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o3de/Gems/Multiplayer/Code/Source/ConnectionData/ServerToServerConnectionData.cpp
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2021-04-07 14:03:29 -07:00

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4.1 KiB
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/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
#include <Source/ConnectionData/ServerToServerConnectionData.h>
namespace Multiplayer
{
AZ_CVAR(AZ::TimeMs, sv_DefaultNetworkEntityActivationTimeSliceMs, AZ::TimeMs{ 0 }, nullptr, AZ::ConsoleFunctorFlags::Null, "Max Ms to use to activate entities coming from the network, 0 means instantiate everything");
AZ_CVAR(AZ::TimeMs, sv_ServerToServerReconnectDelayMs, AZ::TimeMs{ 1000 }, nullptr, AZ::ConsoleFunctorFlags::Null, "Number of milliseconds for delaying reconnecting that is based on sv_ServerNonceTimeoutMs");
AZ_CVAR(uint32_t, sv_ServerMaxRemoteEntitiesPendingCreationCount, 512, nullptr, AZ::ConsoleFunctorFlags::Null, "Maximum number of entities that we have sent to the remote server, but have not had a confirmation back from the remote server");
ServerToServerConnectionData::ServerToServerConnectionData
(
AzNetworking::IConnection* connection,
AzNetworking::IConnectionListener& connectionListener,
const AzNetworking::IpAddress& serverAddress
)
: m_connection(connection)
, m_serverAddress(serverAddress)
, m_entityReplicationManager(*connection, connectionListener, EntityReplicationManager::Mode::LocalServerToRemoteServer)
, m_connectEvent([this]() { OnConnectTimeout(); }, AZ::Name("Server to server connection timeout event"))
{
m_entityReplicationManager.SetRemoteHostId(InvalidHostId);// serverAddrInfo.GetServerAddrInfo().GetShardId());
m_entityReplicationManager.SetEntityActivationTimeSliceMs(sv_DefaultNetworkEntityActivationTimeSliceMs);
m_entityReplicationManager.SetMaxRemoteEntitiesPendingCreationCount(sv_ServerMaxRemoteEntitiesPendingCreationCount);
if (connection->GetConnectionRole() == AzNetworking::ConnectionRole::Connector)
{
m_connectEvent.Enqueue(sv_ServerToServerReconnectDelayMs);
}
}
ServerToServerConnectionData::~ServerToServerConnectionData()
{
m_entityReplicationManager.Clear(false);
}
ConnectionDataType ServerToServerConnectionData::GetConnectionDataType() const
{
return ConnectionDataType::ServerToServer;
}
AzNetworking::IConnection* ServerToServerConnectionData::GetConnection() const
{
return m_connection;
}
EntityReplicationManager& ServerToServerConnectionData::GetReplicationManager()
{
return m_entityReplicationManager;
}
void ServerToServerConnectionData::Update(AZ::TimeMs serverGameTimeMs)
{
if (IsReady())
{
m_entityReplicationManager.SendUpdates(serverGameTimeMs);
}
}
HostId ServerToServerConnectionData::GetHostId() const
{
return InvalidHostId; // GetServerToServerAddrInfo().GetServerAddrInfo().GetShardId();
}
void ServerToServerConnectionData::OnConnectTimeout()
{
AZ_Assert(m_connection->GetConnectionRole() == AzNetworking::ConnectionRole::Connector, "Timeout should only be queued for connectors");
if (m_connection->GetConnectionState() == AzNetworking::ConnectionState::Connecting)
{
//NovaGameHubServer::RequestNewNoncesToReconnect::Request request;
//request.SetReconnectingServerShardId(GetShardId());
//gNovaGame->GetNovaServiceAgent().DispatchRequest(request, 0, &gNovaGame->GetNovaServiceAgent());
//AZLOG(Debug_UdpServerConnect, "Sent RequestNewNoncesToReconnect shardId:%u", static_cast<uint32_t>(GetShardId()));
//
//// Requeue in case we need to request additional nonces
//m_ConnectTimedEvent.Enqueue(TimeMs(sv_ServerToServerReconnectDelayMs + sv_ServerNonceTimeoutMs));
}
}
}