Fixed AR nightly for non-prefab levels where MultiplayerEditorSystemComponent prints an error
Signed-off-by: Sergey Pereslavtsev <pereslav@amazon.com>
This commit is contained in:
@@ -231,79 +231,82 @@ namespace Multiplayer
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void MultiplayerEditorSystemComponent::OnGameEntitiesStarted()
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{
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IMultiplayerTools* mpTools = AZ::Interface<IMultiplayerTools>::Get();
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if (!editorsv_enabled || !mpTools)
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{
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return;
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}
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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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return;
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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)
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{
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const AZStd::vector<AZ::Data::Asset<AZ::Data::AssetData>>& assetData = prefabEditorEntityOwnershipInterface->GetPlayInEditorAssetData();
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const AZStd::vector<AZ::Data::Asset<AZ::Data::AssetData>>& assetData = prefabEditorEntityOwnershipInterface->GetPlayInEditorAssetData();
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AZStd::vector<uint8_t> buffer;
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AZ::IO::ByteContainerStream byteStream(&buffer);
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AZStd::vector<uint8_t> buffer;
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AZ::IO::ByteContainerStream byteStream(&buffer);
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// Serialize Asset information and AssetData into a potentially large buffer
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for (const auto& asset : assetData)
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// Serialize Asset information and AssetData into a potentially large buffer
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for (const auto& asset : assetData)
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{
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AZ::Data::AssetId assetId = asset.GetId();
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AZStd::string assetHint = asset.GetHint();
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uint32_t hintSize = aznumeric_cast<uint32_t>(assetHint.size());
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byteStream.Write(sizeof(AZ::Data::AssetId), reinterpret_cast<void*>(&assetId));
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byteStream.Write(sizeof(uint32_t), reinterpret_cast<void*>(&hintSize));
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byteStream.Write(assetHint.size(), assetHint.data());
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AZ::Utils::SaveObjectToStream(byteStream, AZ::DataStream::ST_BINARY, asset.GetData(), asset.GetData()->GetType());
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}
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const AZ::CVarFixedString remoteAddress = editorsv_serveraddr;
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if (editorsv_launch)
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{
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if (LocalHost != remoteAddress)
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{
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AZ::Data::AssetId assetId = asset.GetId();
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AZStd::string assetHint = asset.GetHint();
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uint32_t hintSize = aznumeric_cast<uint32_t>(assetHint.size());
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byteStream.Write(sizeof(AZ::Data::AssetId), reinterpret_cast<void*>(&assetId));
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byteStream.Write(sizeof(uint32_t), reinterpret_cast<void*>(&hintSize));
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byteStream.Write(assetHint.size(), assetHint.data());
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AZ::Utils::SaveObjectToStream(byteStream, AZ::DataStream::ST_BINARY, asset.GetData(), asset.GetData()->GetType());
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AZ_Warning(
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"MultiplayerEditor", false,
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"Launching EditorServer skipped because incompatible cvars. editorsv_launch=true, meaning you want to launch an editor-server on this machine, but the editorsv_serveraddr is %s instead of the local address (127.0.0.1). "
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"Please either set editorsv_launch=false and keep the remote editor-server, or set editorsv_launch=true and editorsv_serveraddr=127.0.0.1.",
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remoteAddress.c_str())
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return;
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}
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const AZ::CVarFixedString remoteAddress = editorsv_serveraddr;
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if (editorsv_launch)
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{
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if (LocalHost != remoteAddress)
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{
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AZ_Warning(
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"MultiplayerEditor", false,
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"Launching EditorServer skipped because incompatible cvars. editorsv_launch=true, meaning you want to launch an editor-server on this machine, but the editorsv_serveraddr is %s instead of the local address (127.0.0.1). "
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"Please either set editorsv_launch=false and keep the remote editor-server, or set editorsv_launch=true and editorsv_serveraddr=127.0.0.1.",
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remoteAddress.c_str())
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return;
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}
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// Begin listening for MPEditor packets before we launch the editor-server.
