Adding warning if server fails to load the sv_defaultPlayerSpawnAsset when a client joins the server. Updating Multiplayer PyTest to watch out for this warning.

Signed-off-by: Gene Walters <genewalt@amazon.com>
This commit is contained in:
Gene Walters
2021-11-29 16:36:28 -08:00
parent 75e8ef8089
commit f4e762d9bd
3 changed files with 10 additions and 2 deletions
@@ -1135,9 +1135,15 @@ namespace Multiplayer
// make sure the player prefab path is lowercase (how it's stored in the cache folder)
auto sv_defaultPlayerSpawnAssetLowerCase = static_cast<AZ::CVarFixedString>(sv_defaultPlayerSpawnAsset);
AZStd::to_lower(sv_defaultPlayerSpawnAssetLowerCase.begin(), sv_defaultPlayerSpawnAssetLowerCase.end());
PrefabEntityId playerPrefabEntityId(AZ::Name(static_cast<AZ::CVarFixedString>(sv_defaultPlayerSpawnAssetLowerCase).c_str()));
PrefabEntityId playerPrefabEntityId(AZ::Name(sv_defaultPlayerSpawnAssetLowerCase.c_str()));
INetworkEntityManager::EntityList entityList = m_networkEntityManager.CreateEntitiesImmediate(playerPrefabEntityId, NetEntityRole::Authority, AZ::Transform::CreateIdentity(), Multiplayer::AutoActivate::DoNotActivate);
AZ_Warning(
"MultiplayerSystemComponent", !entityList.empty(),
"SpawnDefaultPlayerPrefab failed. Missing sv_defaultPlayerSpawnAsset at path '%s'.\n",
sv_defaultPlayerSpawnAssetLowerCase.c_str())
for (NetworkEntityHandle subEntity : entityList)
{
subEntity.Activate();