Merge editor-server race condition fix; will test on Jenkins

Signed-off-by: Gene Walters <genewalt@amazon.com>
This commit is contained in:
Gene Walters
2021-10-22 16:39:04 -07:00
7 changed files with 160 additions and 56 deletions
@@ -0,0 +1,24 @@
/*
* Copyright (c) Contributors to the Open 3D Engine Project.
* For complete copyright and license terms please see the LICENSE at the root of this distribution.
*
* SPDX-License-Identifier: Apache-2.0 OR MIT
*
*/
#pragma once
#include <AzCore/EBus/EBus.h>
namespace Multiplayer
{
class MultiplayerEditorServerRequests : public AZ::EBusTraits
{
public:
static const AZ::EBusHandlerPolicy HandlerPolicy = AZ::EBusHandlerPolicy::Single;
static const AZ::EBusAddressPolicy AddressPolicy = AZ::EBusAddressPolicy::Single;
virtual void SendEditorServerInitPacket(AzNetworking::IConnection* connection) = 0;
};
using MultiplayerEditorServerRequestBus = AZ::EBus<MultiplayerEditorServerRequests>;
} // namespace Multiplayer
@@ -4,7 +4,9 @@
<Include File="AzNetworking/AutoGen/CorePackets.AutoPackets.h" />
<Include File="Multiplayer/MultiplayerTypes.h" />
<Include File="Multiplayer/NetworkTime/INetworkTime.h" />
<Packet Name="EditorServerReadyForInit" Desc="A packet the local server will send on startup once it's ready for the EditorServerInit packet."/>
<Packet Name="EditorServerInit" Desc="A packet that initializes a local server launched from the editor">
<Member Type="bool" Name="lastUpdate" Init="false"/>
@@ -9,6 +9,7 @@
#include <Multiplayer/IMultiplayer.h>
#include <Multiplayer/INetworkSpawnableLibrary.h>
#include <Multiplayer/MultiplayerConstants.h>
#include <Multiplayer/MultiplayerEditorServerBus.h>
#include <Editor/MultiplayerEditorConnection.h>
#include <Source/AutoGen/AutoComponentTypes.h>
@@ -35,13 +36,25 @@ namespace Multiplayer
m_networkEditorInterface->SetTimeoutMs(AZ::TimeMs{ 0 }); // Disable timeouts on this network interface
if (editorsv_isDedicated)
{
uint16_t editorServerPort = DefaultServerEditorPort;
if (auto console = AZ::Interface<AZ::IConsole>::Get(); console)
uint16_t editorsv_port = DefaultServerEditorPort;
if (const auto console = AZ::Interface<AZ::IConsole>::Get())
{
console->GetCvarValue("editorsv_port", editorServerPort);
console->GetCvarValue("editorsv_port", editorsv_port);
}
AZ_Assert(m_networkEditorInterface, "MP Editor Network Interface was unregistered before Editor Server could start listening.")
