Re-merging latest dev after rebasing to fix DCO. Re-resolving conflicts

Signed-off-by: Gene Walters <genewalt@amazon.com>
This commit is contained in:
Gene Walters
2021-10-28 09:56:01 -07:00
91 changed files with 1217 additions and 531 deletions
@@ -5,14 +5,14 @@
<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="EditorServerReadyForLevelData" Desc="A packet the editor-server will send on startup once it's ready to receive all the current level data from the Editor."/>
<Packet Name="EditorServerInit" Desc="A packet that initializes a local server launched from the editor">
<Packet Name="EditorServerLevelData" Desc="A packet that initializes the editor-server with level data from the editor. The packet includes data required for loading the current level on the server (entities and asset data).">
<Member Type="bool" Name="lastUpdate" Init="false"/>
<!--16379 is 16384 (max TCP packet size) - 1 byte (bool lastUpdate) - 4 bytes (serialization overhead for ByteBuffer) -->
<Member Type="AzNetworking::ByteBuffer&lt;16379&gt;" Name="assetData"/>
</Packet>
<Packet Name="EditorServerReady" Desc="A response packet the local server should send when ready for traffic"/>
<Packet Name="EditorServerReady" Desc="A response packet the editor-server should send after getting the editor's level data when it's ready to begin the actual game-mode network simulation."/>
</PacketGroup>
@@ -37,10 +37,11 @@ namespace Multiplayer
{
uint16_t editorsv_port = DefaultServerEditorPort;
const auto console = AZ::Interface<AZ::IConsole>::Get();
AZ_Warning(
"MultiplayerEditorConnection", console->GetCvarValue("editorsv_port", editorsv_port) == AZ::GetValueResult::Success,
"MultiplayerEditorConnection failed! Could not find the editorsv_port cvar; we may not be able to connect to the editor's port!")
if (console->GetCvarValue("editorsv_port", editorsv_port) != AZ::GetValueResult::Success)
{
AZ_Assert( false,
"MultiplayerEditorConnection failed! Could not find the editorsv_port cvar; we may not be able to connect to the editor's port! Please update this code to use a valid cvar!")
}
AZ_Assert(m_networkEditorInterface, "MP Editor Network Interface was unregistered before Editor Server could start listening.")
@@ -54,7 +55,7 @@ namespace Multiplayer
}
else
{
m_networkEditorInterface->SendReliablePacket(editorServerToEditorConnectionId, MultiplayerEditorPackets::EditorServerReadyForInit());
m_networkEditorInterface->SendReliablePacket(editorServerToEditorConnectionId, MultiplayerEditorPackets::EditorServerReadyForLevelData());
}
}
}
@@ -63,7 +64,7 @@ namespace Multiplayer
(
[[maybe_unused]] AzNetworking::IConnection* connection,
[[maybe_unused]] const IPacketHeader& packetHeader,
[[maybe_unused]] MultiplayerEditorPackets::EditorServerInit& packet
[[maybe_unused]] MultiplayerEditorPackets::EditorServerLevelData& packet
)
{
// Editor Server Init is intended for non-release targets
@@ -90,7 +91,7 @@ namespace Multiplayer
AZ::Data::AssetData* assetDatum = AZ::Utils::LoadObjectFromStream<AZ::Data::AssetData>(m_byteStream, nullptr);
if (!assetDatum)
{
AZLOG_ERROR("EditorServerInit packet contains no asset data. Asset: %s", assetHint.c_str());
AZLOG_ERROR("EditorServerLevelData packet contains no asset data. Asset: %s", assetHint.c_str())
return false;
}
assetSize = m_byteStream.GetCurPos() - assetSize;
@@ -127,8 +128,12 @@ namespace Multiplayer
INetworkInterface* networkInterface = AZ::Interface<INetworking>::Get()->RetrieveNetworkInterface(AZ::Name(MpNetworkInterfaceName));
uint16_t sv_port = DefaultServerPort;
AZ_Warning("MultiplayerEditorConnection", console->GetCvarValue("sv_port", sv_port) == AZ::GetValueResult::Success,
"MultiplayerEditorConnection::HandleRequest for EditorServerInit failed! Could not find the sv_port cvar; we won't be able to listen on the correct port for incoming network messages!")
if (console->GetCvarValue("sv_port", sv_port) != AZ::GetValueResult::Success)
{
AZ_Assert(false,
"MultiplayerEditorConnection::HandleRequest for EditorServerLevelData failed! Could not find the sv_port cvar; we won't be able to listen on the correct port for incoming network messages! Please update this code to use a valid cvar!")
