e6650f1ff4
* Fix a race condition where the editor tries to connect to the editor-server before the editor-server is ready (originally discovered on lower-spec Jenkin machines). Change editor-server so that editor waits to receive a EditorServerReadyForInit before trying to send all the level data. * The editor might not be the connector so make sure to connect to the actual MP simulation even if the editor isn't the editor-server connect (if editorsv_launch=true then the editor-server will connect to the editor) * Adding warnings if MPEditorConnection cannot find certain cvars Signed-off-by: Gene Walters <genewalt@amazon.com>
19 lines
1.2 KiB
XML
19 lines
1.2 KiB
XML
<?xml version="1.0" encoding="utf-8"?>
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<PacketGroup Name="MultiplayerEditorPackets" PacketStart="CorePackets::PacketType::MAX">
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<Include File="AzNetworking/AutoGen/CorePackets.AutoPackets.h" />
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<Include File="Multiplayer/MultiplayerTypes.h" />
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<Include File="Multiplayer/NetworkTime/INetworkTime.h" />
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<Packet Name="EditorServerReadyForLevelData" Desc="A packet the editor-server will send on startup once it's ready to receive all the current level data from the Editor."/>
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<Packet Name="EditorServerLevelData" Desc="A packet that initializes the editor-server with level data from the editor. The packet includes data required for loading the current level on the server (entities and asset data).">
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<Member Type="bool" Name="lastUpdate" Init="false"/>
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<!--16379 is 16384 (max TCP packet size) - 1 byte (bool lastUpdate) - 4 bytes (serialization overhead for ByteBuffer) -->
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<Member Type="AzNetworking::ByteBuffer<16379>" Name="assetData"/>
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</Packet>
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<Packet Name="EditorServerReady" Desc="A response packet the editor-server should send after getting the editor's level data when it's ready to begin the actual game-mode network simulation."/>
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</PacketGroup>
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