shooting;
-            GetNetworkAnimationComponentController()->ModifyActiveAnimStates().SetBit(aznumeric_cast<uint32_t>(animState), weaponInput->m_firing.GetBit(static_cast<uint32_t>(weaponIndex)));
+            GetNetworkAnimationComponentController()->ModifyActiveAnimStates().SetBit(
+                aznumeric_cast<uint32_t>(animState), weaponInput->m_firing.GetBit(static_cast<uint32_t>(weaponIndex)));
         }
         }
 
 
         const AZ::Transform worldTm = GetParent().GetEntity()->GetTransform()->GetWorldTM();
         const AZ::Transform worldTm = GetParent().GetEntity()->GetTransform()->GetWorldTM();
@@ -347,7 +364,8 @@ namespace MultiplayerSample
             if (weaponInput->m_firing.GetBit(weaponIndexInt))
             if (weaponInput->m_firing.GetBit(weaponIndexInt))
             {
             {
                 const AZ::Vector3& aimAngles = GetSimplePlayerCameraComponentController()->GetAimAngles();
                 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
                 // TODO: This should probably be a physx raycast out to some maxDistance
                 const AZ::Vector3 fwd = AZ::Vector3::CreateAxisY();
                 const AZ::Vector3 fwd = AZ::Vector3::CreateAxisY();
                 const AZ::Vector3 aimTarget = worldTm.GetTranslation() + aimRotation.TransformVector(fwd * 5.0f);
                 const AZ::Vector3 aimTarget = worldTm.GetTranslation() + aimRotation.TransformVector(fwd * 5.0f);
@@ -377,7 +395,8 @@ namespace MultiplayerSample
 
 
                 const bool validateActivations = true;
                 const bool validateActivations = true;
                 const FireParams& fireParams = weapon->GetFireParams();
                 const FireParams& fireParams = weapon->GetFireParams();
-                GetParent().ActivateWeaponWithParams(aznumeric_cast<WeaponIndex>(weaponIndexInt), weaponState, fireParams, validateActivations);
+                GetParent().ActivateWeaponWithParams(
+                    aznumeric_cast<WeaponIndex>(weaponIndexInt), weaponState, fireParams, validateActivations);
 
 
                 if (IsAuthority())
                 if (IsAuthority())
                 {
                 {
@@ -458,4 +477,10 @@ namespace MultiplayerSample
     {
     {
         ;
         ;
     }
     }
-}
+
+    void NetworkWeaponsComponentController::UpdateAI()
+    {
+        float deltaTime = static_cast<float>(m_updateAI.TimeInQueueMs()) / 1000.f;
+        FindComponent<NetworkAiComponent>()->TickWeapons(*this, deltaTime);
+    }
+} // namespace MultiplayerSample

+ 5 - 0
Gem/Code/Source/Components/NetworkWeaponsComponent.h

@@ -79,6 +79,9 @@ namespace MultiplayerSample
         void ProcessInput(Multiplayer::NetworkInput& input, float deltaTime) override;
         void ProcessInput(Multiplayer::NetworkInput& input, float deltaTime) override;
 
 
     private:
     private:
+        friend class NetworkAiComponent;
+
+        void UpdateAI();
 
 
         //! Update pump for player controlled weapons
         //! Update pump for player controlled weapons
         //! @param deltaTime the time in seconds since last tick
         //! @param deltaTime the time in seconds since last tick
@@ -95,6 +98,8 @@ namespace MultiplayerSample
         void OnHeld(float value) override;
         void OnHeld(float value) override;
         //! @}
         //! @}
 
 
+        AZ::ScheduledEvent m_updateAI;
+        bool m_aiEnabled = false;
         bool m_weaponDrawn = false;
         bool m_weaponDrawn = false;
         WeaponActivationBitset m_weaponFiring;
         WeaponActivationBitset m_weaponFiring;
     };
     };

