Cleanup listen and connect logic to prevent log spam
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@@ -116,17 +116,29 @@ namespace AzNetworking
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m_port = port;
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m_allowIncomingConnections = true;
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m_socket->Open(m_port, UdpSocket::CanAcceptConnections::True, m_trustZone);
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m_readerThread.RegisterSocket(m_socket.get());
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return true;
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if (m_socket->Open(m_port, UdpSocket::CanAcceptConnections::True, m_trustZone))
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{
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m_readerThread.RegisterSocket(m_socket.get());
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return true;
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}
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else
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{
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return false;
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}
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}
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ConnectionId UdpNetworkInterface::Connect(const IpAddress& remoteAddress)
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{
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if (!m_socket->IsOpen())
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{
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m_socket->Open(m_port, UdpSocket::CanAcceptConnections::False, m_trustZone);
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m_readerThread.RegisterSocket(m_socket.get());
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if (m_socket->Open(m_port, UdpSocket::CanAcceptConnections::False, m_trustZone))
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{
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m_readerThread.RegisterSocket(m_socket.get());
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}
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else
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{
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return InvalidConnectionId;
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}
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}
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const ConnectionId connectionId = m_connectionSet.GetNextConnectionId();
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@@ -69,12 +69,14 @@ namespace Multiplayer
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//! Starts hosting a server
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//! @param port The port to listen for connection on
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//! @param isDedicated Whether the server is dedicated or client hosted
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virtual void StartHosting(uint16_t port, bool isDedicated = true) = 0;
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//! @return if the application successfully started hosting
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virtual bool StartHosting(uint16_t port, bool isDedicated = true) = 0;
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//! Connects to the specified IP as a Client
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//! @param remoteAddress The domain or IP to connect to
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//! @param port The port to connect to
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virtual void Connect(AZStd::string remoteAddress, uint16_t port) = 0;
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//! @result if a connection was successfully created
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virtual bool Connect(AZStd::string remoteAddress, uint16_t port) = 0;
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// Disconnects all multiplayer connections, stops listening on the server and invokes handlers appropriate to network context
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virtual void Terminate() = 0;
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@@ -201,17 +201,17 @@ namespace Multiplayer
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AZ::TickBus::Handler::BusDisconnect();
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}
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void MultiplayerSystemComponent::StartHosting(uint16_t port, bool isDedicated)
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bool MultiplayerSystemComponent::StartHosting(uint16_t port, bool isDedicated)
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{
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InitializeMultiplayer(isDedicated ? MultiplayerAgentType::DedicatedServer : MultiplayerAgentType::ClientServer);
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m_networkInterface->Listen(port);
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return m_networkInterface->Listen(port);
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}
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void MultiplayerSystemComponent::Connect(AZStd::string remoteAddress, uint16_t port)
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bool MultiplayerSystemComponent::Connect(AZStd::string remoteAddress, uint16_t port)
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{
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InitializeMultiplayer(MultiplayerAgentType::Client);
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const IpAddress address(remoteAddress.c_str(), port, m_networkInterface->GetType());
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m_networkInterface->Connect(address);
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return m_networkInterface->Connect(address) != InvalidConnectionId;
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}
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void MultiplayerSystemComponent::Terminate()
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@@ -113,8 +113,8 @@ namespace Multiplayer
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void AddConnectionAcquiredHandler(ConnectionAcquiredEvent::Handler& handler) override;
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void AddSessionInitHandler(SessionInitEvent::Handler& handler) override;
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void AddSessionShutdownHandler(SessionShutdownEvent::Handler& handler) override;
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void StartHosting(uint16_t port, bool isDedicated = true) override;
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void Connect(AZStd::string remoteAddress, uint16_t port) override;
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bool StartHosting(uint16_t port, bool isDedicated = true) override;
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bool Connect(AZStd::string remoteAddress, uint16_t port) override;
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void Terminate() override;
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void SendReadyForEntityUpdates(bool readyForEntityUpdates) override;
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AZ::TimeMs GetCurrentHostTimeMs() const override;
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