Wait to activate the editor-server until CrySystemInitialized so that the logging system is ready. Automated testing listens for these logs
Signed-off-by: Gene Walters <genewalt@amazon.com>
This commit is contained in:
@@ -25,6 +25,7 @@ ly_add_target(
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AZ::AzCore
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AZ::AzFramework
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AZ::AzNetworking
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Legacy::CryCommon
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PRIVATE
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Gem::EMotionFXStaticLib
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Gem::PhysX.Static
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@@ -143,7 +144,6 @@ if (PAL_TRAIT_BUILD_HOST_TOOLS)
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Include
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BUILD_DEPENDENCIES
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PRIVATE
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Legacy::CryCommon
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Legacy::Editor.Headers
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AZ::AzCore
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AZ::AzFramework
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@@ -20,6 +20,7 @@
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#include <AzCore/Serialization/Utils.h>
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#include <AzNetworking/ConnectionLayer/IConnection.h>
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#include <AzNetworking/Framework/INetworking.h>
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#include <AzCore/Console/IConsole.h>
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namespace Multiplayer
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{
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@@ -34,9 +35,24 @@ namespace Multiplayer
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m_networkEditorInterface = AZ::Interface<INetworking>::Get()->CreateNetworkInterface(
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AZ::Name(MpEditorInterfaceName), ProtocolType::Tcp, TrustZone::ExternalClientToServer, *this);
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m_networkEditorInterface->SetTimeoutMs(AZ::TimeMs{ 0 }); // Disable timeouts on this network interface
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ActivateDedicatedEditorServer();
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CrySystemEventBus::Handler::BusConnect();
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}
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MultiplayerEditorConnection::~MultiplayerEditorConnection()
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{
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CrySystemEventBus::Handler::BusDisconnect();
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}
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void MultiplayerEditorConnection::OnCrySystemInitialized(ISystem&, const SSystemInitParams&)
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{
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if (editorsv_isDedicated)
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{
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// Wait to activate the editor-server until CrySystemInitialized so that the logging system is ready
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// Automated testing listens for these logs
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ActivateDedicatedEditorServer();
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}
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}
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void MultiplayerEditorConnection::ActivateDedicatedEditorServer() const
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{
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if (m_isActivated || !editorsv_isDedicated)
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@@ -8,12 +8,9 @@
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#pragma once
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#include <CrySystemBus.h>
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#include <Source/AutoGen/MultiplayerEditor.AutoPacketDispatcher.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/IO/ByteContainerStream.h>
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#include <AzCore/std/string/string.h>
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#include <AzNetworking/ConnectionLayer/IConnectionListener.h>
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namespace AzNetworking
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@@ -26,10 +23,12 @@ namespace Multiplayer
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//! MultiplayerEditorConnection is a connection listener to synchronize the Editor and a local server it launches
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class MultiplayerEditorConnection final
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: public AzNetworking::IConnectionListener
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, public CrySystemEventBus::Handler
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{
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public:
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MultiplayerEditorConnection();
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~MultiplayerEditorConnection() = default;
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~MultiplayerEditorConnection();
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bool HandleRequest(AzNetworking::IConnection* connection, const AzNetworking::IPacketHeader& packetHeader, MultiplayerEditorPackets::EditorServerReadyForLevelData& packet);
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bool HandleRequest(AzNetworking::IConnection* connection, const AzNetworking::IPacketHeader& packetHeader, MultiplayerEditorPackets::EditorServerLevelData& packet);
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@@ -43,6 +42,11 @@ namespace Multiplayer
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void OnPacketLost([[maybe_unused]]AzNetworking::IConnection* connection, [[maybe_unused]]AzNetworking::PacketId packetId) override {}
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void OnDisconnect([[maybe_unused]]AzNetworking::IConnection* connection, [[maybe_unused]]AzNetworking::DisconnectReason reason, [[maybe_unused]]AzNetworking::TerminationEndpoint endpoint) override {}
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//! @}
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//! CrySystemEvents interface
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//! @{
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void OnCrySystemInitialized(ISystem&, const SSystemInitParams&) override;
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//! @}
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private:
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void ActivateDedicatedEditorServer() const;
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