Streamline MP Ctrl+G logic via MultiplayerEditorConnection
This commit is contained in:
@@ -176,7 +176,7 @@ namespace AzNetworking
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if (::bind(aznumeric_cast<int32_t>(m_socketFd), (const sockaddr*)&hints, sizeof(hints)) != 0)
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{
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const int32_t error = GetLastNetworkError();
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AZLOG_ERROR("Failed to bind socket (%d:%s)", error, GetNetworkErrorDesc(error));
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AZLOG_ERROR("Failed to bind TCP socket to port %u (%d:%s)", uint32_t(port), error, GetNetworkErrorDesc(error));
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return false;
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}
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@@ -162,7 +162,7 @@ namespace AzNetworking
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const UdpReaderThread::ReceivedPackets* packets = m_readerThread.GetReceivedPackets(m_socket.get());
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if (packets == nullptr)
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{
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AZ_Assert(false, "nullptr was retrieved for the received packet buffer, check that the socket has been registered with the reader thread");
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// Socket is not yet registered with the reader thread and is likely still pending, try again later
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return;
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}
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@@ -82,7 +82,7 @@ namespace AzNetworking
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if (::bind(static_cast<int32_t>(m_socketFd), (const sockaddr *)&hints, sizeof(hints)) != 0)
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{
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const int32_t error = GetLastNetworkError();
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AZLOG_ERROR("Failed to bind socket to port %u (%d:%s)", uint32_t(port), error, GetNetworkErrorDesc(error));
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AZLOG_ERROR("Failed to bind UDP socket to port %u (%d:%s)", uint32_t(port), error, GetNetworkErrorDesc(error));
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return false;
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}
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}
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@@ -77,12 +77,12 @@ if (PAL_TRAIT_BUILD_HOST_TOOLS)
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AZ::AzToolsFramework
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Gem::Multiplayer.Static
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)
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ly_add_target(
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NAME Multiplayer.Editor.Static STATIC
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NAME Multiplayer.Editor GEM_MODULE
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NAMESPACE Gem
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FILES_CMAKE
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multiplayer_editor_files.cmake
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multiplayer_editor_shared_files.cmake
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COMPILE_DEFINITIONS
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PUBLIC
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MULTIPLAYER_EDITOR
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@@ -94,7 +94,7 @@ if (PAL_TRAIT_BUILD_HOST_TOOLS)
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PUBLIC
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Include
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BUILD_DEPENDENCIES
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PUBLIC
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PRIVATE
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Legacy::CryCommon
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Legacy::Editor.Headers
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AZ::AzCore
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@@ -102,23 +102,6 @@ if (PAL_TRAIT_BUILD_HOST_TOOLS)
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AZ::AzNetworking
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AZ::AzToolsFramework
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Gem::Multiplayer.Static
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)
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ly_add_target(
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NAME Multiplayer.Editor GEM_MODULE
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NAMESPACE Gem
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FILES_CMAKE
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multiplayer_editor_shared_files.cmake
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INCLUDE_DIRECTORIES
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PRIVATE
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.
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Source
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${pal_source_dir}
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PUBLIC
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Include
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BUILD_DEPENDENCIES
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PRIVATE
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Gem::Multiplayer.Editor.Static
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Gem::Multiplayer.Tools
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)
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@@ -59,10 +59,5 @@
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<Member Type="Multiplayer::PrefabEntityId" Name="prefabEntityId" Init="" />
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<Member Type="AzNetworking::PacketEncodingBuffer" Name="propertyUpdateData" Init="" SuppressFromInitializerList="true" />
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</Packet>
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<Packet Name="EditorServerInit" Desc="A packet that initializes a local server launched from the editor">
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<Member Type="bool" Name="lastUpdate" Init="false"/>
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<Member Type="uint16_t" Name="serializedSize" Init="0"/>
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<Member Type="AzNetworking::TcpPacketEncodingBuffer" Name="assetData"/>
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</Packet>
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</PacketGroup>
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@@ -0,0 +1,14 @@
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<?xml version="1.0" encoding="utf-8"?>
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<PacketGroup Name="MultiplayerEditorPackets" PacketStart="CorePackets::PacketType::MAX">
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<Include File="AzNetworking/AutoGen/CorePackets.AutoPackets.h" />
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<Include File="Include/MultiplayerTypes.h" />
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<Include File="Include/INetworkTime.h" />
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<Packet Name="EditorServerInit" Desc="A packet that initializes a local server launched from the editor">
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<Member Type="bool" Name="lastUpdate" Init="false"/>
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<Member Type="AzNetworking::TcpPacketEncodingBuffer" Name="assetData"/>
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</Packet>
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<Packet Name="EditorServerReady" Desc="A response packet the local server should send when ready for traffic"/>
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</PacketGroup>
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@@ -0,0 +1,162 @@
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/*
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* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
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* its licensors.