// Check if there's already an Editor out there waiting to connect
ConnectionId editorServerToEditorConnectionId = m_networkEditorInterface->Connect(IpAddress(LocalHost.data(), editorsv_port, ProtocolType::Tcp));
// If there wasn't an Editor waiting for this server to start, then assume this is an editor-server launched by hand... listen and wait for the editor to request a connection
if (editorServerToEditorConnectionId == AzNetworking::InvalidConnectionId)
{
m_networkEditorInterface->Listen(editorsv_port);
}
else
{
m_networkEditorInterface->SendReliablePacket(editorServerToEditorConnectionId, MultiplayerEditorPackets::EditorServerReadyForInit());
}
AZ_Assert(m_networkEditorInterface, "MP Editor Network Interface was unregistered before Editor Server could start listening.");
m_networkEditorInterface->Listen(editorServerPort);
}
}
@@ -125,6 +138,15 @@ namespace Multiplayer
return true;
}
bool MultiplayerEditorConnection::HandleRequest(
[[maybe_unused]] AzNetworking::IConnection* connection,
[[maybe_unused]] const AzNetworking::IPacketHeader& packetHeader,
[[maybe_unused]] MultiplayerEditorPackets::EditorServerReadyForInit& packet)
{
MultiplayerEditorServerRequestBus::Broadcast(&MultiplayerEditorServerRequestBus::Events::SendEditorServerInitPacket, connection);
return true;
}
bool MultiplayerEditorConnection::HandleRequest
(
[[maybe_unused]] AzNetworking::IConnection* connection,
@@ -33,6 +33,7 @@ namespace Multiplayer
MultiplayerEditorConnection();
~MultiplayerEditorConnection() = default;
bool HandleRequest(AzNetworking::IConnection* connection, const AzNetworking::IPacketHeader& packetHeader, MultiplayerEditorPackets::EditorServerReadyForInit& packet);
bool HandleRequest(AzNetworking::IConnection* connection, const AzNetworking::IPacketHeader& packetHeader, MultiplayerEditorPackets::EditorServerInit& packet);
bool HandleRequest(AzNetworking::IConnection* connection, const AzNetworking::IPacketHeader& packetHeader, MultiplayerEditorPackets::EditorServerReady& packet);
@@ -118,6 +118,7 @@ namespace Multiplayer
{
AzFramework::GameEntityContextEventBus::Handler::BusConnect();
AzToolsFramework::EditorEvents::Bus::Handler::BusConnect();
MultiplayerEditorServerRequestBus::Handler::BusConnect();
AZ::Interface<IMultiplayer>::Get()->AddServerAcceptanceReceivedHandler(m_serverAcceptanceReceivedHandler);
}
@@ -125,6 +126,7 @@ namespace Multiplayer
{
AzToolsFramework::EditorEvents::Bus::Handler::BusDisconnect();
AzFramework::GameEntityContextEventBus::Handler::BusDisconnect();
MultiplayerEditorServerRequestBus::Handler::BusDisconnect();
}
void MultiplayerEditorSystemComponent::NotifyRegisterViews()
@@ -154,8 +156,8 @@ namespace Multiplayer
m_serverProcess->TerminateProcess(0);
m_serverProcess = nullptr;
}
INetworkInterface* editorNetworkInterface = AZ::Interface<INetworking>::Get()->RetrieveNetworkInterface(AZ::Name(MpEditorInterfaceName));
if (editorNetworkInterface)
if (INetworkInterface* editorNetworkInterface = AZ::Interface<INetworking>::Get()->RetrieveNetworkInterface(AZ::Name(MpEditorInterfaceName)))
{
editorNetworkInterface->Disconnect(m_editorConnId, AzNetworking::DisconnectReason::TerminatedByClient);
}
@@ -252,62 +254,48 @@ namespace Multiplayer
}
const AZ::CVarFixedString remoteAddress = editorsv_serveraddr;
if (editorsv_launch && LocalHost == remoteAddress)
if (editorsv_launch)
{
if (LocalHost != remoteAddress)
{
AZ_Warning(
"MultiplayerEditor", false,
"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)."
"Please either set editorsv_launch=false and keep the remote editor-server, or set editorsv_launch=true and editorsv_serveraddr=127.0.0.1.",
remoteAddress.c_str())
return;
}
// Begin listening so we know when the editor-server being ready for us
INetworkInterface* editorNetworkInterface =
AZ::Interface<INetworking>::Get()->RetrieveNetworkInterface(AZ::Name(MpEditorInterfaceName));
AZ_Assert(editorNetworkInterface, "MP Editor Network Interface was unregistered before Editor could connect.");
editorNetworkInterface->Listen(editorsv_port);
// Launch the editor-server
m_serverProcess = LaunchEditorServer();
//AZ_Warning(
// "MultiplayerEditor", false,
// "Just launched LaunchEditorServer. About to sleep!")
