merging latest development
Signed-off-by: kberg-amzn <karlberg@amazon.com>
This commit is contained in:
@@ -720,11 +720,6 @@ namespace Multiplayer
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void MultiplayerSystemComponent::OnConnect(AzNetworking::IConnection* connection)
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{
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MultiplayerAgentDatum datum;
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datum.m_id = connection->GetConnectionId();
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datum.m_isInvited = false;
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datum.m_agentType = MultiplayerAgentType::Client;
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AZStd::string providerTicket;
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if (connection->GetConnectionRole() == ConnectionRole::Connector)
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{
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@@ -738,7 +733,12 @@ namespace Multiplayer
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}
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else
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{
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AZLOG_INFO("New incoming connection from remote address: %s", connection->GetRemoteAddress().GetString().c_str());
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AZLOG_INFO("New incoming connection from remote address: %s", connection->GetRemoteAddress().GetString().c_str())
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MultiplayerAgentDatum datum;
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datum.m_id = connection->GetConnectionId();
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datum.m_isInvited = false;
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datum.m_agentType = MultiplayerAgentType::Client;
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m_connectionAcquiredEvent.Signal(datum);
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}
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@@ -772,15 +772,14 @@ namespace Multiplayer
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AZLOG_INFO("%s from remote address %s due to %s", endpointString, connection->GetRemoteAddress().GetString().c_str(), reasonString.c_str());
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// The client is disconnecting
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if (GetAgentType() == MultiplayerAgentType::Client)
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if (m_agentType == MultiplayerAgentType::Client)
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{
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AZ_Assert(connection->GetConnectionRole() == ConnectionRole::Connector, "Client connection role should only ever be Connector");
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m_clientDisconnectedEvent.Signal();
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}
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// Signal to session management that a user has left the server
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if (m_agentType == MultiplayerAgentType::DedicatedServer || m_agentType == MultiplayerAgentType::ClientServer)
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else if (m_agentType == MultiplayerAgentType::DedicatedServer || m_agentType == MultiplayerAgentType::ClientServer)
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{
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// Signal to session management that a user has left the server
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if (AZ::Interface<AzFramework::ISessionHandlingProviderRequests>::Get() != nullptr &&
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connection->GetConnectionRole() == ConnectionRole::Acceptor)
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{
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@@ -1133,7 +1132,10 @@ namespace Multiplayer
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return m_networkEntityManager.GetNetworkEntityTracker()->Get(node->second);
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}
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PrefabEntityId playerPrefabEntityId(AZ::Name(static_cast<AZ::CVarFixedString>(sv_defaultPlayerSpawnAsset).c_str()));
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// make sure the player prefab path is lowercase (how it's stored in the cache folder)
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auto sv_defaultPlayerSpawnAssetLowerCase = static_cast<AZ::CVarFixedString>(sv_defaultPlayerSpawnAsset);
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AZStd::to_lower(sv_defaultPlayerSpawnAssetLowerCase.begin(), sv_defaultPlayerSpawnAssetLowerCase.end());
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PrefabEntityId playerPrefabEntityId(AZ::Name(static_cast<AZ::CVarFixedString>(sv_defaultPlayerSpawnAssetLowerCase).c_str()));
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INetworkEntityManager::EntityList entityList = m_networkEntityManager.CreateEntitiesImmediate(playerPrefabEntityId, NetEntityRole::Authority, AZ::Transform::CreateIdentity(), Multiplayer::AutoActivate::DoNotActivate);
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for (NetworkEntityHandle subEntity : entityList)
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