Fix a race condition where the editor tries to connect to the editor-server before the editor-server is ready (originally discovered on lower-spec Jenkin machines). Change editor-server so that editor waits to receive a EditorServerReadyForInit before trying to send all the level data.

Signed-off-by: Gene Walters <genewalt@amazon.com>
This commit is contained in:
Gene Walters
2021-10-22 16:34:42 -07:00
parent cd1b08ce72
commit 0c5110b1ed
7 changed files with 161 additions and 48 deletions
@@ -0,0 +1,24 @@
/*
* 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 <AzCore/EBus/EBus.h>
namespace Multiplayer
{
class MultiplayerEditorServerRequests : public AZ::EBusTraits
{
public:
static const AZ::EBusHandlerPolicy HandlerPolicy = AZ::EBusHandlerPolicy::Single;
static const AZ::EBusAddressPolicy AddressPolicy = AZ::EBusAddressPolicy::Single;
virtual void SendEditorServerInitPacket(AzNetworking::IConnection* connection) = 0;
};
using MultiplayerEditorServerRequestBus = AZ::EBus<MultiplayerEditorServerRequests>;
} // namespace Multiplayer