//AZStd::this_thread::sleep_for(AZStd::chrono::seconds(10));
//AZ_Warning("MultiplayerEditor", false, "Just launched LaunchEditorServer. Done sleeping!")
}
// Spawnable library needs to be rebuilt since now we have newly registered in-memory spawnable assets
AZ::Interface<INetworkSpawnableLibrary>::Get()->BuildSpawnablesList();
// Now that the server has launched, attempt to connect the NetworkInterface
INetworkInterface* editorNetworkInterface = AZ::Interface<INetworking>::Get()->RetrieveNetworkInterface(AZ::Name(MpEditorInterfaceName));
AZ_Assert(editorNetworkInterface, "MP Editor Network Interface was unregistered before Editor could connect.");
m_editorConnId = editorNetworkInterface->Connect(
AzNetworking::IpAddress(remoteAddress.c_str(), editorsv_port, AzNetworking::ProtocolType::Tcp));
if (m_editorConnId == AzNetworking::InvalidConnectionId)
else
{
AZ_Warning(
"MultiplayerEditor", false,
"Could not connect to server targeted by Editor. If using a local server, check that it's built and editorsv_launch is true.");
return;
}
// Editorsv_launch=false, so we're expecting an editor-server already exists.
// Connect to the editor-server and then send the EditorServerInit packet.
INetworkInterface* editorNetworkInterface = AZ::Interface<INetworking>::Get()->RetrieveNetworkInterface(AZ::Name(MpEditorInterfaceName));
AZ_Assert(editorNetworkInterface, "MP Editor Network Interface was unregistered before Editor could connect.")
m_editorConnId = editorNetworkInterface->Connect(AzNetworking::IpAddress(remoteAddress.c_str(), editorsv_port, AzNetworking::ProtocolType::Tcp));
// Read the buffer into EditorServerInit packets until we've flushed the whole thing
byteStream.Seek(0, AZ::IO::GenericStream::SeekMode::ST_SEEK_BEGIN);
while (byteStream.GetCurPos() < byteStream.GetLength())
{
MultiplayerEditorPackets::EditorServerInit packet;
auto& outBuffer = packet.ModifyAssetData();
// Size the packet's buffer appropriately
size_t readSize = outBuffer.GetCapacity();
size_t byteStreamSize = byteStream.GetLength() - byteStream.GetCurPos();
if (byteStreamSize < readSize)
if (m_editorConnId == AzNetworking::InvalidConnectionId)
{
readSize = byteStreamSize;
AZ_Warning(
"MultiplayerEditor", false,
"Editor game-mode multiplayer 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)."
"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.",
remoteAddress.c_str(),
static_cast < uint16_t>(editorsv_port))
return;
}
outBuffer.Resize(readSize);
byteStream.Read(readSize, outBuffer.GetBuffer());
// If we've run out of buffer, mark that we're done
if (byteStream.GetCurPos() == byteStream.GetLength())
{
packet.SetLastUpdate(true);
}
editorNetworkInterface->SendReliablePacket(m_editorConnId, packet);
SendEditorServerInitPacket(editorNetworkInterface->GetConnectionSet().GetConnection(m_editorConnId));
}
}
}
@@ -324,6 +312,65 @@ namespace Multiplayer
AZ::Interface<IMultiplayer>::Get()->SendReadyForEntityUpdates(true);
}
void MultiplayerEditorSystemComponent::SendEditorServerInitPacket(AzNetworking::IConnection* connection)
{
const auto prefabEditorEntityOwnershipInterface = AZ::Interface<AzToolsFramework::PrefabEditorEntityOwnershipInterface>::Get();
if (!prefabEditorEntityOwnershipInterface)
{
