Files
o3de/Gems/Multiplayer/Code/Source/AutoGen/MultiplayerEditor.AutoPackets.xml
T
Gene Walters e6650f1ff4 LYN-7655 Fix Race Condition When Launching at Editor-Server (#4946)
* 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>
2021-10-27 10:38:09 -07:00

19 lines
1.2 KiB
XML

<?xml version="1.0" encoding="utf-8"?>
<PacketGroup Name="MultiplayerEditorPackets" PacketStart="CorePackets::PacketType::MAX">
<Include File="AzNetworking/AutoGen/CorePackets.AutoPackets.h" />
<Include File="Multiplayer/MultiplayerTypes.h" />
<Include File="Multiplayer/NetworkTime/INetworkTime.h" />
<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."/>
<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).">
<Member Type="bool" Name="lastUpdate" Init="false"/>
<!--16379 is 16384 (max TCP packet size) - 1 byte (bool lastUpdate) - 4 bytes (serialization overhead for ByteBuffer) -->
<Member Type="AzNetworking::ByteBuffer&lt;16379&gt;" Name="assetData"/>
</Packet>
<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."/>
</PacketGroup>