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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@@ -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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