Update Ctrl+G logic to account for prefab processing status and timing

This commit is contained in:
puvvadar
2021-05-03 13:07:11 -07:00
parent b294c88e2a
commit 2f4120cdfb
11 changed files with 142 additions and 48 deletions
@@ -46,6 +46,8 @@ namespace AzToolsFramework
virtual Prefab::InstanceOptionalReference GetRootPrefabInstance() = 0;
virtual const AZStd::vector<AZ::Data::Asset<AZ::Data::AssetData>>& GetPlayInEditorAssetData() = 0;
virtual bool LoadFromStream(AZ::IO::GenericStream& stream, AZStd::string_view filename) = 0;
virtual bool SaveToStream(AZ::IO::GenericStream& stream, AZStd::string_view filename) = 0;
@@ -321,6 +321,11 @@ namespace AzToolsFramework
return *m_rootInstance;
}
const AZStd::vector<AZ::Data::Asset<AZ::Data::AssetData>>& PrefabEditorEntityOwnershipService::GetPlayInEditorAssetData()
{
return m_playInEditorData.m_assets;
}
void PrefabEditorEntityOwnershipService::OnEntityRemoved(AZ::EntityId entityId)
{
AzFramework::SliceEntityRequestBus::MultiHandler::BusDisconnect(entityId);
@@ -195,6 +195,8 @@ namespace AzToolsFramework
AZ::IO::PathView filePath, Prefab::InstanceOptionalReference instanceToParentUnder) override;
Prefab::InstanceOptionalReference GetRootPrefabInstance() override;
const AZStd::vector<AZ::Data::Asset<AZ::Data::AssetData>>& GetPlayInEditorAssetData() override;
//////////////////////////////////////////////////////////////////////////
void OnEntityRemoved(AZ::EntityId entityId);
+1
View File
@@ -119,6 +119,7 @@ if (PAL_TRAIT_BUILD_HOST_TOOLS)
BUILD_DEPENDENCIES
PRIVATE
Gem::Multiplayer.Editor.Static
Gem::Multiplayer.Tools
)
endif()
@@ -0,0 +1,39 @@
/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
#pragma once
#include <AzCore/RTTI/RTTI.h>
namespace Multiplayer
{
//! IMultiplayer provides insight into the Multiplayer session and its Agents
class IMultiplayerTools
{
public:
// NetworkPrefabProcessor is the only class that should be setting process network prefab status
friend class NetworkPrefabProcessor;
AZ_RTTI(IMultiplayerTools, "{E8A80EAB-29CB-4E3B-A0B2-FFCB37060FB0}");
virtual ~IMultiplayerTools() = default;
//! Returns if network prefab processing has created currently active or pending spawnables
//! @return If network prefab processing has created currently active or pending spawnables
virtual bool DidProcessNetworkPrefabs() = 0;
private:
//! Sets if network prefab processing has created currently active or pending spawnables
//! @param didProcessNetPrefabs if network prefab processing has created currently active or pending spawnables
virtual void SetDidProcessNetworkPrefabs(bool didProcessNetPrefabs) = 0;
};
}
@@ -10,12 +10,14 @@
*
*/
#include <Include/IMultiplayerTools.h>
#include <Source/Editor/MultiplayerEditorSystemComponent.h>
#include <AzCore/Interface/Interface.h>
#include <AzCore/Console/IConsole.h>
#include <AzCore/Console/ILogger.h>
#include <AzCore/Serialization/SerializeContext.h>
#include <AzCore/Utils/Utils.h>
#include <AzToolsFramework/Entity/PrefabEditorEntityOwnershipInterface.h>
namespace Multiplayer
{
@@ -57,12 +59,14 @@ namespace Multiplayer
void MultiplayerEditorSystemComponent::Activate()
{
AzFramework::GameEntityContextEventBus::Handler::BusConnect();
AzToolsFramework::EditorEvents::Bus::Handler::BusConnect();
}
void MultiplayerEditorSystemComponent::Deactivate()
{
AzToolsFramework::EditorEvents::Bus::Handler::BusDisconnect();
