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>
28 lines
1.1 KiB
C++
28 lines
1.1 KiB
C++
/*
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* Copyright (c) Contributors to the Open 3D Engine Project.
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* For complete copyright and license terms please see the LICENSE at the root of this distribution.
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*
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* SPDX-License-Identifier: Apache-2.0 OR MIT
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*
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*/
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#pragma once
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#include <AzCore/EBus/EBus.h>
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namespace Multiplayer
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{
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class MultiplayerEditorServerRequests : public AZ::EBusTraits
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{
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public:
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static const AZ::EBusHandlerPolicy HandlerPolicy = AZ::EBusHandlerPolicy::Single;
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static const AZ::EBusAddressPolicy AddressPolicy = AZ::EBusAddressPolicy::Single;
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//! Sends a packet that initializes a local server launched from the editor.
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//! The editor will package the data required for loading the current editor level on the editor-server; data includes entities and asset data.
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//! @param connection The connection to the editor-server
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virtual void SendEditorServerLevelDataPacket(AzNetworking::IConnection* connection) = 0;
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};
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using MultiplayerEditorServerRequestBus = AZ::EBus<MultiplayerEditorServerRequests>;
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} // namespace Multiplayer
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