Reverts changes to component application and adds further client migration handling hookup

Signed-off-by: kberg-amzn <karlberg@amazon.com>
This commit is contained in:
kberg-amzn
2021-09-21 19:33:59 -07:00
parent ca7de715fd
commit d28bcbe027
8 changed files with 120 additions and 92 deletions
@@ -617,7 +617,7 @@ namespace Multiplayer
auto visitor = [](IConnection& connection) { connection.Disconnect(DisconnectReason::ClientMigrated, TerminationEndpoint::Local); };
m_networkInterface->GetConnectionSet().VisitConnections(visitor);
AZLOG_INFO("Migrating to new server shard");
//m_clientMigrateStartEvent(packet.GetLastInputGameTimeMs());
m_clientMigrationStartEvent.Signal(ClientInputId{ 0 });
m_networkInterface->Connect(packet.GetRemoteServerAddress());
return true;
}
@@ -795,6 +795,11 @@ namespace Multiplayer
handler.Connect(m_clientDisconnectedEvent);
}
void MultiplayerSystemComponent::AddNotifyClientMigrationHandler(NotifyClientMigrationEvent::Handler& handler)
{
handler.Connect(m_notifyClientMigrationEvent);
}
void MultiplayerSystemComponent::AddConnectionAcquiredHandler(ConnectionAcquiredEvent::Handler& handler)
{
handler.Connect(m_connectionAcquiredEvent);
@@ -810,6 +815,11 @@ namespace Multiplayer
handler.Connect(m_shutdownEvent);
}
void MultiplayerSystemComponent::SendNotifyClientMigrationEvent(HostId hostId, uint64_t userIdentifier, ClientInputId lastClientInputId)
{
m_notifyClientMigrationEvent.Signal(hostId, userIdentifier, lastClientInputId);
}
void MultiplayerSystemComponent::SendReadyForEntityUpdates(bool readyForEntityUpdates)
{
IConnectionSet& connectionSet = m_networkInterface->GetConnectionSet();