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Add comment explaining the temporary nature of the logging.

Signed-off-by: Mike Balfour <[email protected]>
Mike Balfour 2 years ago
parent
commit
eca9a0f7bd
1 changed files with 5 additions and 0 deletions
  1. 5 0
      Gem/Code/Source/Components/NetworkPlayerMovementComponent.cpp

+ 5 - 0
Gem/Code/Source/Components/NetworkPlayerMovementComponent.cpp

@@ -200,6 +200,11 @@ namespace MultiplayerSample
         NetworkPlayerMovementComponentNetworkInput* playerInput = input.FindComponentInput<NetworkPlayerMovementComponentNetworkInput>();
         if (playerInput->m_resetCount != GetNetworkTransformComponentController()->GetResetCount())
         {
+            // TEMPORARY LOGGING TO HELP DIAGNOSE MOVEMENT DISCONNECTIONS.
+            // Specifically, sometimes a player will still be able to move around locally, but on the server and other connected clients,
+            // the player has stopped moving. They can no longer interact with the environment, but they are still connected and can see
+            // the other players moving around, still receive damage notifications,e tc.
+            // This logging will get removed after the root cause has been found and resolved.
             AZLOG_INFO("netEntityId=%u: Different reset count, discarding player input. Input / local reset=%u / %u, clientInputId=%u, hostFrame=%u",
                 GetNetEntityId(), playerInput->m_resetCount, GetNetworkTransformComponentController()->GetResetCount(), 
                 input.GetClientInputId(), input.GetHostFrameId()