}
networkInterface->Listen(sv_port);
AZLOG_INFO("Editor Server completed asset receive, responding to Editor...");
@@ -141,9 +146,9 @@ namespace Multiplayer
bool MultiplayerEditorConnection::HandleRequest(
[[maybe_unused]] AzNetworking::IConnection* connection,
[[maybe_unused]] const AzNetworking::IPacketHeader& packetHeader,
[[maybe_unused]] MultiplayerEditorPackets::EditorServerReadyForInit& packet)
[[maybe_unused]] MultiplayerEditorPackets::EditorServerReadyForLevelData& packet)
{
MultiplayerEditorServerRequestBus::Broadcast(&MultiplayerEditorServerRequestBus::Events::SendEditorServerInitPacket, connection);
MultiplayerEditorServerRequestBus::Broadcast(&MultiplayerEditorServerRequestBus::Events::SendEditorServerLevelDataPacket, connection);
return true;
}
@@ -160,15 +165,19 @@ namespace Multiplayer
AZ::CVarFixedString editorsv_serveraddr = AZ::CVarFixedString(LocalHost);
uint16_t sv_port = DefaultServerEditorPort;
AZ_Warning(
"MultiplayerEditorConnection", console->GetCvarValue("sv_port", sv_port) == AZ::GetValueResult::Success,
"MultiplayerEditorConnection::HandleRequest for EditorServerReady failed! Could not find the sv_port cvar; we may not be able to "
"connect to the correct port for incoming network messages!")
if (console->GetCvarValue("sv_port", sv_port) != AZ::GetValueResult::Success)
{
AZ_Assert(false,
"MultiplayerEditorConnection::HandleRequest for EditorServerReady failed! Could not find the sv_port cvar; we may not be able to "
"connect to the correct port for incoming network messages! Please update this code to use a valid cvar!")
}
AZ_Warning(
"MultiplayerEditorConnection", console->GetCvarValue("editorsv_serveraddr", editorsv_serveraddr) == AZ::GetValueResult::Success,
"MultiplayerEditorConnection::HandleRequest for EditorServerReady failed! Could not find the editorsv_serveraddr cvar; we may not be able to "
"connect to the correct port for incoming network messages!")
if (console->GetCvarValue("editorsv_serveraddr", editorsv_serveraddr) != AZ::GetValueResult::Success)
{
AZ_Assert(false,
"MultiplayerEditorConnection::HandleRequest for EditorServerReady failed! Could not find the editorsv_serveraddr cvar; we may not be able to "
"connect to the correct port for incoming network messages! Please update this code to use a valid cvar!")
}
// Connect the Editor to the editor server for Multiplayer simulation
AZ::Interface<IMultiplayer>::Get()->Connect(editorsv_serveraddr.c_str(), sv_port);
@@ -195,26 +204,5 @@ namespace Multiplayer
{
return MultiplayerEditorPackets::DispatchPacket(connection, packetHeader, serializer, *this);
}
void MultiplayerEditorConnection::OnPacketLost([[maybe_unused]] IConnection* connection, [[maybe_unused]] PacketId packetId)
{
;
}
void MultiplayerEditorConnection::OnDisconnect([[maybe_unused]] AzNetworking::IConnection* connection, [[maybe_unused]] DisconnectReason reason, [[maybe_unused]] TerminationEndpoint endpoint)
{
const auto console = AZ::Interface<AZ::IConsole>::Get();
bool editorsv_launch = false;
AZ_Warning(
"MultiplayerEditorConnection", console->GetCvarValue("editorsv_launch", editorsv_launch) == AZ::GetValueResult::Success,
"MultiplayerEditorConnection::OnDisconnect failed! Could not find the editorsv_launch cvar.")
