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Make reactive components opt-in #1059
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jamiebrynes7
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feature/UTY-2149-reactive-components-opt-in
Jul 23, 2019
Merged
Make reactive components opt-in #1059
jamiebrynes7
merged 14 commits into
develop
from
feature/UTY-2149-reactive-components-opt-in
Jul 23, 2019
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core code more un-ifdef-ed code change flag name more change flag names
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A: core
Area: Core GDK
A: tooling
Area: Tooling
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This needs to regenerate the test project
workers/unity/Packages/io.improbable.gdk.core/ReactiveComponents/Authority/AuthorityChanges.cs
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...ackages/io.improbable.gdk.core/Tests/Editmode/Systems/CleanTemporaryComponentsSystemTests.cs
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Co-Authored-By: Paul Balaji <[email protected]>
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workers/unity/Packages/io.improbable.gdk.core/Commands/WorldCommands/CreateEntity.cs
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Nov 15, 2019
…g. (#1059) * Add ActorGroupManager and new runtime settings * Working. * Refactor Validation logic into ActorGroupManager * Prevent user from adding 'UnrealClient' as a WorkerType * Cleanup comments / blueprint tests. Wire up GetWorkerTypeForActorClass * Ensure that AActor is referenced in at least 1 ActorGroup * Tidy up * Moved ActorGroupManager to Utils. Add some error messages in ClassInfoManager if ActorGroups / WorkerType mappings not found * ActorGroupManager.h -> Utils/ActorGroupManager.h * Remove old function signature * Add switch to enable offloading (Default off) which makes ActorGroupManager use the defaults. Make some magic strings constants * Remove Debugging Log * Use DetailFont in WorkerAssociationCustomization * Make WorkerTypes FStrings in Settings * Copy WorkerTypeNames from SpatialGDKEditorSettings->LaunchConfigDesc.Workers to RuntimeSettings & Validate * Make WorkerTypes Invisible * Add Number of Editor Instances to Worker Launch Config * Refactored Worker Association to inside ActorGroups. * Change WorkerTypeName into an FName * Update usage of FName WorkerType * Remove PostEdit hooks for validation that has been removed * Remove now unused FWorkerAssociation * Move ActorGroupManager init to NetDriver and pass down to ClassInfoManager * Only add mapping from Class->ActorGroup if it doesn't exist * Remove Debug Log * WorkerAssociationCustomization -> WorkerTypeCustomization * Syntax fixes from review comments * Add VeryVerbose Log to ClassInfoManager about ActorGroups * Remove PostEditChange for bUsingQBI since it's not exposed in the editor anymore * Add comments to public api of ActorGroupManager. Revert plugin back to Default loading phase * Fixed references to NumberOfServers slider as it was removed * The settings in the GDK for what workers to launch and whether offloading is enabled or not is now propagated to the LevelEditorPlaySettings * Updated changelog * Review feedback * More feedback related to FNames * Fixed compilation error due to change from fstring to fname * Removed unused header include * Introduced the spatialengineconstants for server and client worker names * Review feedback * Removed redundant include * Updated FString to FName references * Updated renaming * More Review comments * Fixed bad rebase * Another review comment * Review Comments * Added comment explaining usage of TSoftClassPtr here * Access each element in the container as reference to avoid local copying * Review comments * Removed unused include * Added generation of entities to ensure offloaded workers receive updates for the GSM (#929) * Added generation of entities to ensure offloaded workers receive updates for the GSM * Rename * More formatting * Update SpatialGDK/Source/SpatialGDKEditor/Private/SnapshotGenerator/SpatialGDKEditorSnapshotGenerator.cpp Co-Authored-By: Ally <[email protected]> * Update SpatialGDK/Source/SpatialGDKEditor/Private/SnapshotGenerator/SpatialGDKEditorSnapshotGenerator.cpp Co-Authored-By: Ally <[email protected]> * Update SpatialGDK/Source/SpatialGDKEditor/Private/SnapshotGenerator/SpatialGDKEditorSnapshotGenerator.cpp Co-Authored-By: Ally <[email protected]> * Updated Based on feedback * Feedback * Updated feedback * Created an entity representing a worker connection * Removed whitespace * Added release notes * Removed unused line * Removed another unused line * Updated line order * Remove usages of improbable namespace after rebase * Worker entity has interest query for the GSM entity This is a way to ensure the GSM is available on all server workers * Refactor snapshot generator to use worker types from new settings * Create worker entity in helper function and move call * Remove placeholder entities * Set worker entity metadata to WorkerEntity:<id> * Update changelog * Update CHANGELOG.md Co-Authored-By: Matt Young <[email protected]> * Retry failed worker entity creation * Update comment as suggested * Update CHANGELOG.md Co-Authored-By: Sahil Dhanju <[email protected]> * Fix and refactor retry logic Fixed off-by-one error in retry counter. Only retry if the status is timeout. * Move attempt counter to be a function argument * Remove one level of indentation from conditional As suggested by @alastairdglennie. * Capitalize names of local variables * Move CreateEntityDelegate from Dispatcher to Receiver * Move CreateServerWorkerEntity to Sender * Pass delegate by const reference as suggested by @danielimprobable * Use TWeakObjectPtr and do checks in timer lambdas * Update CHANGELOG.md Co-Authored-By: Ally <[email protected]> * Fixed references to NumberOfServers slider as it was removed * The settings in the GDK for what workers to launch and whether offloading is enabled or not is now propagated to the LevelEditorPlaySettings * Updated changelog * Review feedback * More feedback related to FNames * Fixed compilation error due to change from fstring to fname * Removed unused header include * Introduced the spatialengineconstants for server and client worker names * Update changelog * Review feedback * Removed redundant include * Updated FString to FName references * Updated renaming * Fixed bad rebase * Update CHANGELOG.md Co-Authored-By: Matt Young <[email protected]> * Remove hardcoding of AIWorker (#924) * Remove hardcoding of AIWorker This adds the auto-populated list property to SpatialGDKSettings The list property gets reconstructed from the list of server worker names from the Launch Config Description property * Removed unused comments * Removed the commented code * Removed unused include * Update CHANGELOG.md Co-Authored-By: Sahil Dhanju <[email protected]> * Fixed bug where two worker types were assigned to the write ACL * Updated changelog * Updated the Snapshot generator to configure the GSM to for read access on all server workers * Readded header include that accidentally shouldn't have been removed * worker association can't be empty, removing check * worker type is fname now * server worker types * don't force push with merge conflicts * I wonder if one day I'll stop pushing merge conflicts * fix old reference name, remove rogue space * alphabetize imports * derp * level editor play settings workers to launch cleared before updates are applied * delete unnecessary import, update engine version * bump engine version check counter * runtime settings updates level editor play settings with default worker type and offloading toggle * formatting * move changelog entry to correct section, remove accidental spaces * remove duplicate includes and method definitions * remove newline, remove unnecessary namespace * remove unnecessary header * bad merge, ally dumb
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Labels
A: core
Area: Core GDK
A: tooling
Area: Tooling
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Description
USE_LEGACY_REACTIVE_COMPONENTS
.if-endif
all code relating to reactive components (we missed world command senders + all the systems)Tests
No scripting define = no reactive components.
Adding the scripting define = got the components.
Documentation