Integrate parts of Session Server API
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@@ -29,6 +29,8 @@
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#include <AzCore/Asset/AssetCommon.h>
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#include <AzCore/Asset/AssetManagerBus.h>
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#include <AzCore/Utils/Utils.h>
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#include <AzFramework/Session/ISessionRequests.h>
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#include <AzFramework/Session/SessionConfig.h>
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#include <AzFramework/Spawnable/Spawnable.h>
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#include <AzNetworking/Framework/INetworking.h>
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@@ -142,6 +144,7 @@ namespace Multiplayer
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void MultiplayerSystemComponent::Activate()
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{
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AZ::TickBus::Handler::BusConnect();
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AzFramework::SessionNotificationBus::Handler::BusConnect();
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m_networkInterface = AZ::Interface<INetworking>::Get()->CreateNetworkInterface(AZ::Name(MPNetworkInterfaceName), sv_protocol, TrustZone::ExternalClientToServer, *this);
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m_consoleCommandHandler.Connect(AZ::Interface<AZ::IConsole>::Get()->GetConsoleCommandInvokedEvent());
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AZ::Interface<IMultiplayer>::Register(this);
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@@ -153,9 +156,34 @@ namespace Multiplayer
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void MultiplayerSystemComponent::Deactivate()
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{
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AZ::Interface<IMultiplayer>::Unregister(this);
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AzFramework::SessionNotificationBus::Handler::BusDisconnect();
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AZ::TickBus::Handler::BusDisconnect();
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}
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bool MultiplayerSystemComponent::OnSessionHealthCheck()
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{
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return true;
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}
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bool MultiplayerSystemComponent::OnCreateSessionBegin(const AzFramework::SessionConfig& sessionConfig)
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{
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Multiplayer::MultiplayerAgentType serverType = sv_isDedicated ? MultiplayerAgentType::DedicatedServer : MultiplayerAgentType::ClientServer;
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AZ::Interface<IMultiplayer>::Get()->InitializeMultiplayer(serverType);
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return m_networkInterface->Listen(sessionConfig.m_port);
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}
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bool MultiplayerSystemComponent::OnDestroySessionBegin()
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{
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bool disconnectSuccessful = true;
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IConnectionSet& connectionSet = m_networkInterface->GetConnectionSet();
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connectionSet.VisitConnections([&disconnectSuccessful](IConnection& connection)
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{
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bool didDisconnect = connection.Disconnect(DisconnectReason::TerminatedByServer, TerminationEndpoint::Remote);
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disconnectSuccessful = disconnectSuccessful && didDisconnect;
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});
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return disconnectSuccessful;
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}
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void MultiplayerSystemComponent::OnTick([[maybe_unused]] float deltaTime, [[maybe_unused]] AZ::ScriptTimePoint time)
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{
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AZ::TimeMs deltaTimeMs = aznumeric_cast<AZ::TimeMs>(static_cast<int32_t>(deltaTime * 1000.0f));
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