+ 10 - 5
Gem/Code/Source/Components/SimplePlayerCameraComponent.cpp

@@ -6,6 +6,7 @@
  */
  */
 
 
 #include <AzCore/Component/ComponentApplicationBus.h>
 #include <AzCore/Component/ComponentApplicationBus.h>
+#include <Source/Components/NetworkAiComponent.h>
 #include <Source/Components/SimplePlayerCameraComponent.h>
 #include <Source/Components/SimplePlayerCameraComponent.h>
 #include <AzCore/Component/TransformBus.h>
 #include <AzCore/Component/TransformBus.h>
 #include <AzFramework/Components/CameraBus.h>
 #include <AzFramework/Components/CameraBus.h>
@@ -25,17 +26,21 @@ namespace MultiplayerSample
     {
     {
         if (IsAutonomous())
         if (IsAutonomous())
         {
         {
-            AZ::EntityId activeCameraId;
-            Camera::CameraSystemRequestBus::BroadcastResult(activeCameraId, &Camera::CameraSystemRequestBus::Events::GetActiveCamera);
-            m_activeCameraEntity = AZ::Interface<AZ::ComponentApplicationRequests>::Get()->FindEntity(activeCameraId);
+            m_aiEnabled = FindComponent<NetworkAiComponent>()->GetEnabled();
+            if (!m_aiEnabled)
+            {
+                AZ::EntityId activeCameraId;
+                Camera::CameraSystemRequestBus::BroadcastResult(activeCameraId, &Camera::CameraSystemRequestBus::Events::GetActiveCamera);
+                m_activeCameraEntity = AZ::Interface<AZ::ComponentApplicationRequests>::Get()->FindEntity(activeCameraId);
 
 
-            AZ::TickBus::Handler::BusConnect();
+                AZ::TickBus::Handler::BusConnect();
+            }
         }
         }
     }
     }
 
 
     void SimplePlayerCameraComponentController::OnDeactivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating)
     void SimplePlayerCameraComponentController::OnDeactivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating)
     {
     {
-        if (IsAutonomous())
+        if (IsAutonomous() && !m_aiEnabled)
         {
         {
             AZ::TickBus::Handler::BusDisconnect();
             AZ::TickBus::Handler::BusDisconnect();
         }
         }

+ 1 - 0
Gem/Code/Source/Components/SimplePlayerCameraComponent.h

@@ -34,5 +34,6 @@ namespace MultiplayerSample
         //! @}
         //! @}
 
 
         AZ::Entity* m_activeCameraEntity = nullptr;
         AZ::Entity* m_activeCameraEntity = nullptr;
+        bool m_aiEnabled = false;
     };
     };
 }
 }