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// The editor-server will send us (the editor) an "EditorServerReadyForLevelData" packet to let us know it's ready to receive data.
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INetworkInterface* editorNetworkInterface =
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AZ::Interface<INetworking>::Get()->RetrieveNetworkInterface(AZ::Name(MpEditorInterfaceName));
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AZ_Assert(editorNetworkInterface, "MP Editor Network Interface was unregistered before Editor could connect.");
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editorNetworkInterface->Listen(editorsv_port);
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// Begin listening for MPEditor packets before we launch the editor-server.
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// The editor-server will send us (the editor) an "EditorServerReadyForLevelData" packet to let us know it's ready to receive data.
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INetworkInterface* editorNetworkInterface =
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AZ::Interface<INetworking>::Get()->RetrieveNetworkInterface(AZ::Name(MpEditorInterfaceName));
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AZ_Assert(editorNetworkInterface, "MP Editor Network Interface was unregistered before Editor could connect.");
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editorNetworkInterface->Listen(editorsv_port);
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// Launch the editor-server
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m_serverProcess = LaunchEditorServer();
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}
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else
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{
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// Editorsv_launch=false, so we're expecting an editor-server already exists.
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// Connect to the editor-server and then send the EditorServerLevelData packet.
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INetworkInterface* editorNetworkInterface = AZ::Interface<INetworking>::Get()->RetrieveNetworkInterface(AZ::Name(MpEditorInterfaceName));
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AZ_Assert(editorNetworkInterface, "MP Editor Network Interface was unregistered before Editor could connect.")
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// Launch the editor-server
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m_serverProcess = LaunchEditorServer();
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}
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else
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{
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// Editorsv_launch=false, so we're expecting an editor-server already exists.
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// Connect to the editor-server and then send the EditorServerLevelData packet.
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INetworkInterface* editorNetworkInterface = AZ::Interface<INetworking>::Get()->RetrieveNetworkInterface(AZ::Name(MpEditorInterfaceName));
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AZ_Assert(editorNetworkInterface, "MP Editor Network Interface was unregistered before Editor could connect.")
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m_editorConnId = editorNetworkInterface->Connect(AzNetworking::IpAddress(remoteAddress.c_str(), editorsv_port, AzNetworking::ProtocolType::Tcp));
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m_editorConnId = editorNetworkInterface->Connect(AzNetworking::IpAddress(remoteAddress.c_str(), editorsv_port, AzNetworking::ProtocolType::Tcp));
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if (m_editorConnId == AzNetworking::InvalidConnectionId)
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{
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AZ_Warning(
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"MultiplayerEditor", false,
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"Editor multiplayer game-mode failed! Could not connect to an editor-server. editorsv_launch is false so we're assuming you're running your own editor-server at editorsv_serveraddr(%s) on editorsv_port(%i). "
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"Either set editorsv_launch=true so the editor launches an editor-server for you, or launch your own editor-server by hand before entering game-mode. Remember editor-servers must use editorsv_isDedicated=true.",
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remoteAddress.c_str(),
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static_cast<uint16_t>(editorsv_port))
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return;
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}
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SendEditorServerLevelDataPacket(editorNetworkInterface->GetConnectionSet().GetConnection(m_editorConnId));
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if (m_editorConnId == AzNetworking::InvalidConnectionId)
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{
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AZ_Warning(
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"MultiplayerEditor", false,
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"Editor multiplayer game-mode failed! Could not connect to an editor-server. editorsv_launch is false so we're assuming you're running your own editor-server at editorsv_serveraddr(%s) on editorsv_port(%i). "
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"Either set editorsv_launch=true so the editor launches an editor-server for you, or launch your own editor-server by hand before entering game-mode. Remember editor-servers must use editorsv_isDedicated=true.",
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remoteAddress.c_str(),
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static_cast<uint16_t>(editorsv_port))
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return;
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}
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SendEditorServerLevelDataPacket(editorNetworkInterface->GetConnectionSet().GetConnection(m_editorConnId));
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}
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}
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