AzFramework::GameEntityContextEventBus::Handler::BusDisconnect();
}
void MultiplayerEditorSystemComponent::NotifyRegisterViews()
@@ -77,11 +81,42 @@ namespace Multiplayer
{
switch (event)
{
case eNotify_OnBeginGameMode:
{
case eNotify_OnQuit:
AZ_Warning("Multiplayer Editor", m_editor != nullptr, "Multiplayer Editor received On Quit without an Editor pointer.");
if (m_editor)
{
m_editor->UnregisterNotifyListener(this);
m_editor = nullptr;
}
[[fallthrough]];
case eNotify_OnEndGameMode:
AZ::TickBus::Handler::BusDisconnect();
// Kill the configured server if it's active
if (m_serverProcess)
{
m_serverProcess->TerminateProcess(0);
m_serverProcess = nullptr;
}
break;
}
}
void MultiplayerEditorSystemComponent::OnGameEntitiesStarted()
{
// BeginGameMode and Prefab Processing have completed at this point
IMultiplayerTools* mpTools = AZ::Interface<IMultiplayerTools>::Get();
if (editorsv_enabled && mpTools != nullptr && mpTools->DidProcessNetworkPrefabs())
{
AZ::TickBus::Handler::BusConnect();
if (editorsv_enabled)
auto prefabEditorEntityOwnershipInterface = AZ::Interface<AzToolsFramework::PrefabEditorEntityOwnershipInterface>::Get();
if (!prefabEditorEntityOwnershipInterface)
{
AZ_Error("MultiplayerEditor", prefabEditorEntityOwnershipInterface != nullptr, "PrefabEditorEntityOwnershipInterface unavailable");
}
const AZStd::vector<AZ::Data::Asset<AZ::Data::AssetData>>& assetData = prefabEditorEntityOwnershipInterface->GetPlayInEditorAssetData();
if (assetData.size() > 0)
{
// Assemble the server's path
AZ::CVarFixedString serverProcess = editorsv_process;
@@ -111,33 +146,13 @@ namespace Multiplayer
// Start the configured server if it's available
AzFramework::ProcessLauncher::ProcessLaunchInfo processLaunchInfo;
processLaunchInfo.m_commandlineParameters =
AZStd::string::format("\"%s\"", serverPath.c_str());
processLaunchInfo.m_commandlineParameters = AZStd::string::format("\"%s\"", serverPath.c_str());
processLaunchInfo.m_showWindow = true;
processLaunchInfo.m_processPriority = AzFramework::ProcessPriority::PROCESSPRIORITY_NORMAL;
m_serverProcess = AzFramework::ProcessWatcher::LaunchProcess(
processLaunchInfo, AzFramework::ProcessCommunicationType::COMMUNICATOR_TYPE_NONE);
}
break;
}
case eNotify_OnQuit:
AZ_Warning("Multiplayer Editor", m_editor != nullptr, "Multiplayer Editor received On Quit without an Editor pointer.");
if (m_editor)
{
m_editor->UnregisterNotifyListener(this);
m_editor = nullptr;
}
[[fallthrough]];
case eNotify_OnEndGameMode:
AZ::TickBus::Handler::BusDisconnect();
// Kill the configured server if it's active
if (m_serverProcess)
{
m_serverProcess->TerminateProcess(0);
m_serverProcess = nullptr;
}
break;
}
}
@@ -19,6 +19,7 @@
#include <AzCore/Console/IConsole.h>
#include <AzCore/Console/ILogger.h>
#include <AzFramework/Entity/GameEntityContextBus.h>
#include <AzFramework/Process/ProcessWatcher.h>
#include <AzToolsFramework/Entity/EditorEntityContextBus.h>
@@ -34,6 +35,7 @@ namespace Multiplayer
class MultiplayerEditorSystemComponent final
: public AZ::Component
, private AZ::TickBus::Handler
, private AzFramework::GameEntityContextEventBus::Handler
, private AzToolsFramework::EditorEvents::Bus::Handler
, private IEditorNotifyListener
{
@@ -66,8 +68,16 @@ namespace Multiplayer
void OnTick(float deltaTime, AZ::ScriptTimePoint time) override;
int GetTickOrder() override;
//! @}
//!