+ 166 - 0
Gem/Code/Source/Components/StressTestComponent.cpp

@@ -0,0 +1,166 @@
+/*
+ * 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 <Source/Components/StressTestComponent.h>
+
+#include <Source/Components/NetworkAiComponent.h>
+#include <Source/Components/WasdPlayerMovementComponent.h>
+
+#include <AzCore/Serialization/EditContext.h>
+#include <AzCore/Serialization/SerializeContext.h>
+#include <Multiplayer/IMultiplayer.h>
+#include <Multiplayer/Components/NetBindComponent.h>
+#include <Multiplayer/ConnectionData/IConnectionData.h>
+#include <Multiplayer/ReplicationWindows/IReplicationWindow.h>
+
+namespace MultiplayerSample
+{
+    void StressTestComponent::Reflect(AZ::ReflectContext* context)
+    {
+        AZ::SerializeContext* serializeContext = azrtti_cast<AZ::SerializeContext*>(context);
+        if (serializeContext)
+        {
+            serializeContext->Class<StressTestComponent, StressTestComponentBase>()
+                ->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<Multiplayer::IMultiplayer>::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_AlwaysAutoResize))
+            {
+                DrawEntitySpawner();
+            }
+        }
+    }
+
+    void StressTestComponentController::DrawEntitySpawner()
+    {
+        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<uint64_t>::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<uint64_t>(AZ::Interface<AZ::ITime>::Get()->GetElapsedTimeMs()) : m_seed;
+
+            for (int i = 0; i != m_quantity; ++i)
+            {
+                if (m_isServer)
+                {
+                    HandleSpawnAIEntity(
+                        nullptr,
+                        m_fireIntervalMinMs,
+                        m_fireIntervalMaxMs,
+                        m_actionIntervalMinMs,
+                        m_actionIntervalMaxMs,
+                        seed + i,
+                        m_teamID);
+                }
+                else
+                {
+                    SpawnAIEntity(
+                        m_fireIntervalMinMs,
+                        m_fireIntervalMaxMs,
+                        m_actionIntervalMinMs,
+                        m_actionIntervalMaxMs,
+                        seed + i,
+                        m_teamID);
+                }
+            }
+        }
+    }
+#endif // defined(IMGUI_ENABLED)
+
+    void StressTestComponent::OnActivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating)
+    {
+    }
+
+    void StressTestComponent::OnDeactivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating)
+    {
+    }
+
+    void StressTestComponentController::HandleSpawnAIEntity(
+        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<Multiplayer::IMultiplayer>::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
+        NetworkAiComponent* aiComponent = createdEntity.FindComponent<NetworkAiComponent>();
+        aiComponent->ConfigureAi(fireIntervalMinMs, fireIntervalMaxMs, actionIntervalMinMs, actionIntervalMaxMs, seed);
+
+        NetworkAiComponentController* networkAiController =
+            reinterpret_cast<NetworkAiComponentController*>(createdEntity.FindComponent<NetworkAiComponent>()->GetController());
+        networkAiController->SetEnabled(true);
+        if (invokingConnection)
+        {
+            createdEntity.GetNetBindComponent()->SetOwningConnectionId(invokingConnection->GetConnectionId());
+        }
+        createdEntity.GetNetBindComponent()->SetAllowAutonomy(true);
+        createdEntity.Activate();
+    }
+} // namespace MultiplayerSample

+ 74 - 0
Gem/Code/Source/Components/StressTestComponent.h

@@ -0,0 +1,74 @@
+/*
+ * 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 <Source/AutoGen/StressTestComponent.AutoComponent.h>
+
+#if defined(IMGUI_ENABLED)
+#include <imgui/imgui.h>
+#include <ImGuiBus.h>
+#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 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;
+        void OnImGuiUpdate() override;
+#endif
+
+    private:
+#if defined(IMGUI_ENABLED)
+        void DrawEntitySpawner();
+
+        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
+    };
+} // namespace MultiplayerSample

+ 46 - 18
Gem/Code/Source/Components/WasdPlayerMovementComponent.cpp

@@ -6,10 +6,13 @@
  */
  */
 
 
 #include <Source/Components/WasdPlayerMovementComponent.h>
 #include <Source/Components/WasdPlayerMovementComponent.h>
+
+#include <Source/Components/NetworkAiComponent.h>
 #include <Source/Components/NetworkCharacterComponent.h>
 #include <Source/Components/NetworkCharacterComponent.h>
 #include <Source/Components/NetworkAnimationComponent.h>
 #include <Source/Components/NetworkAnimationComponent.h>
 #include <Source/Components/SimplePlayerCameraComponent.h>
 #include <Source/Components/SimplePlayerCameraComponent.h>
 #include <Multiplayer/Components/NetworkTransformComponent.h>
 #include <Multiplayer/Components/NetworkTransformComponent.h>
+#include <AzCore/Time/ITime.h>
 #include <AzFramework/Components/CameraBus.h>
 #include <AzFramework/Components/CameraBus.h>
 
 
 namespace MultiplayerSample
 namespace MultiplayerSample
@@ -20,6 +23,11 @@ namespace MultiplayerSample
 
