Merge pull request #4431 from aws-lumberyard-dev/mp_handshake_conndata

Move handshake check to connection data
This commit is contained in:
puvvadar
2021-10-04 17:10:17 -07:00
committed by GitHub
10 changed files with 52 additions and 11 deletions
@@ -6,16 +6,25 @@ namespace {{ xml.attrib['Name'] }}
{
switch (aznumeric_cast<int32_t>(packetHeader.GetPacketType()))
{
{% set packet_ns = namespace(handshake=false) %}
{% for Packet in xml.iter('Packet') %}
{% if ('HandshakePacket' in Packet.attrib) and (Packet.attrib['HandshakePacket']|booleanTrue == true) %}
{% set packet_ns.handshake = True %}
{% endif %}
{% endfor %}
{% for Packet in xml.iter('Packet') %}
case aznumeric_cast<int32_t>({{ Packet.attrib['Name'] }}::Type):
{
AZLOG(Debug_DispatchPackets, "Received packet %s", "{{ Packet.attrib['Name'] }}");
{% if ('HandshakePacket' not in Packet.attrib) or (Packet.attrib['HandshakePacket'] == 'false') %}
if (!handler.IsHandshakeComplete())
{% if packet_ns.handshake %}
{% if ('HandshakePacket' not in Packet.attrib) or (Packet.attrib['HandshakePacket'] == 'false') %}
if (!handler.IsHandshakeComplete(connection))
{
return AzNetworking::PacketDispatchResult::Skipped;
}
{% endif %}
{% endif %}
{% endif %}
{{ Packet.attrib['Name'] }} packet;
if (!serializer.Serialize(packet, "Packet"))
@@ -49,5 +49,13 @@ namespace Multiplayer
//! Sets the state of connection whether update messages can be sent or not.
//! @param canSendUpdates the state value
virtual void SetCanSendUpdates(bool canSendUpdates) = 0;
//! Fetches the state of connection whether handshake logic has completed
//! @return true if handshake has completed
virtual bool DidHandshake() const = 0;
//! Sets the state of connection whether handshake logic has completed
//! @param didHandshake if handshake logic has completed
virtual void SetDidHandshake(bool didHandshake) = 0;
};
}
@@ -33,6 +33,8 @@ namespace Multiplayer
void Update() override;
bool CanSendUpdates() const override;
void SetCanSendUpdates(bool canSendUpdates) override;
bool DidHandshake() const override;
void SetDidHandshake(bool didHandshake) override;
//! @}
const AZStd::string& GetProviderTicket() const;
@@ -43,6 +45,7 @@ namespace Multiplayer
AZStd::string m_providerTicket;
AzNetworking::IConnection* m_connection = nullptr;
bool m_canSendUpdates = true;
bool m_didHandshake = false;
};
}
@@ -27,4 +27,14 @@ namespace Multiplayer
{
m_providerTicket = ticket;
}
inline bool ClientToServerConnectionData::DidHandshake() const
{
return m_didHandshake;
}
inline void ClientToServerConnectionData::SetDidHandshake(bool didHandshake)
{
m_didHandshake = didHandshake;
}
}
@@ -33,6 +33,8 @@ namespace Multiplayer
void Update() override;
bool CanSendUpdates() const override;
void SetCanSendUpdates(bool canSendUpdates) override;
bool DidHandshake() const override;
void SetDidHandshake(bool didHandshake) override;
//! @}
NetworkEntityHandle GetPrimaryPlayerEntity();
@@ -52,6 +54,7 @@ namespace Multiplayer
AZStd::string m_providerTicket;
AzNetworking::IConnection* m_connection = nullptr;
bool m_canSendUpdates = false;
bool m_didHandshake = false;
};
}
@@ -38,4 +38,14 @@ namespace Multiplayer
{
m_providerTicket = ticket;
}
inline bool ServerToClientConnectionData::DidHandshake() const
{
return m_didHandshake;
}
inline void ServerToClientConnectionData::SetDidHandshake(bool didHandshake)
{
m_didHandshake = didHandshake;
}
}
@@ -33,7 +33,6 @@ namespace Multiplayer
MultiplayerEditorConnection();
~MultiplayerEditorConnection() = default;
bool IsHandshakeComplete() const { return true; };
bool HandleRequest(AzNetworking::IConnection* connection, const AzNetworking::IPacketHeader& packetHeader, MultiplayerEditorPackets::EditorServerInit& packet);
bool HandleRequest(AzNetworking::IConnection* connection, const AzNetworking::IPacketHeader& packetHeader, MultiplayerEditorPackets::EditorServerReady& packet);
@@ -446,9 +446,9 @@ namespace Multiplayer
MultiplayerPackets::SyncConsole m_syncPacket;
};
bool MultiplayerSystemComponent::IsHandshakeComplete() const
bool MultiplayerSystemComponent::IsHandshakeComplete(AzNetworking::IConnection* connection) const
{
return m_didHandshake;
return reinterpret_cast<IConnectionData*>(connection->GetUserData())->DidHandshake();
}
bool MultiplayerSystemComponent::HandleRequest
@@ -475,7 +475,7 @@ namespace Multiplayer
if (connection->SendReliablePacket(MultiplayerPackets::Accept(sv_map)))
{
m_didHandshake = true;
reinterpret_cast<ServerToClientConnectionData*>(connection->GetUserData())->SetDidHandshake(true);
// Sync our console
ConsoleReplicator consoleReplicator(connection);
@@ -492,7 +492,7 @@ namespace Multiplayer
[[maybe_unused]] MultiplayerPackets::Accept& packet
)
{
m_didHandshake = true;
reinterpret_cast<ClientToServerConnectionData*>(connection->GetUserData())->SetDidHandshake(true);
AZ::CVarFixedString commandString = "sv_map " + packet.GetMap();
AZ::Interface<AZ::IConsole>::Get()->PerformCommand(commandString.c_str());
AZ::CVarFixedString loadLevelString = "LoadLevel " + packet.GetMap();
@@ -76,7 +76,7 @@ namespace Multiplayer
int GetTickOrder() override;
//! @}
bool IsHandshakeComplete() const;
bool IsHandshakeComplete(AzNetworking::IConnection* connection) const;
bool HandleRequest(AzNetworking::IConnection* connection, const AzNetworking::IPacketHeader& packetHeader, MultiplayerPackets::Connect& packet);
bool HandleRequest(AzNetworking::IConnection* connection, const AzNetworking::IPacketHeader& packetHeader, MultiplayerPackets::Accept& packet);
bool HandleRequest(AzNetworking::IConnection* connection, const AzNetworking::IPacketHeader& packetHeader, MultiplayerPackets::ReadyForEntityUpdates& packet);
@@ -171,7 +171,6 @@ namespace Multiplayer
double m_serverSendAccumulator = 0.0;
float m_renderBlendFactor = 0.0f;
float m_tickFactor = 0.0f;
bool m_didHandshake = false;
bool m_spawnNetboundEntities = true;
#if !defined(AZ_RELEASE_BUILD)
@@ -15,7 +15,7 @@
#include <AzFramework/Components/TransformComponent.h>
#include <AzTest/AzTest.h>
#include <Multiplayer/Components/NetBindComponent.h>
#include <NetworkEntity/EntityReplication/EntityReplicator.h>
#include <Multiplayer/NetworkEntity/EntityReplication/EntityReplicator.h>
namespace Multiplayer
{