Update Ctrl+G logic to account for prefab processing status and timing
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@@ -10,12 +10,14 @@
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*
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*/
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#include <Include/IMultiplayerTools.h>
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#include <Source/Editor/MultiplayerEditorSystemComponent.h>
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#include <AzCore/Interface/Interface.h>
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#include <AzCore/Console/IConsole.h>
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#include <AzCore/Console/ILogger.h>
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#include <AzCore/Serialization/SerializeContext.h>
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#include <AzCore/Utils/Utils.h>
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#include <AzToolsFramework/Entity/PrefabEditorEntityOwnershipInterface.h>
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namespace Multiplayer
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{
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@@ -57,12 +59,14 @@ namespace Multiplayer
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void MultiplayerEditorSystemComponent::Activate()
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{
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AzFramework::GameEntityContextEventBus::Handler::BusConnect();
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AzToolsFramework::EditorEvents::Bus::Handler::BusConnect();
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}
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void MultiplayerEditorSystemComponent::Deactivate()
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{
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AzToolsFramework::EditorEvents::Bus::Handler::BusDisconnect();
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AzFramework::GameEntityContextEventBus::Handler::BusDisconnect();
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}
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void MultiplayerEditorSystemComponent::NotifyRegisterViews()
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@@ -77,11 +81,42 @@ namespace Multiplayer
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{
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switch (event)
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{
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case eNotify_OnBeginGameMode:
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{
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case eNotify_OnQuit:
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AZ_Warning("Multiplayer Editor", m_editor != nullptr, "Multiplayer Editor received On Quit without an Editor pointer.");
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if (m_editor)
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{
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m_editor->UnregisterNotifyListener(this);
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m_editor = nullptr;
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}
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[[fallthrough]];
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case eNotify_OnEndGameMode:
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AZ::TickBus::Handler::BusDisconnect();
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// Kill the configured server if it's active
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if (m_serverProcess)
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{
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m_serverProcess->TerminateProcess(0);
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m_serverProcess = nullptr;
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}
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break;
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}
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}
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void MultiplayerEditorSystemComponent::OnGameEntitiesStarted()
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{
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// BeginGameMode and Prefab Processing have completed at this point
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IMultiplayerTools* mpTools = AZ::Interface<IMultiplayerTools>::Get();
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if (editorsv_enabled && mpTools != nullptr && mpTools->DidProcessNetworkPrefabs())
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{
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AZ::TickBus::Handler::BusConnect();
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if (editorsv_enabled)
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auto prefabEditorEntityOwnershipInterface = AZ::Interface<AzToolsFramework::PrefabEditorEntityOwnershipInterface>::Get();
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if (!prefabEditorEntityOwnershipInterface)
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{
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AZ_Error("MultiplayerEditor", prefabEditorEntityOwnershipInterface != nullptr, "PrefabEditorEntityOwnershipInterface unavailable");
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}
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const AZStd::vector<AZ::Data::Asset<AZ::Data::AssetData>>& assetData = prefabEditorEntityOwnershipInterface->GetPlayInEditorAssetData();
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if (assetData.size() > 0)
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{
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// Assemble the server's path
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AZ::CVarFixedString serverProcess = editorsv_process;
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@@ -111,33 +146,13 @@ namespace Multiplayer
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// Start the configured server if it's available
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AzFramework::ProcessLauncher::ProcessLaunchInfo processLaunchInfo;
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processLaunchInfo.m_commandlineParameters =
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AZStd::string::format("\"%s\"", serverPath.c_str());
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processLaunchInfo.m_commandlineParameters = AZStd::string::format("\"%s\"", serverPath.c_str());
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processLaunchInfo.m_showWindow = true;
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processLaunchInfo.m_processPriority = AzFramework::ProcessPriority::PROCESSPRIORITY_NORMAL;
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m_serverProcess = AzFramework::ProcessWatcher::LaunchProcess(
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processLaunchInfo, AzFramework::ProcessCommunicationType::COMMUNICATOR_TYPE_NONE);
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}
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break;
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}
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case eNotify_OnQuit:
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AZ_Warning("Multiplayer Editor", m_editor != nullptr, "Multiplayer Editor received On Quit without an Editor pointer.");
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if (m_editor)
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{
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m_editor->UnregisterNotifyListener(this);
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m_editor = nullptr;
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}
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[[fallthrough]];
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case eNotify_OnEndGameMode:
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AZ::TickBus::Handler::BusDisconnect();
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// Kill the configured server if it's active
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if (m_serverProcess)
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{
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m_serverProcess->TerminateProcess(0);
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m_serverProcess = nullptr;
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}
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break;
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}
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}
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@@ -19,6 +19,7 @@
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#include <AzCore/Console/IConsole.h>
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#include <AzCore/Console/ILogger.h>
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#include <AzFramework/Entity/GameEntityContextBus.h>
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#include <AzFramework/Process/ProcessWatcher.h>
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#include <AzToolsFramework/Entity/EditorEntityContextBus.h>
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@@ -34,6 +35,7 @@ namespace Multiplayer
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class MultiplayerEditorSystemComponent final
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: public AZ::Component
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, private AZ::TickBus::Handler
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, private AzFramework::GameEntityContextEventBus::Handler
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, private AzToolsFramework::EditorEvents::Bus::Handler
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, private IEditorNotifyListener
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{
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@@ -66,8 +68,16 @@ namespace Multiplayer
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void OnTick(float deltaTime, AZ::ScriptTimePoint time) override;
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int GetTickOrder() override;
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//! @}
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//!
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//! EditorEvents::Handler overrides
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//! @{
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void OnEditorNotifyEvent(EEditorNotifyEvent event) override;
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//! @}
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//! GameEntityContextEventBus::Handler overrides
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//! @{
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void OnGameEntitiesStarted() override;
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//! @}
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IEditor* m_editor = nullptr;
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AzFramework::ProcessWatcher* m_serverProcess = nullptr;
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