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