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*
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* For complete copyright and license terms please see the LICENSE at the root of this
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* distribution (the "License"). All use of this software is governed by the License,
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* or, if provided, by the license below or the license accompanying this file. Do not
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* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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*
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*/
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#include <Include/IMultiplayer.h>
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#include <Source/Editor/MultiplayerEditorConnection.h>
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#include <Source/AutoGen/AutoComponentTypes.h>
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#include <AzNetworking/ConnectionLayer/IConnection.h>
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#include <AzNetworking/Framework/INetworking.h>
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#include <AzCore/Serialization/SerializeContext.h>
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#include <AzCore/Interface/Interface.h>
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#include <AzCore/Utils/Utils.h>
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#include <AzCore/Serialization/SerializeContext.h>
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#include <AzCore/Serialization/Utils.h>
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namespace Multiplayer
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{
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using namespace AzNetworking;
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static const AZStd::string_view s_networkInterfaceName("MultiplayerNetworkInterface");
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static const AZStd::string_view s_networkEditorInterfaceName("MultiplayerEditorNetworkInterface");
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static constexpr AZStd::string_view DefaultEditorIp = "127.0.0.1";
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static constexpr uint16_t DefaultServerPort = 30090;
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static constexpr uint16_t DefaultServerEditorPort = 30091;
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static AZStd::vector<uint8_t> buffer;
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static AZ::IO::ByteContainerStream<AZStd::vector<uint8_t>> s_byteStream(&buffer);
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AZ_CVAR(bool, editorsv_isDedicated, false, nullptr, AZ::ConsoleFunctorFlags::DontReplicate, "Whether to init as a server expecting data from an Editor. Do not modify unless you're sure of what you're doing.");
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MultiplayerEditorConnection::MultiplayerEditorConnection()
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{
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m_networkEditorInterface = AZ::Interface<INetworking>::Get()->CreateNetworkInterface(
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AZ::Name(s_networkEditorInterfaceName), ProtocolType::Tcp, TrustZone::ExternalClientToServer, *this);
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if (editorsv_isDedicated)
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{
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m_networkEditorInterface->Listen(DefaultServerEditorPort);
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}
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}
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bool MultiplayerEditorConnection::HandleRequest
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(
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[[maybe_unused]] AzNetworking::IConnection* connection,
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[[maybe_unused]] const IPacketHeader& packetHeader,
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[[maybe_unused]] MultiplayerEditorPackets::EditorServerInit& packet
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)
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{
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// Editor Server Init is intended for non-release targets
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if (!packet.GetLastUpdate())
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{
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// More packets are expected, flush this to the buffer
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s_byteStream.Write(TcpPacketEncodingBuffer::GetCapacity(), reinterpret_cast<void*>(packet.ModifyAssetData().GetBuffer()));
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}
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else
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{
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// This is the last expected packet, flush it to the buffer
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s_byteStream.Write(packet.GetAssetData().GetSize(), reinterpret_cast<void*>(packet.ModifyAssetData().GetBuffer()));
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// Read all assets out of the buffer
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s_byteStream.Seek(0, AZ::IO::GenericStream::SeekMode::ST_SEEK_BEGIN);
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AZStd::vector<AZ::Data::Asset<AZ::Data::AssetData>> assetData;
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while (s_byteStream.GetCurPos() < s_byteStream.GetLength())
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{
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AZ::Data::AssetLoadBehavior assetLoadBehavior;
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s_byteStream.Read(sizeof(AZ::Data::AssetLoadBehavior), reinterpret_cast<void*>(&assetLoadBehavior));
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AZ::Data::AssetData* assetDatum = AZ::Utils::LoadObjectFromStream<AZ::Data::AssetData>(s_byteStream, nullptr);
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AZ::Data::Asset<AZ::Data::AssetData> asset = AZ::Data::Asset<AZ::Data::AssetData>(assetDatum, assetLoadBehavior);
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/*
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// Register Asset to AssetManager
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*/
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assetData.push_back(asset);
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}
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// Now that we've deserialized, clear the byte stream
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s_byteStream.Seek(0, AZ::IO::GenericStream::SeekMode::ST_SEEK_BEGIN);
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s_byteStream.Truncate();
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/*
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// Hand-off our resultant assets
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*/
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AZLOG_INFO("Editor Server completed asset receive, responding to Editor...");
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if (connection->SendReliablePacket(MultiplayerEditorPackets::EditorServerReady()))
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{
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// Setup the normal multiplayer connection
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AZ::Interface<IMultiplayer>::Get()->InitializeMultiplayer(MultiplayerAgentType::DedicatedServer);
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INetworkInterface* networkInterface = AZ::Interface<INetworking>::Get()->RetrieveNetworkInterface(AZ::Name(s_networkInterfaceName));
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networkInterface->Listen(DefaultServerPort);
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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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return true;
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}
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bool MultiplayerEditorConnection::HandleRequest
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(
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[[maybe_unused]] AzNetworking::IConnection* connection,
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[[maybe_unused]] const IPacketHeader& packetHeader,
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[[maybe_unused]] MultiplayerEditorPackets::EditorServerReady& packet
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)
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{
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if (connection->GetConnectionRole() == ConnectionRole::Connector)
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{
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// Receiving this packet means Editor sync is done, disconnect
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connection->Disconnect(AzNetworking::DisconnectReason::TerminatedByClient, AzNetworking::TerminationEndpoint::Local);
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// Connect the Editor to the local server for Multiplayer simulation
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AZ::Interface<IMultiplayer>::Get()->InitializeMultiplayer(MultiplayerAgentType::Client);
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INetworkInterface* networkInterface = AZ::Interface<INetworking>::Get()->RetrieveNetworkInterface(AZ::Name(s_networkInterfaceName));
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const IpAddress ipAddress(DefaultEditorIp.data(), DefaultServerEditorPort, networkInterface->GetType());
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networkInterface->Connect(ipAddress);
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}
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return true;
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}
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ConnectResult MultiplayerEditorConnection::ValidateConnect
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(
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[[maybe_unused]] const IpAddress& remoteAddress,
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[[maybe_unused]] const IPacketHeader& packetHeader,
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[[maybe_unused]] ISerializer& serializer
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)
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{
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return ConnectResult::Accepted;
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}
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void MultiplayerEditorConnection::OnConnect([[maybe_unused]] AzNetworking::IConnection* connection)
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{
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;
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}
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bool MultiplayerEditorConnection::OnPacketReceived(AzNetworking::IConnection* connection, const IPacketHeader& packetHeader, ISerializer& serializer)
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{
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return MultiplayerEditorPackets::DispatchPacket(connection, packetHeader, serializer, *this);
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}
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void MultiplayerEditorConnection::OnPacketLost([[maybe_unused]] IConnection* connection, [[maybe_unused]] PacketId packetId)
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{
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;
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}
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void MultiplayerEditorConnection::OnDisconnect([[maybe_unused]] AzNetworking::IConnection* connection, [[maybe_unused]] DisconnectReason reason, [[maybe_unused]] TerminationEndpoint endpoint)
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{
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;
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}
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}
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@@ -0,0 +1,55 @@
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/*
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* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
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* its licensors.
