Merge branch 'LYN-7080_FixEditorServerConnectionRaceCondition' into LYN-6770_AutomatedTestNetInputs

This commit is contained in:
Gene Walters
2021-10-03 22:57:13 -07:00
4 changed files with 26 additions and 7 deletions
@@ -146,7 +146,6 @@ namespace Multiplayer
{
// Connect the Editor to the editor server for Multiplayer simulation
AZ::Interface<IMultiplayer>::Get()->Connect(remoteAddress.c_str(), remotePort);
AZ::Interface<IMultiplayer>::Get()->SendReadyForEntityUpdates(true);
}
}
}
@@ -142,8 +142,14 @@ namespace Multiplayer
}
// Start the configured server if it's available
AZStd::string projectPath(AZ::Utils::GetProjectPath().c_str());
AZStd::replace(projectPath.begin(), projectPath.end(), AZ::IO::WindowsPathSeparator, AZ::IO::PosixPathSeparator);
AzFramework::ProcessLauncher::ProcessLaunchInfo processLaunchInfo;
processLaunchInfo.m_commandlineParameters = AZStd::string::format("\"%s\" --editorsv_isDedicated true", serverPath.c_str());
processLaunchInfo.m_commandlineParameters = AZStd::string::format(
R"("%s" --project-path "%s" --editorsv_isDedicated true --sv_defaultPlayerSpawnAsset "%s")",
serverPath.c_str(),
projectPath.c_str(),
static_cast<AZ::CVarFixedString>(sv_defaultPlayerSpawnAsset).c_str());
processLaunchInfo.m_showWindow = true;
processLaunchInfo.m_processPriority = AzFramework::ProcessPriority::PROCESSPRIORITY_NORMAL;
@@ -489,11 +489,23 @@ namespace Multiplayer
{
m_didHandshake = true;
AZ::CVarFixedString commandString = "sv_map " + packet.GetMap();
AZ::Interface<AZ::IConsole>::Get()->PerformCommand(commandString.c_str());
// If this is an Editor then we're now accepting the connection to the EditorServer.
// In normal game clients SendReadyForEntityUpdates will be enabled once the appropriate level's root spawnable is loaded,
// but since we're in Editor, we're already in the level.
AZ::ApplicationTypeQuery applicationType;
AZ::ComponentApplicationBus::Broadcast(&AZ::ComponentApplicationRequests::QueryApplicationType, applicationType);
if (applicationType.IsEditor())
{
SendReadyForEntityUpdates(true);
}
else
{
AZ::CVarFixedString commandString = "sv_map " + packet.GetMap();
AZ::Interface<AZ::IConsole>::Get()->PerformCommand(commandString.c_str());
AZ::CVarFixedString loadLevelString = "LoadLevel " + packet.GetMap();
AZ::Interface<AZ::IConsole>::Get()->PerformCommand(loadLevelString.c_str());
AZ::CVarFixedString loadLevelString = "LoadLevel " + packet.GetMap();
AZ::Interface<AZ::IConsole>::Get()->PerformCommand(loadLevelString.c_str());
}
return true;
}
@@ -981,7 +993,7 @@ namespace Multiplayer
INetworkEntityManager::EntityList entityList = m_networkEntityManager.CreateEntitiesImmediate(playerPrefabEntityId, NetEntityRole::Authority, AZ::Transform::CreateIdentity(), Multiplayer::AutoActivate::DoNotActivate);
NetworkEntityHandle controlledEntity;
if (entityList.size() > 0)
if (!entityList.empty())
{
controlledEntity = entityList[0];
}
@@ -37,6 +37,8 @@ namespace AzNetworking
namespace Multiplayer
{
AZ_CVAR_EXTERNED(AZ::CVarFixedString, sv_defaultPlayerSpawnAsset);
//! Multiplayer system component wraps the bridging logic between the game and transport layer.
class MultiplayerSystemComponent final
: public AZ::Component