/* * Copyright (c) Contributors to the Open 3D Engine Project. * For complete copyright and license terms please see the LICENSE at the root of this distribution. * * SPDX-License-Identifier: Apache-2.0 OR MIT * */ #pragma once #include #include #include #include #include #include #include #include #include #include #include #include #include #include namespace AzNetworking { class INetworkInterface; } namespace Multiplayer { //! A component to reflect scriptable commands for the Editor class PythonEditorFuncs : public AZ::Component { public: AZ_COMPONENT(PythonEditorFuncs, "{22AEEA59-94E6-4033-B67D-7C8FBB84DF0D}") static void Reflect(AZ::ReflectContext* context); // AZ::Component ... void Activate() override {} void Deactivate() override {} }; //! Multiplayer system component wraps the bridging logic between the game and transport layer. class MultiplayerEditorSystemComponent final : public AZ::Component , public MultiplayerEditorLayerPythonRequestBus::Handler , private AzToolsFramework::EditorEvents::Bus::Handler , private IEditorNotifyListener , private MultiplayerEditorServerRequestBus::Handler , private AZ::TickBus::Handler , private AzToolsFramework::Prefab::PrefabToInMemorySpawnableNotificationBus::Handler , private AzToolsFramework::EditorEntityContextNotificationBus::Handler , private AzToolsFramework::ActionManagerRegistrationNotificationBus::Handler { public: AZ_COMPONENT(MultiplayerEditorSystemComponent, "{9F335CC0-5574-4AD3-A2D8-2FAEF356946C}"); static void Reflect(AZ::ReflectContext* context); static void GetRequiredServices(AZ::ComponentDescriptor::DependencyArrayType& required); static void GetProvidedServices(AZ::ComponentDescriptor::DependencyArrayType& provided); static void GetIncompatibleServices(AZ::ComponentDescriptor::DependencyArrayType& incompatible); MultiplayerEditorSystemComponent(); ~MultiplayerEditorSystemComponent() override = default; //! Called once the editor receives the server's accept packet void OnServerAcceptanceReceived(); //! AZ::Component overrides. //! @{ void Activate() override; void Deactivate() override; //! @} //! EditorEvents::Bus::Handler overrides. //! @{ void NotifyRegisterViews() override; //! @} //! MultiplayerEditorLayerPythonRequestBus::Handler overrides. //! @{ void EnterGameMode() override; bool IsInGameMode() override; //! @} private: bool LaunchEditorServer(); bool FindServerLauncher(AZ::IO::FixedMaxPath& serverPath); void Connect(); //! AzToolsFramework::EditorEntityContextNotificationBus::Handler overrides //! @{ void OnStartPlayInEditorBegin() override; void OnStartPlayInEditor() override; void OnStopPlayInEditorBegin() override; //! @} // AzToolsFramework::ActionManagerRegistrationNotificationBus overrides ... void OnActionRegistrationHook() override; void OnMenuBindingHook() override; //! AzToolsFramework::Prefab::PrefabToInMemorySpawnableNotificationBus::Handler overrides //! @{ void OnPreparingInMemorySpawnableFromPrefab(const AzFramework::Spawnable& spawnable, const AZStd::string& assetHint) override; //! @} //! EditorEvents::Handler overrides //! @{ void OnEditorNotifyEvent(EEditorNotifyEvent event) override; //! @} //! MultiplayerEditorServerRequestBus::Handler //! @{ void SendEditorServerLevelDataPacket(AzNetworking::IConnection* connection) override; //! @} //! AZ::TickBus::Handler //! @{ void OnTick(float, AZ::ScriptTimePoint) override; //! @} //! Context menu handler void ContextMenu_NewMultiplayerEntity(AZ::EntityId parentEntityId, const AZ::Vector3& worldPosition); void ResetLevelSendData(); void SendLevelDataToServer(); IEditor* m_editor = nullptr; AZStd::unique_ptr m_serverProcessWatcher = nullptr; AZStd::unique_ptr m_serverProcessTracePrinter = nullptr; AzNetworking::ConnectionId m_editorConnId; ServerAcceptanceReceivedEvent::Handler m_serverAcceptanceReceivedHandler; AZ::ScheduledEvent m_connectionEvent = AZ::ScheduledEvent([this]{this->Connect();}, AZ::Name("MultiplayerEditorConnect")); uint16_t m_connectionAttempts = 0; struct PreAliasedSpawnableData { AZStd::unique_ptr spawnable; AZStd::string assetHint; AZ::Data::AssetId assetId; }; AZStd::vector m_preAliasedSpawnablesForServer; // Structure that encapsulates the data we need for sending the level data to the server when entering game mode. struct LevelSendData { AZStd::vector m_sendBuffer; AZStd::unique_ptr>> m_byteStream; AzNetworking::IConnection* m_sendConnection = nullptr; }; LevelSendData m_levelSendData; }; }