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*
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* For complete copyright and license terms please see the LICENSE at the root of this
|
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* distribution (the "License"). All use of this software is governed by the License,
|
||||
* or, if provided, by the license below or the license accompanying this file. Do not
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* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
|
||||
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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*
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*/
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#pragma once
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#include <AzCore/Component/Component.h>
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#include <AzCore/Component/TickBus.h>
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#include <AzCore/Console/IConsole.h>
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#include <AzCore/Console/ILogger.h>
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#include <AzCore/IO/ByteContainerStream.h>
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#include <AzCore/std/string/string.h>
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#include <AzNetworking/ConnectionLayer/IConnectionListener.h>
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#include <Source/AutoGen/MultiplayerEditor.AutoPacketDispatcher.h>
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namespace AzNetworking
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{
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class INetworkInterface;
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}
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namespace Multiplayer
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{
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//! MultiplayerEditorConnection is a connection listener to synchronize the Editor and a local server it launches
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class MultiplayerEditorConnection final
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: public AzNetworking::IConnectionListener
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{
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public:
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MultiplayerEditorConnection();
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~MultiplayerEditorConnection() = default;
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bool HandleRequest(AzNetworking::IConnection* connection, const AzNetworking::IPacketHeader& packetHeader, MultiplayerEditorPackets::EditorServerInit& packet);
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bool HandleRequest(AzNetworking::IConnection* connection, const AzNetworking::IPacketHeader& packetHeader, MultiplayerEditorPackets::EditorServerReady& packet);
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//! IConnectionListener interface
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//! @{
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AzNetworking::ConnectResult ValidateConnect(const AzNetworking::IpAddress& remoteAddress, const AzNetworking::IPacketHeader& packetHeader, AzNetworking::ISerializer& serializer) override;
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void OnConnect(AzNetworking::IConnection* connection) override;
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bool OnPacketReceived(AzNetworking::IConnection* connection, const AzNetworking::IPacketHeader& packetHeader, AzNetworking::ISerializer& serializer) override;
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void OnPacketLost(AzNetworking::IConnection* connection, AzNetworking::PacketId packetId) override;
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void OnDisconnect(AzNetworking::IConnection* connection, AzNetworking::DisconnectReason reason, AzNetworking::TerminationEndpoint endpoint) override;
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//! @}
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private:
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AzNetworking::INetworkInterface* m_networkEditorInterface = nullptr;
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};
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}
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@@ -1,21 +0,0 @@
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/*
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* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
|
||||
* its licensors.
|
||||
*
|
||||
* For complete copyright and license terms please see the LICENSE at the root of this
|
||||
* distribution (the "License"). All use of this software is governed by the License,
|
||||
* or, if provided, by the license below or the license accompanying this file. Do not
|
||||
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
|
||||
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
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*
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*/
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#include <Source/Editor/MultiplayerEditorDispatcher.h>
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namespace Multiplayer
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{
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MultiplayerEditorDispatcher::MultiplayerEditorDispatcher()
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{
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;
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}
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}
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@@ -1,36 +0,0 @@
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/*
|
||||
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
|
||||
* its licensors.
