Cleanup connection order slightly

main
puvvadar 5 years ago
parent df68ab6c56
commit f94d0c99e7

@ -93,7 +93,7 @@ namespace Multiplayer
assetInfo.m_relativePath = asset.GetHint();
assetInfo.m_sizeBytes = assetSize;
// Register Asset to AssetManager
// Register Asset to AssetManager
AZ::Data::AssetManager::Instance().AssignAssetData(asset);
AZ::Data::AssetCatalogRequestBus::Broadcast(&AZ::Data::AssetCatalogRequests::RegisterAsset, asset.GetId(), assetInfo);
@ -108,26 +108,19 @@ namespace Multiplayer
AZ::CVarFixedString loadLevelString = "LoadLevel Root.spawnable";
AZ::Interface<AZ::IConsole>::Get()->PerformCommand(loadLevelString.c_str());
AZLOG_INFO("Editor Server completed asset receive, responding to Editor...");
if (connection->SendReliablePacket(MultiplayerEditorPackets::EditorServerReady()))
{
// Setup the normal multiplayer connection
AZ::Interface<IMultiplayer>::Get()->InitializeMultiplayer(MultiplayerAgentType::DedicatedServer);
INetworkInterface* networkInterface = AZ::Interface<INetworking>::Get()->RetrieveNetworkInterface(AZ::Name(MPNetworkInterfaceName));
uint16_t serverPort = DefaultServerPort;
if (auto console = AZ::Interface<AZ::IConsole>::Get(); console)
{
console->GetCvarValue("sv_port", serverPort);
}
networkInterface->Listen(serverPort);
return true;
}
else
// Setup the normal multiplayer connection
AZ::Interface<IMultiplayer>::Get()->InitializeMultiplayer(MultiplayerAgentType::DedicatedServer);
INetworkInterface* networkInterface = AZ::Interface<INetworking>::Get()->RetrieveNetworkInterface(AZ::Name(MPNetworkInterfaceName));
uint16_t serverPort = DefaultServerPort;
if (auto console = AZ::Interface<AZ::IConsole>::Get(); console)
{
return false;
console->GetCvarValue("sv_port", serverPort);
}
networkInterface->Listen(serverPort);
AZLOG_INFO("Editor Server completed asset receive, responding to Editor...");
return connection->SendReliablePacket(MultiplayerEditorPackets::EditorServerReady());
}
return true;

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