//! EditorEvents::Handler overrides
//! @{
void OnEditorNotifyEvent(EEditorNotifyEvent event) override;
//! @}
//! GameEntityContextEventBus::Handler overrides
//! @{
void OnGameEntitiesStarted() override;
//! @}
IEditor* m_editor = nullptr;
AzFramework::ProcessWatcher* m_serverProcess = nullptr;
@@ -18,32 +18,21 @@
namespace Multiplayer
{
//! Multiplayer Tools system component provides serialize context reflection for tools-only systems.
class MultiplayerToolsSystemComponent final
: public AZ::Component
void MultiplayerToolsSystemComponent::Reflect(AZ::ReflectContext* context)
{
public:
AZ_COMPONENT(MultiplayerToolsSystemComponent, "{65AF5342-0ECE-423B-B646-AF55A122F72B}");
NetworkPrefabProcessor::Reflect(context);
}
static void Reflect(AZ::ReflectContext* context)
{
NetworkPrefabProcessor::Reflect(context);
}
bool MultiplayerToolsSystemComponent::DidProcessNetworkPrefabs()
{
return m_didProcessNetPrefabs;
}
MultiplayerToolsSystemComponent() = default;
~MultiplayerToolsSystemComponent() override = default;
/// AZ::Component overrides.
void Activate() override
{
}
void Deactivate() override
{
}
};
void MultiplayerToolsSystemComponent::SetDidProcessNetworkPrefabs(bool didProcessNetPrefabs)
{
m_didProcessNetPrefabs = didProcessNetPrefabs;
}
MultiplayerToolsModule::MultiplayerToolsModule()
: AZ::Module()
@@ -12,10 +12,37 @@
#pragma once
#include <AzCore/Component/Component.h>
#include <AzCore/Module/Module.h>
#include <Include/IMultiplayerTools.h>
namespace Multiplayer
{
class MultiplayerToolsSystemComponent final
: public AZ::Component
, public IMultiplayerTools
{
public:
AZ_COMPONENT(MultiplayerToolsSystemComponent, "{65AF5342-0ECE-423B-B646-AF55A122F72B}");
static void Reflect(AZ::ReflectContext* context);
MultiplayerToolsSystemComponent() = default;
~MultiplayerToolsSystemComponent() override = default;
/// AZ::Component overrides.
void Activate() override {};
void Deactivate() override {};
bool DidProcessNetworkPrefabs() override;
private:
void SetDidProcessNetworkPrefabs(bool didProcessNetPrefabs) override;
bool m_didProcessNetPrefabs = false;
};
class MultiplayerToolsModule
: public AZ::Module
{
@@ -18,6 +18,7 @@
#include <AzToolsFramework/Prefab/Instance/Instance.h>
#include <AzToolsFramework/Prefab/PrefabDomUtils.h>
#include <Prefab/Spawnable/SpawnableUtils.h>
#include <Include/IMultiplayerTools.h>
#include <Source/Components/NetBindComponent.h>
#include <Source/Pipeline/NetBindMarkerComponent.h>
#include <Source/Pipeline/NetworkSpawnableHolderComponent.h>
@@ -29,6 +30,8 @@ namespace Multiplayer
void NetworkPrefabProcessor::Process(PrefabProcessorContext& context)
{
IMultiplayerTools* mpTools = AZ::Interface<IMultiplayerTools>::Get();
mpTools->SetDidProcessNetworkPrefabs(false);
context.ListPrefabs([&context](AZStd::string_view prefabName, PrefabDom& prefab) {
ProcessPrefab(context, prefabName, prefab);
});
@@ -10,6 +10,7 @@
#
set(FILES
Include/IMultiplayerTools.h
Source/Multiplayer_precompiled.cpp
Source/Multiplayer_precompiled.h
Source/Pipeline/NetworkPrefabProcessor.cpp