 
     WasdPlayerMovementComponentController::WasdPlayerMovementComponentController(WasdPlayerMovementComponent& parent)
     WasdPlayerMovementComponentController::WasdPlayerMovementComponentController(WasdPlayerMovementComponent& parent)
         : WasdPlayerMovementComponentControllerBase(parent)
         : WasdPlayerMovementComponentControllerBase(parent)
+        , m_updateAI{ [this]
+                      {
+                          UpdateAI();
+                      },
+                      AZ::Name{ "MovementControllerAi" } }
     {
     {
         ;
         ;
     }
     }
@@ -28,21 +36,29 @@ namespace MultiplayerSample
     {
     {
         if (IsAutonomous())
         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<NetworkAiComponent>()->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);
+            }
         }
         }
     }
     }
 
 
     void WasdPlayerMovementComponentController::OnDeactivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating)
     void WasdPlayerMovementComponentController::OnDeactivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating)
     {
     {
-        if (IsAutonomous())
+        if (IsAutonomous() && !m_aiEnabled)
         {
         {
             StartingPointInput::InputEventNotificationBus::MultiHandler::BusDisconnect(MoveFwdEventId);
             StartingPointInput::InputEventNotificationBus::MultiHandler::BusDisconnect(MoveFwdEventId);
             StartingPointInput::InputEventNotificationBus::MultiHandler::BusDisconnect(MoveBackEventId);
             StartingPointInput::InputEventNotificationBus::MultiHandler::BusDisconnect(MoveBackEventId);
@@ -81,14 +97,15 @@ namespace MultiplayerSample
         wasdInput->m_jump = m_jumping;
         wasdInput->m_jump = m_jumping;
         wasdInput->m_crouch = m_crouching;
         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();
         wasdInput->m_resetCount = GetNetworkTransformComponentController()->GetResetCount();
     }
     }
 
 
     void WasdPlayerMovementComponentController::ProcessInput(Multiplayer::NetworkInput& input, float deltaTime)
     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:
         // 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
         //  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
         // In both cases we don't want to process these inputs
         WasdPlayerMovementComponentNetworkInput* wasdInput = input.FindComponentInput<WasdPlayerMovementComponentNetworkInput>();
         WasdPlayerMovementComponentNetworkInput* wasdInput = input.FindComponentInput<WasdPlayerMovementComponentNetworkInput>();
@@ -97,15 +114,19 @@ namespace MultiplayerSample
             return;
             return;
         }
         }
 
 
-        GetNetworkAnimationComponentController()->ModifyActiveAnimStates().SetBit(aznumeric_cast<uint32_t>(CharacterAnimState::Sprinting), wasdInput->m_sprint);
-        GetNetworkAnimationComponentController()->ModifyActiveAnimStates().SetBit(aznumeric_cast<uint32_t>(CharacterAnimState::Jumping), wasdInput->m_jump);
-        GetNetworkAnimationComponentController()->ModifyActiveAnimStates().SetBit(aznumeric_cast<uint32_t>(CharacterAnimState::Crouching), wasdInput->m_crouch);
+        GetNetworkAnimationComponentController()->ModifyActiveAnimStates().SetBit(
+            aznumeric_cast<uint32_t>(CharacterAnimState::Sprinting), wasdInput->m_sprint);
+        GetNetworkAnimationComponentController()->ModifyActiveAnimStates().SetBit(
+            aznumeric_cast<uint32_t>(CharacterAnimState::Jumping), wasdInput->m_jump);
+        GetNetworkAnimationComponentController()->ModifyActiveAnimStates().SetBit(
+            aznumeric_cast<uint32_t>(CharacterAnimState::Crouching), wasdInput->m_crouch);
 
