Merge pull request #522 from aws-lumberyard-dev/mp_editor_pipeline
Integrating network prefab processing with Multiplayer.Editor to enable server launch on Ctrl+G via an Editor specific network connection
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@@ -307,6 +307,8 @@ namespace AZ
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Asset(AssetLoadBehavior loadBehavior = AssetLoadBehavior::Default);
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/// Create an asset from a valid asset data (created asset), might not be loaded or currently loading.
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Asset(AssetData* assetData, AssetLoadBehavior loadBehavior);
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/// Create an asset from a valid asset data (created asset) and set the asset id for both, might not be loaded or currently loading.
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Asset(const AZ::Data::AssetId& id, AssetData* assetData, AssetLoadBehavior loadBehavior);
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/// Initialize asset pointer with id, type, and hint. No data construction will occur until QueueLoad is called.
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Asset(const AZ::Data::AssetId& id, const AZ::Data::AssetType& type, const AZStd::string& hint = AZStd::string());
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@@ -787,6 +789,18 @@ namespace AZ
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SetData(assetData);
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}
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//=========================================================================
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template<class T>
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Asset<T>::Asset(const AssetId& id, AssetData* assetData, AssetLoadBehavior loadBehavior)
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: m_assetId(id)
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, m_assetType(azrtti_typeid<T>())
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, m_loadBehavior(loadBehavior)
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{
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AZ_Assert(!assetData->m_assetId.IsValid(), "Asset data already has an ID set.");
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assetData->m_assetId = id;
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SetData(assetData);
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}
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//=========================================================================
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template<class T>
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Asset<T>::Asset(const AssetId& id, const AZ::Data::AssetType& type, const AZStd::string& hint)
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@@ -116,8 +116,8 @@ namespace AzNetworking
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int32_t TcpSocket::Receive(uint8_t* outData, uint32_t size) const
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{
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AZ_Assert(size > 0, "Invalid data size for send");
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AZ_Assert(outData != nullptr, "NULL data pointer passed to send");
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AZ_Assert(size > 0, "Invalid data size for receive");
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AZ_Assert(outData != nullptr, "NULL data pointer passed to receive");
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if (!IsOpen())
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{
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return SocketOpResultErrorNotOpen;
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@@ -176,7 +176,7 @@ namespace AzNetworking
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if (::bind(aznumeric_cast<int32_t>(m_socketFd), (const sockaddr*)&hints, sizeof(hints)) != 0)
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{
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const int32_t error = GetLastNetworkError();
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AZLOG_ERROR("Failed to bind socket (%d:%s)", error, GetNetworkErrorDesc(error));
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AZLOG_ERROR("Failed to bind TCP socket to port %u (%d:%s)", uint32_t(port), error, GetNetworkErrorDesc(error));
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return false;
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}
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@@ -162,7 +162,7 @@ namespace AzNetworking
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const UdpReaderThread::ReceivedPackets* packets = m_readerThread.GetReceivedPackets(m_socket.get());
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if (packets == nullptr)
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{
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AZ_Assert(false, "nullptr was retrieved for the received packet buffer, check that the socket has been registered with the reader thread");
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// Socket is not yet registered with the reader thread and is likely still pending, try again later
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return;
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}
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@@ -82,7 +82,7 @@ namespace AzNetworking
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if (::bind(static_cast<int32_t>(m_socketFd), (const sockaddr *)&hints, sizeof(hints)) != 0)
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{
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const int32_t error = GetLastNetworkError();
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AZLOG_ERROR("Failed to bind socket to port %u (%d:%s)", uint32_t(port), error, GetNetworkErrorDesc(error));
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AZLOG_ERROR("Failed to bind UDP socket to port %u (%d:%s)", uint32_t(port), error, GetNetworkErrorDesc(error));
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return false;
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}
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}
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+5
@@ -12,6 +12,7 @@
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#pragma once
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#include <AzCore/Asset/AssetCommon.h>
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#include <AzCore/Component/Entity.h>
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#include <AzCore/IO/GenericStreams.h>
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#include <AzCore/std/smart_ptr/unique_ptr.h>
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@@ -46,6 +47,10 @@ namespace AzToolsFramework
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virtual Prefab::InstanceOptionalReference GetRootPrefabInstance() = 0;
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//! Get all Assets generated by Prefab processing when entering Play-In Editor mode (Ctrl+G)
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//! /return The vector of Assets generated by Prefab processing
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virtual const AZStd::vector<AZ::Data::Asset<AZ::Data::AssetData>>& GetPlayInEditorAssetData() = 0;
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virtual bool LoadFromStream(AZ::IO::GenericStream& stream, AZStd::string_view filename) = 0;
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virtual bool SaveToStream(AZ::IO::GenericStream& stream, AZStd::string_view filename) = 0;
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+5
@@ -314,6 +314,11 @@ namespace AzToolsFramework
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return *m_rootInstance;
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}
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const AZStd::vector<AZ::Data::Asset<AZ::Data::AssetData>>& PrefabEditorEntityOwnershipService::GetPlayInEditorAssetData()
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{
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return m_playInEditorData.m_assets;
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}
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void PrefabEditorEntityOwnershipService::OnEntityRemoved(AZ::EntityId entityId)
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{
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AzFramework::SliceEntityRequestBus::MultiHandler::BusDisconnect(entityId);
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+2
@@ -195,6 +195,8 @@ namespace AzToolsFramework
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AZ::IO::PathView filePath, Prefab::InstanceOptionalReference instanceToParentUnder) override;
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Prefab::InstanceOptionalReference GetRootPrefabInstance() override;
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const AZStd::vector<AZ::Data::Asset<AZ::Data::AssetData>>& GetPlayInEditorAssetData() override;
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//////////////////////////////////////////////////////////////////////////
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void OnEntityRemoved(AZ::EntityId entityId);
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