|
||||
*
|
||||
* For complete copyright and license terms please see the LICENSE at the root of this
|
||||
* distribution (the "License"). All use of this software is governed by the License,
|
||||
* or, if provided, by the license below or the license accompanying this file. Do not
|
||||
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
|
||||
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
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*
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*/
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#pragma once
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#include <IEditor.h>
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#include <AzCore/Component/Component.h>
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#include <AzCore/Component/TickBus.h>
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#include <AzCore/Console/IConsole.h>
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#include <AzCore/Console/ILogger.h>
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#include <AzToolsFramework/Entity/EditorEntityContextBus.h>
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namespace Multiplayer
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{
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//! MultiplayerEditorDispatcher is responsible for dispatching delta from the Editor to an Editor launched local server
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class MultiplayerEditorDispatcher final
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{
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public:
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MultiplayerEditorDispatcher();
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~MultiplayerEditorDispatcher() = default;
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private:
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};
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}
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+1
-1
@@ -13,7 +13,7 @@
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#include <Source/Multiplayer_precompiled.h>
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#include <Source/MultiplayerGem.h>
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#include <Source/MultiplayerSystemComponent.h>
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#include <Source/MultiplayerEditorGem.h>
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#include <Source/Editor/MultiplayerEditorGem.h>
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#include <AzNetworking/Framework/NetworkingSystemComponent.h>
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#include <Source/Editor/MultiplayerEditorSystemComponent.h>
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@@ -26,16 +26,16 @@
|
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namespace Multiplayer
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{
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static const AZStd::string_view s_networkInterfaceName("MultiplayerEditorServerInterface");
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static const AZStd::string_view s_networkEditorInterfaceName("MultiplayerEditorNetworkInterface");
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using namespace AzNetworking;
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AZ_CVAR(bool, editorsv_enabled, false, nullptr, AZ::ConsoleFunctorFlags::DontReplicate,
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AZ_CVAR(bool, editorsv_enabled, true, nullptr, AZ::ConsoleFunctorFlags::DontReplicate,
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"Whether Editor launching a local server to connect to is supported");
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AZ_CVAR(AZ::CVarFixedString, editorsv_process, "", nullptr, AZ::ConsoleFunctorFlags::DontReplicate,
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"The server executable that should be run. Empty to use the current project's ServerLauncher");
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AZ_CVAR(AZ::CVarFixedString, sv_serveraddr, "127.0.0.1", nullptr, AZ::ConsoleFunctorFlags::DontReplicate, "The address of the server to connect to");
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AZ_CVAR(uint16_t, sv_port, 30091, nullptr, AZ::ConsoleFunctorFlags::DontReplicate, "The port that the multiplayer editor gem will bind to for traffic");
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AZ_CVAR(AZ::CVarFixedString, editorsv_serveraddr, "127.0.0.1", nullptr, AZ::ConsoleFunctorFlags::DontReplicate, "The address of the server to connect to");
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AZ_CVAR(uint16_t, editorsv_port, 30091, nullptr, AZ::ConsoleFunctorFlags::DontReplicate, "The port that the multiplayer editor gem will bind to for traffic");
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void MultiplayerEditorSystemComponent::Reflect(AZ::ReflectContext* context)
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{
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@@ -70,16 +70,6 @@ namespace Multiplayer
|
||||
{
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AzFramework::GameEntityContextEventBus::Handler::BusConnect();
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AzToolsFramework::EditorEvents::Bus::Handler::BusConnect();
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||||