if (editorsv_isDedicated && editorsv_launch && m_networkEditorInterface->GetConnectionSet().GetConnectionCount() == 1)
{
if (m_networkEditorInterface->GetPort() != 0)
{
m_networkEditorInterface->StopListening();
}
}
}
}
@@ -10,8 +10,6 @@
#include <Source/AutoGen/MultiplayerEditor.AutoPacketDispatcher.h>
#include <AzCore/Component/Component.h>
#include <AzCore/Component/TickBus.h>
#include <AzCore/Console/IConsole.h>
#include <AzCore/Console/ILogger.h>
#include <AzCore/IO/ByteContainerStream.h>
@@ -33,8 +31,8 @@ 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::EditorServerReadyForLevelData& packet);
bool HandleRequest(AzNetworking::IConnection* connection, const AzNetworking::IPacketHeader& packetHeader, MultiplayerEditorPackets::EditorServerLevelData& packet);
bool HandleRequest(AzNetworking::IConnection* connection, const AzNetworking::IPacketHeader& packetHeader, MultiplayerEditorPackets::EditorServerReady& packet);
//! IConnectionListener interface
@@ -42,8 +40,8 @@ namespace Multiplayer
AzNetworking::ConnectResult ValidateConnect(const AzNetworking::IpAddress& remoteAddress, const AzNetworking::IPacketHeader& packetHeader, AzNetworking::ISerializer& serializer) override;
void OnConnect(AzNetworking::IConnection* connection) override;
AzNetworking::PacketDispatchResult OnPacketReceived(AzNetworking::IConnection* connection, const AzNetworking::IPacketHeader& packetHeader, AzNetworking::ISerializer& serializer) override;
void OnPacketLost(AzNetworking::IConnection* connection, AzNetworking::PacketId packetId) override;
void OnDisconnect(AzNetworking::IConnection* connection, AzNetworking::DisconnectReason reason, AzNetworking::TerminationEndpoint endpoint) override;
void OnPacketLost([[maybe_unused]]AzNetworking::IConnection* connection, [[maybe_unused]]AzNetworking::PacketId packetId) override {}
void OnDisconnect([[maybe_unused]]AzNetworking::IConnection* connection, [[maybe_unused]]AzNetworking::DisconnectReason reason, [[maybe_unused]]AzNetworking::TerminationEndpoint endpoint) override {}
//! @}
private:
@@ -273,7 +273,7 @@ namespace Multiplayer
}
// Begin listening for MPEditor packets before we launch the editor-server.
// The editor-server will send us (the editor) an "EditorServerReadyForInit" packet to let us know it's ready to receive data.
// The editor-server will send us (the editor) an "EditorServerReadyForLevelData" packet to let us know it's ready to receive data.
INetworkInterface* editorNetworkInterface =
AZ::Interface<INetworking>::Get()->RetrieveNetworkInterface(AZ::Name(MpEditorInterfaceName));
AZ_Assert(editorNetworkInterface, "MP Editor Network Interface was unregistered before Editor could connect.");
@@ -285,7 +285,7 @@ namespace Multiplayer
else
{
// Editorsv_launch=false, so we're expecting an editor-server already exists.
// Connect to the editor-server and then send the EditorServerInit packet.
// Connect to the editor-server and then send the EditorServerLevelData packet.
INetworkInterface* editorNetworkInterface = AZ::Interface<INetworking>::Get()->RetrieveNetworkInterface(AZ::Name(MpEditorInterfaceName));
AZ_Assert(editorNetworkInterface, "MP Editor Network Interface was unregistered before Editor could connect.")
@@ -295,14 +295,14 @@ namespace Multiplayer
{
AZ_Warning(
"MultiplayerEditor", false,
"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)."
"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). "
"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;
}
SendEditorServerInitPacket(editorNetworkInterface->GetConnectionSet().GetConnection(m_editorConnId));
SendEditorServerLevelDataPacket(editorNetworkInterface->GetConnectionSet().GetConnection(m_editorConnId));
}
}
}
@@ -319,7 +319,7 @@ namespace Multiplayer
AZ::Interface<IMultiplayer>::Get()->SendReadyForEntityUpdates(true);
}
void MultiplayerEditorSystemComponent::SendEditorServerInitPacket(AzNetworking::IConnection* connection)
void MultiplayerEditorSystemComponent::SendEditorServerLevelDataPacket(AzNetworking::IConnection* connection)
{
const auto prefabEditorEntityOwnershipInterface = AZ::Interface<AzToolsFramework::PrefabEditorEntityOwnershipInterface>::Get();
if (!prefabEditorEntityOwnershipInterface)
@@ -349,13 +349,13 @@ namespace Multiplayer
// 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
// Read the buffer into EditorServerLevelData 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();
MultiplayerEditorPackets::EditorServerLevelData editorServerLevelDataPacket;
auto& outBuffer = editorServerLevelDataPacket.ModifyAssetData();
// Size the packet's buffer appropriately
size_t readSize = outBuffer.GetCapacity();
@@ -371,10 +371,10 @@ namespace Multiplayer
// If we've run out of buffer, mark that we're done
if (byteStream.GetCurPos() == byteStream.GetLength())
{
editorServerInitPacket.SetLastUpdate(true);
editorServerLevelDataPacket.SetLastUpdate(true);
}
connection->SendReliablePacket(editorServerInitPacket);
connection->SendReliablePacket(editorServerLevelDataPacket);
}
}
@@ -98,7 +98,7 @@ namespace Multiplayer
//! MultiplayerEditorServerRequestBus::Handler
//! @{
void SendEditorServerInitPacket(AzNetworking::IConnection* connection) override;
void SendEditorServerLevelDataPacket(AzNetworking::IConnection* connection) override;
//! @}
IEditor* m_editor = nullptr;