diff --git a/Gems/Multiplayer/Code/Source/MultiplayerSystemComponent.cpp b/Gems/Multiplayer/Code/Source/MultiplayerSystemComponent.cpp index ef8627fe54..0818f605df 100644 --- a/Gems/Multiplayer/Code/Source/MultiplayerSystemComponent.cpp +++ b/Gems/Multiplayer/Code/Source/MultiplayerSystemComponent.cpp @@ -438,19 +438,16 @@ namespace Multiplayer m_connAcquiredEvent.Signal(datum); } + // Hosts will spawn a new default player prefab for the user that just connected if (GetAgentType() == MultiplayerAgentType::ClientServer || GetAgentType() == MultiplayerAgentType::DedicatedServer) { - PrefabEntityId playerPrefabEntityId(AZ::Name(static_cast(sv_defaultPlayerSpawnAsset).c_str()), 1); - INetworkEntityManager::EntityList entityList = m_networkEntityManager.CreateEntitiesImmediate(playerPrefabEntityId, NetEntityRole::Authority, AZ::Transform::CreateIdentity()); - - NetworkEntityHandle controlledEntity; - if (entityList.size() > 0) + NetworkEntityHandle controlledEntity = SpawnDefaultPlayerPrefab(); + if (controlledEntity.Exists()) { - controlledEntity = entityList[0]; controlledEntity.GetNetBindComponent()->SetOwningConnectionId(connection->GetConnectionId()); } - + if (connection->GetUserData() == nullptr) // Only add user data if the connect event handler has not already done so { connection->SetUserData(new ServerToClientConnectionData(connection, *this, controlledEntity)); @@ -522,6 +519,17 @@ namespace Multiplayer } } m_agentType = multiplayerType; + + // Spawn the default player for this host since the host is also a player (not a dedicated server) + if (m_agentType == MultiplayerAgentType::ClientServer) + { + NetworkEntityHandle controlledEntity = SpawnDefaultPlayerPrefab(); + if (NetBindComponent* controlledEntityNetBindComponent = controlledEntity.GetNetBindComponent()) + { + controlledEntityNetBindComponent->SetAllowAutonomy(true); + } + } + AZLOG_INFO("Multiplayer operating in %s mode", GetEnumString(m_agentType)); } @@ -629,6 +637,19 @@ namespace Multiplayer } } + NetworkEntityHandle MultiplayerSystemComponent::SpawnDefaultPlayerPrefab() + { + PrefabEntityId playerPrefabEntityId(AZ::Name(static_cast(sv_defaultPlayerSpawnAsset).c_str()), 1); + INetworkEntityManager::EntityList entityList = m_networkEntityManager.CreateEntitiesImmediate(playerPrefabEntityId, NetEntityRole::Authority, AZ::Transform::CreateIdentity()); + + NetworkEntityHandle controlledEntity; + if (entityList.size() > 0) + { + controlledEntity = entityList[0]; + } + return controlledEntity; + } + void host([[maybe_unused]] const AZ::ConsoleCommandContainer& arguments) { Multiplayer::MultiplayerAgentType serverType = sv_isDedicated ? MultiplayerAgentType::DedicatedServer : MultiplayerAgentType::ClientServer; diff --git a/Gems/Multiplayer/Code/Source/MultiplayerSystemComponent.h b/Gems/Multiplayer/Code/Source/MultiplayerSystemComponent.h index db83c50fb5..e8e05a9d4c 100644 --- a/Gems/Multiplayer/Code/Source/MultiplayerSystemComponent.h +++ b/Gems/Multiplayer/Code/Source/MultiplayerSystemComponent.h @@ -104,7 +104,8 @@ namespace Multiplayer void OnConsoleCommandInvoked(AZStd::string_view command, const AZ::ConsoleCommandContainer& args, AZ::ConsoleFunctorFlags flags, AZ::ConsoleInvokedFrom invokedFrom); void ExecuteConsoleCommandList(AzNetworking::IConnection* connection, const AZStd::fixed_vector& commands); - + NetworkEntityHandle SpawnDefaultPlayerPrefab(); + AZ_CONSOLEFUNC(MultiplayerSystemComponent, DumpStats, AZ::ConsoleFunctorFlags::Null, "Dumps stats for the current multiplayer session"); AzNetworking::INetworkInterface* m_networkInterface = nullptr; diff --git a/Gems/Multiplayer/Code/Source/NetworkEntity/NetworkEntityManager.cpp b/Gems/Multiplayer/Code/Source/NetworkEntity/NetworkEntityManager.cpp index dda3f18ad4..eaf89f3489 100644 --- a/Gems/Multiplayer/Code/Source/NetworkEntity/NetworkEntityManager.cpp +++ b/Gems/Multiplayer/Code/Source/NetworkEntity/NetworkEntityManager.cpp @@ -402,8 +402,12 @@ namespace Multiplayer const AZ::Transform& transform ) { - INetworkEntityManager::EntityList returnList; - + EntityList returnList; + if (!AZ::Data::AssetManager::IsReady()) + { + return returnList; + } + auto spawnableAssetId = m_networkPrefabLibrary.GetAssetIdByName(prefabEntryId.m_prefabName); // Required for sync-instantiation. Todo: keep the reference in NetworkSpawnableLibrary auto netSpawnableAsset = AZ::Data::AssetManager::Instance().GetAsset(spawnableAssetId, AZ::Data::AssetLoadBehavior::PreLoad);