|
||||
// Setup a network interface handled by MultiplayerSystemComponent
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if (m_editorNetworkInterface == nullptr)
|
||||
{
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||||
AZ::Entity* systemEntity = this->GetEntity();
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MultiplayerSystemComponent* mpSysComponent = systemEntity->FindComponent<MultiplayerSystemComponent>();
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||||
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||||
m_editorNetworkInterface = AZ::Interface<INetworking>::Get()->CreateNetworkInterface(
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AZ::Name(s_networkInterfaceName), ProtocolType::Tcp, TrustZone::ExternalClientToServer, *mpSysComponent);
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||||
}
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||||
}
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||||
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||||
void MultiplayerEditorSystemComponent::Deactivate()
|
||||
@@ -109,18 +99,16 @@ namespace Multiplayer
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||||
}
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||||
[[fallthrough]];
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||||
case eNotify_OnEndGameMode:
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||||
AZ::TickBus::Handler::BusDisconnect();
|
||||
// Kill the configured server if it's active
|
||||
if (m_serverProcess)
|
||||
{
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||||
m_serverProcess->TerminateProcess(0);
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||||
m_serverProcess = nullptr;
|
||||
}
|
||||
if (m_editorNetworkInterface)
|
||||
INetworkInterface* editorNetworkInterface = AZ::Interface<INetworking>::Get()->RetrieveNetworkInterface(AZ::Name(s_networkEditorInterfaceName));
|
||||
if (editorNetworkInterface)
|
||||
{
|
||||
// Disconnect the interface, connection management will clean it up
|
||||
m_editorNetworkInterface->Disconnect(m_editorConnId, AzNetworking::DisconnectReason::TerminatedByUser);
|
||||
m_editorConnId = AzNetworking::InvalidConnectionId;
|
||||
editorNetworkInterface->Disconnect(m_editorConnId, AzNetworking::DisconnectReason::TerminatedByClient);
|
||||
}
|
||||
break;
|
||||
}
|
||||
@@ -133,116 +121,95 @@ namespace Multiplayer
|
||||
{
|
||||
AZ_Error("MultiplayerEditor", prefabEditorEntityOwnershipInterface != nullptr, "PrefabEditorEntityOwnershipInterface unavailable");
|
||||
}
|
||||
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 (auto asset : assetData)
|
||||
{
|
||||
AZ::Data::AssetId assetId = asset.GetId();
|
||||
AZ::Data::AssetType assetType = asset.GetType();
|
||||
const AZStd::string& assetHint = asset.GetHint();
|
||||
AZ::IO::SizeType assetHintSize = assetHint.size();
|
||||
AZ::Data::AssetLoadBehavior assetLoadBehavior = asset.GetAutoLoadBehavior();
|
||||
|
||||
byteStream.Write(sizeof(AZ::Data::AssetId), reinterpret_cast<void*>(&assetId));
|
||||
byteStream.Write(sizeof(AZ::Data::AssetType), reinterpret_cast<void*>(&assetType));
|
||||
byteStream.Write(sizeof(assetHintSize), reinterpret_cast<void*>(&assetHintSize));
|
||||
byteStream.Write(assetHint.size(), assetHint.c_str());
|
||||
byteStream.Write(sizeof(AZ::Data::AssetLoadBehavior), reinterpret_cast<void*>(&assetLoadBehavior));
|
||||
|
||||
AZ::Utils::SaveObjectToStream(byteStream, AZ::DataStream::ST_BINARY, asset.GetData(), asset.GetData()->GetType());
|
||||
}
|
||||
|
||||
// BeginGameMode and Prefab Processing have completed at this point
|
||||
IMultiplayerTools* mpTools = AZ::Interface<IMultiplayerTools>::Get();
|
||||
if (editorsv_enabled && mpTools != nullptr && mpTools->DidProcessNetworkPrefabs())
|
||||
{
|
||||
AZ::TickBus::Handler::BusConnect();
|
||||
|
||||
if (assetData.size() > 0)
|
||||
{
|
||||
// Assemble the server's path
|
||||
AZ::CVarFixedString serverProcess = editorsv_process;
|
||||
if (serverProcess.empty())
|
||||
{
|
||||
// If enabled but no process name is supplied, try this project's ServerLauncher
|
||||
serverProcess = AZ::Utils::GetProjectName() + ".ServerLauncher";
|
||||
}
|
||||
|
||||
AZ::IO::FixedMaxPathString serverPath = AZ::Utils::GetExecutableDirectory();
|
||||
if (!serverProcess.contains(AZ_TRAIT_OS_PATH_SEPARATOR))
|
||||
{
|
||||
// If only the process name is specified, append that as well
|
||||
serverPath.append(AZ_TRAIT_OS_PATH_SEPARATOR + serverProcess);
|
||||
}
|
||||
else
|
||||
{
|
||||
// If any path was already specified, then simply assign
|
||||
serverPath = serverProcess;
|
||||
}
|
||||
|
||||
if (!serverProcess.ends_with(AZ_TRAIT_OS_EXECUTABLE_EXTENSION))
|
||||
{
|
||||
// Add this platform's exe extension if it's not specified
|
||||
serverPath.append(AZ_TRAIT_OS_EXECUTABLE_EXTENSION);
|
||||
}
|
||||
|
||||
// Start the configured server if it's available
|
||||
AzFramework::ProcessLauncher::ProcessLaunchInfo processLaunchInfo;
|
||||
processLaunchInfo.m_commandlineParameters = AZStd::string::format("\"%s\"", serverPath.c_str());
|
||||
processLaunchInfo.m_showWindow = true;
|
||||
processLaunchInfo.m_processPriority = AzFramework::ProcessPriority::PROCESSPRIORITY_NORMAL;
|
||||
|
||||
m_serverProcess = AzFramework::ProcessWatcher::LaunchProcess(
|
||||
processLaunchInfo, AzFramework::ProcessCommunicationType::COMMUNICATOR_TYPE_NONE);
|
||||
}
|
||||
}
|
||||
|
||||