 
         // Update orientation
         // Update orientation
         AZ::Vector3 aimAngles = GetSimplePlayerCameraComponentController()->GetAimAngles();
         AZ::Vector3 aimAngles = GetSimplePlayerCameraComponentController()->GetAimAngles();
         aimAngles.SetZ(NormalizeHeading(aimAngles.GetZ() - wasdInput->m_viewYaw * cl_AimStickScaleZ));
         aimAngles.SetZ(NormalizeHeading(aimAngles.GetZ() - wasdInput->m_viewYaw * cl_AimStickScaleZ));
         aimAngles.SetX(NormalizeHeading(aimAngles.GetX() - wasdInput->m_viewPitch * cl_AimStickScaleX));
         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);
         GetSimplePlayerCameraComponentController()->SetAimAngles(aimAngles);
 
 
         const AZ::Quaternion newOrientation = AZ::Quaternion::CreateRotationZ(aimAngles.GetZ());
         const AZ::Quaternion newOrientation = AZ::Quaternion::CreateRotationZ(aimAngles.GetZ());
@@ -152,7 +173,8 @@ namespace MultiplayerSample
         {
         {
             const float stickInputAngle = AZ::Atan2(leftRight, fwdBack);
             const float stickInputAngle = AZ::Atan2(leftRight, fwdBack);
             const float currentHeading = GetNetworkTransformComponentController()->GetRotation().GetEulerRadians().GetZ();
             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();
             const AZ::Vector3 fwd = AZ::Vector3::CreateAxisY();
             SetVelocity(AZ::Quaternion::CreateRotationZ(targetHeading).TransformVector(fwd) * speed);
             SetVelocity(AZ::Quaternion::CreateRotationZ(targetHeading).TransformVector(fwd) * speed);
         }
         }
@@ -281,4 +303,10 @@ namespace MultiplayerSample
             m_viewPitch = value;
             m_viewPitch = value;
         }
         }
     }
     }
-}
+
+    void WasdPlayerMovementComponentController::UpdateAI()
+    {
+        float deltaTime = static_cast<float>(m_updateAI.TimeInQueueMs()) / 1000.f;
+        FindComponent<NetworkAiComponent>()->TickMovement(*this, deltaTime);
+    }
+} // namespace MultiplayerSample

+ 9 - 2
Gem/Code/Source/Components/WasdPlayerMovementComponent.h

@@ -32,13 +32,15 @@ namespace MultiplayerSample
     public:
     public:
         WasdPlayerMovementComponentController(WasdPlayerMovementComponent& parent);
         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 CreateInput(Multiplayer::NetworkInput& input, float deltaTime) override;
         void ProcessInput(Multiplayer::NetworkInput& input, float deltaTime) override;
         void ProcessInput(Multiplayer::NetworkInput& input, float deltaTime) override;
 
 
     private:
     private:
+        friend class NetworkAiComponent;
+
         void UpdateVelocity(const WasdPlayerMovementComponentNetworkInput& wasdInput);
         void UpdateVelocity(const WasdPlayerMovementComponentNetworkInput& wasdInput);
         float NormalizeHeading(float heading) const;
         float NormalizeHeading(float heading) const;
 
 
@@ -49,6 +51,9 @@ namespace MultiplayerSample
         void OnHeld(float value) override;
         void OnHeld(float value) override;
         //! @}
         //! @}
 
 
+        void UpdateAI();
+
+        AZ::ScheduledEvent m_updateAI;
         float m_forwardWeight = 0.0f;
         float m_forwardWeight = 0.0f;
         float m_leftWeight = 0.0f;
         float m_leftWeight = 0.0f;
         float m_backwardWeight = 0.0f;
         float m_backwardWeight = 0.0f;
@@ -64,5 +69,7 @@ namespace MultiplayerSample
         bool  m_sprinting = false;
         bool  m_sprinting = false;
         bool  m_jumping = false;
         bool  m_jumping = false;
         bool  m_crouching = false;
         bool  m_crouching = false;
+
+        bool m_aiEnabled = false;
     };
     };
 }
 }

