Update based on feedback. Adding event to MPSystemComponent for receiving a server acceptance packet. The editor system component subscribes to this event and tells the server we're ready for entity updates
Signed-off-by: Gene Walters <genewalt@amazon.com>
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@@ -489,23 +489,13 @@ namespace Multiplayer
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{
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m_didHandshake = true;
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// If this is an Editor then we're now accepting the connection to the EditorServer.
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// In normal game clients SendReadyForEntityUpdates will be enabled once the appropriate level's root spawnable is loaded,
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// but since we're in Editor, we're already in the level.
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AZ::ApplicationTypeQuery applicationType;
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AZ::ComponentApplicationBus::Broadcast(&AZ::ComponentApplicationRequests::QueryApplicationType, applicationType);
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if (applicationType.IsEditor())
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{
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SendReadyForEntityUpdates(true);
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}
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else
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{
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AZ::CVarFixedString commandString = "sv_map " + packet.GetMap();
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AZ::Interface<AZ::IConsole>::Get()->PerformCommand(commandString.c_str());
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AZ::CVarFixedString commandString = "sv_map " + packet.GetMap();
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AZ::Interface<AZ::IConsole>::Get()->PerformCommand(commandString.c_str());
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AZ::CVarFixedString loadLevelString = "LoadLevel " + packet.GetMap();
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AZ::Interface<AZ::IConsole>::Get()->PerformCommand(loadLevelString.c_str());
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}
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AZ::CVarFixedString loadLevelString = "LoadLevel " + packet.GetMap();
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AZ::Interface<AZ::IConsole>::Get()->PerformCommand(loadLevelString.c_str());
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m_serverAcceptanceReceivedEvent.Signal();
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return true;
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}
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@@ -800,6 +790,11 @@ namespace Multiplayer
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handler.Connect(m_connAcquiredEvent);
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}
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void MultiplayerSystemComponent::AddServerAcceptanceReceivedHandler(ServerAcceptanceReceivedEvent::Handler& handler)
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{
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handler.Connect(m_serverAcceptanceReceivedEvent);
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}
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void MultiplayerSystemComponent::AddSessionInitHandler(SessionInitEvent::Handler& handler)
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{
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handler.Connect(m_initEvent);
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