// Now that the server has launched, attempt to connect the NetworkInterface
|
||||
const AZ::CVarFixedString remoteAddress = sv_serveraddr;
|
||||
m_editorConnId = m_editorNetworkInterface->Connect(
|
||||
AzNetworking::IpAddress(remoteAddress.c_str(), sv_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);
|
||||
const AZStd::vector<AZ::Data::Asset<AZ::Data::AssetData>>& assetData = prefabEditorEntityOwnershipInterface->GetPlayInEditorAssetData();
|
||||
|
||||
while (byteStream.GetCurPos() < byteStream.GetLength())
|
||||
{
|
||||
MultiplayerPackets::EditorServerInit packet;
|
||||
AzNetworking::TcpPacketEncodingBuffer& outBuffer = packet.ModifyAssetData();
|
||||
AZStd::vector<uint8_t> buffer;
|
||||
AZ::IO::ByteContainerStream byteStream(&buffer);
|
||||
|
||||
// Size the packet's buffer appropriately
|
||||
size_t readSize = TcpPacketEncodingBuffer::GetCapacity();
|
||||
size_t byteStreamSize = byteStream.GetLength() - byteStream.GetCurPos();
|
||||
if (byteStreamSize < readSize)
|
||||
// Serialize Asset information and AssetData into a potentially large buffer
|
||||
for (auto asset : assetData)
|
||||
{
|
||||
readSize = byteStreamSize;
|
||||
AZ::Data::AssetLoadBehavior assetLoadBehavior = asset.GetAutoLoadBehavior();
|
||||
byteStream.Write(sizeof(AZ::Data::AssetLoadBehavior), reinterpret_cast<void*>(&assetLoadBehavior));
|
||||
|
||||
AZ::Utils::SaveObjectToStream(byteStream, AZ::DataStream::ST_BINARY, asset.GetData(), asset.GetData()->GetType());
|
||||
}
|
||||
|
||||
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())
|
||||
// Assemble the server's path
|
||||
AZ::CVarFixedString serverProcess = editorsv_process;
|
||||
if (serverProcess.empty())
|
||||
{
|
||||
packet.SetLastUpdate(true);
|
||||
// If enabled but no process name is supplied, try this project's ServerLauncher
|
||||
serverProcess = AZ::Utils::GetProjectName() + ".ServerLauncher";
|
||||
}
|
||||
|
||||
AZ::IO::FixedMaxPathString serverPath = AZ::Utils::GetExecutableDirectory();
|
||||
if (!serverProcess.contains(AZ_TRAIT_OS_PATH_SEPARATOR))
|
||||
{
|
||||
// If only the process name is specified, append that as well
|
||||
serverPath.append(AZ_TRAIT_OS_PATH_SEPARATOR + serverProcess);
|
||||
}
|
||||
else
|
||||
{
|
||||
// If any path was already specified, then simply assign
|
||||
serverPath = serverProcess;
|
||||
}
|
||||
|
||||
if (!serverProcess.ends_with(AZ_TRAIT_OS_EXECUTABLE_EXTENSION))
|
||||
{
|
||||
// Add this platform's exe extension if it's not specified
|
||||
serverPath.append(AZ_TRAIT_OS_EXECUTABLE_EXTENSION);
|
||||
}
|
||||
|
||||
// Start the configured server if it's available
|
||||
AzFramework::ProcessLauncher::ProcessLaunchInfo processLaunchInfo;
|
||||
processLaunchInfo.m_commandlineParameters = AZStd::string::format("\"%s\" --editorsv_isDedicated true", serverPath.c_str());
|
||||
processLaunchInfo.m_showWindow = true;
|
||||
processLaunchInfo.m_processPriority = AzFramework::ProcessPriority::PROCESSPRIORITY_NORMAL;
|
||||
|
||||
// Launch the Server and give it a few seconds to boot up
|
||||
m_serverProcess = AzFramework::ProcessWatcher::LaunchProcess(
|
||||
processLaunchInfo, AzFramework::ProcessCommunicationType::COMMUNICATOR_TYPE_NONE);
|
||||
AZStd::this_thread::sleep_for(AZStd::chrono::milliseconds(15000));
|
||||
|
||||
// Now that the server has launched, attempt to connect the NetworkInterface
|
||||
const AZ::CVarFixedString remoteAddress = editorsv_serveraddr;
|
||||
INetworkInterface* editorNetworkInterface = AZ::Interface<INetworking>::Get()->RetrieveNetworkInterface(AZ::Name(s_networkEditorInterfaceName));
|
||||
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;
|
||||
AzNetworking::TcpPacketEncodingBuffer& outBuffer = packet.ModifyAssetData();
|
||||
|
||||
// Size the packet's buffer appropriately
|
||||
size_t readSize = TcpPacketEncodingBuffer::GetCapacity();
|
||||
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())
|
||||
{
|
||||
packet.SetLastUpdate(true);
|
||||
}
|
||||
editorNetworkInterface->SendReliablePacket(m_editorConnId, packet);
|
||||
}
|
||||
m_editorNetworkInterface->SendReliablePacket(m_editorConnId, packet);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void MultiplayerEditorSystemComponent::OnTick([[maybe_unused]] float deltaTime, [[maybe_unused]] AZ::ScriptTimePoint time)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
int MultiplayerEditorSystemComponent::GetTickOrder()
|
||||
{
|
||||
// Tick immediately after the network system component
|
||||
return AZ::TICK_PLACEMENT + 1;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -14,6 +14,8 @@
|
||||
|
||||
#include <IEditor.h>
|
||||
|
||||
#include <Source/Editor/MultiplayerEditorConnection.h>
|
||||
|
||||
#include <AzCore/Component/Component.h>
|
||||
#include <AzCore/Component/TickBus.h>
|
||||
#include <AzCore/Console/IConsole.h>
|
||||
@@ -34,7 +36,6 @@ namespace Multiplayer
|
||||
//! Multiplayer system component wraps the bridging logic between the game and transport layer.
|
||||
class MultiplayerEditorSystemComponent final
|
||||
: public AZ::Component
|
||||
, private AZ::TickBus::Handler
|
||||
, private AzFramework::GameEntityContextEventBus::Handler
|
||||
, private AzToolsFramework::EditorEvents::Bus::Handler
|
||||
, private IEditorNotifyListener
|
||||
@@ -61,14 +62,7 @@ namespace Multiplayer
|
||||
void NotifyRegisterViews() override;
|
||||
//! @}
|
||||
|
||||
private:
|
||||
|
||||
//! AZ::TickBus::Handler overrides.