+ 7 - 0
Gem/Code/Source/MultiplayerSampleSystemComponent.cpp

@@ -14,6 +14,12 @@
 
 
 #include <Source/AutoGen/AutoComponentTypes.h>
 #include <Source/AutoGen/AutoComponentTypes.h>
 #include <Source/Weapons/WeaponTypes.h>
 #include <Source/Weapons/WeaponTypes.h>
+#include <Source/Components/StressTestComponent.h>
+#include <Source/Components/NetworkAiComponent.h>
+
+#include <Multiplayer/IMultiplayer.h>
+#include <Multiplayer/Components/NetBindComponent.h>
+#include <Multiplayer/ConnectionData/IConnectionData.h>
 
 
 namespace MultiplayerSample
 namespace MultiplayerSample
 {
 {
@@ -93,5 +99,6 @@ namespace MultiplayerSample
         // Tick immediately after the multiplayer system component
         // Tick immediately after the multiplayer system component
         return AZ::TICK_PLACEMENT + 2;
         return AZ::TICK_PLACEMENT + 2;
     }
     }
+
 }
 }
 
 

+ 0 - 1
Gem/Code/Source/MultiplayerSampleSystemComponent.h

@@ -25,7 +25,6 @@ namespace MultiplayerSample
         static void GetIncompatibleServices(AZ::ComponentDescriptor::DependencyArrayType& incompatible);
         static void GetIncompatibleServices(AZ::ComponentDescriptor::DependencyArrayType& incompatible);
         static void GetRequiredServices(AZ::ComponentDescriptor::DependencyArrayType& required);
         static void GetRequiredServices(AZ::ComponentDescriptor::DependencyArrayType& required);
         static void GetDependentServices(AZ::ComponentDescriptor::DependencyArrayType& dependent);
         static void GetDependentServices(AZ::ComponentDescriptor::DependencyArrayType& dependent);
-
     protected:
     protected:
         ////////////////////////////////////////////////////////////////////////
         ////////////////////////////////////////////////////////////////////////
         // AZ::Component interface implementation
         // AZ::Component interface implementation

+ 6 - 0
Gem/Code/multiplayersample_files.cmake

@@ -6,6 +6,7 @@
 #
 #
 
 
 set(FILES
 set(FILES
+    Source/AutoGen/NetworkAiComponent.AutoComponent.xml
     Source/AutoGen/NetworkAnimationComponent.AutoComponent.xml
     Source/AutoGen/NetworkAnimationComponent.AutoComponent.xml
     Source/AutoGen/NetworkCharacterComponent.AutoComponent.xml
     Source/AutoGen/NetworkCharacterComponent.AutoComponent.xml
     Source/AutoGen/NetworkHealthComponent.AutoComponent.xml
     Source/AutoGen/NetworkHealthComponent.AutoComponent.xml
@@ -15,9 +16,12 @@ set(FILES
     Source/AutoGen/NetworkRigidBodyComponent.AutoComponent.xml
     Source/AutoGen/NetworkRigidBodyComponent.AutoComponent.xml
     Source/AutoGen/NetworkWeaponsComponent.AutoComponent.xml
     Source/AutoGen/NetworkWeaponsComponent.AutoComponent.xml
     Source/AutoGen/SimplePlayerCameraComponent.AutoComponent.xml
     Source/AutoGen/SimplePlayerCameraComponent.AutoComponent.xml
+    Source/AutoGen/StressTestComponent.AutoComponent.xml
     Source/AutoGen/WasdPlayerMovementComponent.AutoComponent.xml
     Source/AutoGen/WasdPlayerMovementComponent.AutoComponent.xml
     Source/Components/ExampleFilteredEntityComponent.h
     Source/Components/ExampleFilteredEntityComponent.h
     Source/Components/ExampleFilteredEntityComponent.cpp
     Source/Components/ExampleFilteredEntityComponent.cpp
+    Source/Components/NetworkAiComponent.cpp
+    Source/Components/NetworkAiComponent.h
     Source/Components/NetworkAnimationComponent.cpp
     Source/Components/NetworkAnimationComponent.cpp
     Source/Components/NetworkAnimationComponent.h
     Source/Components/NetworkAnimationComponent.h
     Source/Components/NetworkCharacterComponent.cpp
     Source/Components/NetworkCharacterComponent.cpp
@@ -36,6 +40,8 @@ set(FILES
     Source/Components/NetworkWeaponsComponent.h
     Source/Components/NetworkWeaponsComponent.h
     Source/Components/SimplePlayerCameraComponent.cpp
     Source/Components/SimplePlayerCameraComponent.cpp
     Source/Components/SimplePlayerCameraComponent.h
     Source/Components/SimplePlayerCameraComponent.h
+    Source/Components/StressTestComponent.cpp
+    Source/Components/StressTestComponent.h
     Source/Components/WasdPlayerMovementComponent.cpp
     Source/Components/WasdPlayerMovementComponent.cpp
     Source/Components/WasdPlayerMovementComponent.h
     Source/Components/WasdPlayerMovementComponent.h
     Source/Weapons/BaseWeapon.cpp
     Source/Weapons/BaseWeapon.cpp