AZ_Error("MultiplayerEditor", prefabEditorEntityOwnershipInterface != nullptr, "PrefabEditorEntityOwnershipInterface unavailable")
return;
}
const AZStd::vector<AZ::Data::Asset<AZ::Data::AssetData>>& assetData = prefabEditorEntityOwnershipInterface->GetPlayInEditorAssetData();
AZStd::vector<uint8_t> buffer;
AZ::IO::ByteContainerStream byteStream(&buffer);
// Serialize Asset information and AssetData into a potentially large buffer
for (const auto& asset : assetData)
{
AZ::Data::AssetId assetId = asset.GetId();
AZStd::string assetHint = asset.GetHint();
auto hintSize = aznumeric_cast<uint32_t>(assetHint.size());
byteStream.Write(sizeof(AZ::Data::AssetId), reinterpret_cast<void*>(&assetId));
byteStream.Write(sizeof(uint32_t), reinterpret_cast<void*>(&hintSize));
byteStream.Write(assetHint.size(), assetHint.data());
AZ::Utils::SaveObjectToStream(byteStream, AZ::DataStream::ST_BINARY, asset.GetData(), asset.GetData()->GetType());
}
// Spawnable library needs to be rebuilt since now we have newly registered in-memory spawnable assets
AZ::Interface<INetworkSpawnableLibrary>::Get()->BuildSpawnablesList();
// Read the buffer into EditorServerInit packets until we've flushed the whole thing
byteStream.Seek(0, AZ::IO::GenericStream::SeekMode::ST_SEEK_BEGIN);
while (byteStream.GetCurPos() < byteStream.GetLength())
{
MultiplayerEditorPackets::EditorServerInit editorServerInitPacket;
auto& outBuffer = editorServerInitPacket.ModifyAssetData();
// Size the packet's buffer appropriately
size_t readSize = outBuffer.GetCapacity();
const size_t byteStreamSize = byteStream.GetLength() - byteStream.GetCurPos();
if (byteStreamSize < readSize)
{
readSize = byteStreamSize;
}
outBuffer.Resize(readSize);
byteStream.Read(readSize, outBuffer.GetBuffer());
// If we've run out of buffer, mark that we're done
if (byteStream.GetCurPos() == byteStream.GetLength())
{
editorServerInitPacket.SetLastUpdate(true);
}
connection->SendReliablePacket(editorServerInitPacket);
}
}
void MultiplayerEditorSystemComponent::EnterGameMode()
{
PyEnterGameMode();
@@ -9,6 +9,7 @@
#pragma once
#include <Multiplayer/IMultiplayer.h>
#include <Multiplayer/MultiplayerEditorServerBus.h>
#include <Multiplayer/Editor/MultiplayerPythonEditorEventsBus.h>
#include <IEditor.h>
@@ -50,6 +51,7 @@ namespace Multiplayer
, private AzFramework::GameEntityContextEventBus::Handler
, private AzToolsFramework::EditorEvents::Bus::Handler
, private IEditorNotifyListener
, private MultiplayerEditorServerRequestBus::Handler
{
public:
AZ_COMPONENT(MultiplayerEditorSystemComponent, "{9F335CC0-5574-4AD3-A2D8-2FAEF356946C}");
@@ -94,6 +96,11 @@ namespace Multiplayer
void OnGameEntitiesReset() override;
//! @}
//! MultiplayerEditorServerRequestBus::Handler
//! @{
void SendEditorServerInitPacket(AzNetworking::IConnection* connection) override;
//! @}
IEditor* m_editor = nullptr;
AzFramework::ProcessWatcher* m_serverProcess = nullptr;
AzNetworking::ConnectionId m_editorConnId;
@@ -13,6 +13,7 @@ set(FILES
Include/Multiplayer/MultiplayerConstants.h
Include/Multiplayer/MultiplayerStats.h
Include/Multiplayer/MultiplayerTypes.h
Include/Multiplayer/MultiplayerEditorServerBus.h
Include/Multiplayer/Components/LocalPredictionPlayerInputComponent.h
Include/Multiplayer/Components/MultiplayerComponent.h
Include/Multiplayer/Components/MultiplayerComponentRegistry.h