|
||||
//! @{
|
||||
void OnTick(float deltaTime, AZ::ScriptTimePoint time) override;
|
||||
int GetTickOrder() override;
|
||||
//! @}
|
||||
|
||||
private:
|
||||
//! EditorEvents::Handler overrides
|
||||
//! @{
|
||||
void OnEditorNotifyEvent(EEditorNotifyEvent event) override;
|
||||
@@ -82,6 +76,5 @@ namespace Multiplayer
|
||||
IEditor* m_editor = nullptr;
|
||||
AzFramework::ProcessWatcher* m_serverProcess = nullptr;
|
||||
AzNetworking::ConnectionId m_editorConnId;
|
||||
AzNetworking::INetworkInterface* m_editorNetworkInterface = nullptr;
|
||||
};
|
||||
}
|
||||
|
||||
@@ -23,6 +23,9 @@
|
||||
#include <AzCore/Interface/Interface.h>
|
||||
#include <AzCore/Console/IConsole.h>
|
||||
#include <AzCore/Console/ILogger.h>
|
||||
#include <AzCore/Utils/Utils.h>
|
||||
#include <AzCore/Serialization/SerializeContext.h>
|
||||
#include <AzCore/Serialization/Utils.h>
|
||||
|
||||
namespace AZ::ConsoleTypeHelpers
|
||||
{
|
||||
@@ -60,6 +63,8 @@ namespace Multiplayer
|
||||
static const AZStd::string_view s_networkEditorInterfaceName("MultiplayerEditorNetworkInterface");
|
||||
static constexpr uint16_t DefaultServerPort = 30090;
|
||||
static constexpr uint16_t DefaultServerEditorPort = 30091;
|
||||
//static AZStd::vector<uint8_t> buffer;
|
||||
//static AZ::IO::ByteContainerStream<AZStd::vector<uint8_t>> s_byteStream(&buffer);
|
||||
|
||||
AZ_CVAR(uint16_t, cl_clientport, 0, nullptr, AZ::ConsoleFunctorFlags::DontReplicate, "The port to bind to for game traffic when connecting to a remote host, a value of 0 will select any available port");
|
||||
AZ_CVAR(AZ::CVarFixedString, cl_serveraddr, "127.0.0.1", nullptr, AZ::ConsoleFunctorFlags::DontReplicate, "The address of the remote server or host to connect to");
|
||||
@@ -107,7 +112,7 @@ namespace Multiplayer
|
||||
AZ::ConsoleInvokedFrom invokedFrom
|
||||
) { OnConsoleCommandInvoked(command, args, flags, invokedFrom); })
|
||||
{
|
||||
;
|
||||
|
||||
}
|
||||
|
||||
void MultiplayerSystemComponent::Activate()
|
||||
@@ -401,19 +406,6 @@ namespace Multiplayer
|
||||
return false;
|
||||
}
|
||||
|
||||
bool MultiplayerSystemComponent::HandleRequest
|
||||
(
|
||||
[[maybe_unused]] AzNetworking::IConnection* connection,
|
||||
[[maybe_unused]] const IPacketHeader& packetHeader,
|
||||
[[maybe_unused]] MultiplayerPackets::EditorServerInit& packet
|
||||
)
|
||||
{
|
||||
#if !defined(_RELEASE)
|
||||
// Support Editor Server Init for all non-release targets
|
||||
#endif
|
||||
return true;
|
||||
}
|
||||
|
||||
ConnectResult MultiplayerSystemComponent::ValidateConnect
|
||||
(
|
||||
[[maybe_unused]] const IpAddress& remoteAddress,
|
||||
@@ -447,13 +439,19 @@ namespace Multiplayer
|
||||
// TODO: This needs to be set to the players autonomous proxy ------------v
|
||||
NetworkEntityHandle controlledEntity = GetNetworkEntityTracker()->Get(NetEntityId{ 0 });
|
||||
|
||||
if (connection->GetUserData() == nullptr) // Only add user data if the connect event handler has not already done so
|
||||
if (controlledEntity.GetEntity() != nullptr)
|
||||
{
|
||||
connection->SetUserData(new ServerToClientConnectionData(connection, *this, controlledEntity));
|
||||
}
|
||||
if (connection->GetUserData() == nullptr) // Only add user data if the connect event handler has not already done so
|
||||
{
|
||||
connection->SetUserData(new ServerToClientConnectionData(connection, *this, controlledEntity));
|
||||
}
|
||||
|
||||
AZStd::unique_ptr<IReplicationWindow> window = AZStd::make_unique<ServerToClientReplicationWindow>(controlledEntity, connection);
|
||||
reinterpret_cast<ServerToClientConnectionData*>(connection->GetUserData())->GetReplicationManager().SetReplicationWindow(AZStd::move(window));
|
||||
AZStd::unique_ptr<IReplicationWindow> window =
|
||||
AZStd::make_unique<ServerToClientReplicationWindow>(controlledEntity, connection);
|
||||
reinterpret_cast<ServerToClientConnectionData*>(connection->GetUserData())
|
||||
->GetReplicationManager()
|
||||
.SetReplicationWindow(AZStd::move(window));
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -509,12 +507,6 @@ namespace Multiplayer
|
||||
{
|
||||
if (multiplayerType == MultiplayerAgentType::ClientServer || multiplayerType == MultiplayerAgentType::DedicatedServer)
|
||||
{
|
||||
#if !defined(_RELEASE)
|
||||
m_networkEditorInterface = AZ::Interface<INetworking>::Get()->CreateNetworkInterface(