File diff suppressed because it is too large
+ 212 - 39600
Levels/SampleBase/SampleBase.prefab


+ 12087 - 0
Prefabs/4x4x4BoxGrid.prefab

@@ -0,0 +1,12087 @@
+{
+    "ContainerEntity": {
+        "Id": "ContainerEntity",
+        "Name": "4x4BoxGrid",
+        "Components": {
+            "Component_[11566388438119650377]": {
+                "$type": "EditorPrefabComponent",
+                "Id": 11566388438119650377
+            },
+            "Component_[1919055187406984800]": {
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+                "Id": 1919055187406984800
+            },
+            "Component_[2180669853693886392]": {
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+                "Id": 2180669853693886392
+            },
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+            },
+            "Component_[4107956514252411312]": {
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+                "Id": 4107956514252411312,
+                "Parent Entity": ""
+            },
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+                "$type": "EditorOnlyEntityComponent",
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+            "Id": "Entity_[506144033123]",
+            "Name": "Box1",
+            "Components": {
+                "Component_[11384954117619258935]": {
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+                "Component_[14564562245168579615]": {
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+                    "Id": 14564562245168579615,
+                    "Configuration": {
+                        "entityId": "",
+                        "Mass": 999.9999389648438,
+                        "Inertia tensor": {
+                            "roll": 0.0,
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+                            "yaw": 0.0,
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+                },
+                "Component_[17736719688956315985]": {
+                    "$type": "GenericComponentWrapper",
+                    "Id": 17736719688956315985,
+                    "m_template": {
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+                    }
+                },
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+ 119 - 5
Prefabs/Player.prefab

@@ -129,6 +129,13 @@
                         "ApplyMoveOnPhysicsTick": false
                         "ApplyMoveOnPhysicsTick": false
                     }
                     }
                 },
                 },
+                "Component_[1673121106304051384]": {
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@@ -369,10 +376,8 @@
                                 "WeaponType": 1,
                                 "WeaponType": 1,
                                 "CooldownTimeMs": 500,
                                 "CooldownTimeMs": 500,
                                 "GatherParams": {
                                 "GatherParams": {
-                                    "GatherShape": 0,
                                     "CastDistance": 2000.0,
                                     "CastDistance": 2000.0,
-                                    "TravelSpeed": 200.0,
-                                    "BulletDrop": true
+                                    "TravelSpeed": 200.0
                                 },
                                 },
                                 "DamageEffect": {
                                 "DamageEffect": {
                                     "HitMagnitude": 10.0
                                     "HitMagnitude": 10.0
@@ -385,8 +390,7 @@
                                     "GatherShape": 2,
                                     "GatherShape": 2,
                                     "CastDistance": 100.0,
                                     "CastDistance": 100.0,
                                     "TravelSpeed": 50.0,
                                     "TravelSpeed": 50.0,
-                                    "Multihit": true,
-                                    "BulletDrop": true
+                                    "Multihit": true
                                 },
                                 },
                                 "DamageEffect": {
                                 "DamageEffect": {
                                     "HitMagnitude": 50.0
                                     "HitMagnitude": 50.0
@@ -398,6 +402,116 @@
                             "RightHand"
                             "RightHand"
                         ]
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+                                    },
+                                    "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"
+                                }
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+                    ]
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                 }
             }
             }
         }
         }

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