|
||||
AZ::Name(s_networkEditorInterfaceName), ProtocolType::Tcp, TrustZone::ExternalClientToServer, *this);
|
||||
m_networkEditorInterface->Listen(DefaultServerEditorPort);
|
||||
#endif
|
||||
|
||||
m_initEvent.Signal(m_networkInterface);
|
||||
|
||||
const AZ::Aabb worldBounds = AZ::Aabb::CreateFromMinMax(AZ::Vector3(-16384.0f), AZ::Vector3(16384.0f));
|
||||
|
||||
@@ -16,10 +16,12 @@
|
||||
#include <AzCore/Component/TickBus.h>
|
||||
#include <AzCore/Console/IConsole.h>
|
||||
#include <AzCore/Console/ILogger.h>
|
||||
#include <AzCore/IO/ByteContainerStream.h>
|
||||
#include <AzCore/Threading/ThreadSafeDeque.h>
|
||||
#include <AzCore/std/string/string.h>
|
||||
#include <AzNetworking/ConnectionLayer/IConnectionListener.h>
|
||||
#include <Include/IMultiplayer.h>
|
||||
#include <Source/Editor/MultiplayerEditorConnection.h>
|
||||
#include <Source/NetworkTime/NetworkTime.h>
|
||||
#include <Source/NetworkEntity/NetworkEntityManager.h>
|
||||
#include <Source/AutoGen/Multiplayer.AutoPacketDispatcher.h>
|
||||
@@ -72,7 +74,7 @@ namespace Multiplayer
|
||||
bool HandleRequest(AzNetworking::IConnection* connection, const AzNetworking::IPacketHeader& packetHeader, MultiplayerPackets::NotifyClientMigration& packet);
|
||||
bool HandleRequest(AzNetworking::IConnection* connection, const AzNetworking::IPacketHeader& packetHeader, MultiplayerPackets::EntityMigration& packet);
|
||||
bool HandleRequest(AzNetworking::IConnection* connection, const AzNetworking::IPacketHeader& packetHeader, MultiplayerPackets::ReadyForEntityUpdates& packet);
|
||||
bool HandleRequest(AzNetworking::IConnection* connection, const AzNetworking::IPacketHeader& packetHeader, MultiplayerPackets::EditorServerInit& packet);
|
||||
//bool HandleRequest(AzNetworking::IConnection* connection, const AzNetworking::IPacketHeader& packetHeader, MultiplayerPackets::EditorServerInit& packet);
|
||||
|
||||
//! IConnectionListener interface
|
||||
//! @{
|
||||
@@ -125,5 +127,9 @@ namespace Multiplayer
|
||||
|
||||
AZ::TimeMs m_lastReplicatedHostTimeMs = AZ::TimeMs{ 0 };
|
||||
HostFrameId m_lastReplicatedHostFrameId = InvalidHostFrameId;
|
||||
|
||||
#if !defined(_RELEASE)
|
||||
MultiplayerEditorConnection m_editorConnectionListener;
|
||||
#endif
|
||||
};
|
||||
}
|
||||
|
||||
@@ -35,6 +35,10 @@ namespace Multiplayer
|
||||
context.ListPrefabs([&context](AZStd::string_view prefabName, PrefabDom& prefab) {
|
||||
ProcessPrefab(context, prefabName, prefab);
|
||||
});
|
||||
if (context.GetProcessedObjects().size() > 0)
|
||||
{
|
||||
mpTools->SetDidProcessNetworkPrefabs(true);
|
||||
}
|
||||
}
|
||||
|
||||
void NetworkPrefabProcessor::Reflect(AZ::ReflectContext* context)
|
||||
|
||||
@@ -10,6 +10,4 @@
|
||||
#
|
||||
|
||||
set(FILES
|
||||
Source/Editor/MultiplayerEditorDispatcher.cpp
|
||||
Source/Editor/MultiplayerEditorDispatcher.h
|
||||
)
|
||||
|
||||
@@ -12,8 +12,8 @@
|
||||
set(FILES
|
||||
Source/MultiplayerGem.cpp
|
||||
Source/MultiplayerGem.h
|
||||
Source/MultiplayerEditorGem.cpp
|
||||
Source/MultiplayerEditorGem.h
|
||||
Source/Editor/MultiplayerEditorGem.cpp
|
||||
Source/Editor/MultiplayerEditorGem.h
|
||||
Source/Editor/MultiplayerEditorSystemComponent.cpp
|
||||
Source/Editor/MultiplayerEditorSystemComponent.h
|
||||
)
|
||||
|
||||
@@ -33,6 +33,7 @@ set(FILES
|
||||
Source/AutoGen/AutoComponentTypes_Source.jinja
|
||||
Source/AutoGen/LocalPredictionPlayerInputComponent.AutoComponent.xml
|
||||
Source/AutoGen/Multiplayer.AutoPackets.xml
|
||||
Source/AutoGen/MultiplayerEditor.AutoPackets.xml
|
||||
Source/AutoGen/NetworkTransformComponent.AutoComponent.xml
|
||||
Source/Components/LocalPredictionPlayerInputComponent.cpp
|
||||
Source/Components/LocalPredictionPlayerInputComponent.h
|
||||
@@ -52,6 +53,8 @@ set(FILES
|
||||
Source/ConnectionData/ServerToClientConnectionData.cpp
|
||||
Source/ConnectionData/ServerToClientConnectionData.h
|
||||
Source/ConnectionData/ServerToClientConnectionData.inl
|
||||
Source/Editor/MultiplayerEditorConnection.cpp
|
||||
Source/Editor/MultiplayerEditorConnection.h
|
||||
Source/EntityDomains/FullOwnershipEntityDomain.cpp
|
||||
Source/EntityDomains/FullOwnershipEntityDomain.h
|
||||
Source/NetworkEntity/EntityReplication/EntityReplicationManager.cpp
|
||||
|
||||
Reference in New Issue
Block a user