MultiplayerEditorSystemComponent.h 6.3 KB

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  1. /*
  2. * Copyright (c) Contributors to the Open 3D Engine Project.
  3. * For complete copyright and license terms please see the LICENSE at the root of this distribution.
  4. *
  5. * SPDX-License-Identifier: Apache-2.0 OR MIT
  6. *
  7. */
  8. #pragma once
  9. #include <Multiplayer/IMultiplayer.h>
  10. #include <Multiplayer/MultiplayerEditorServerBus.h>
  11. #include <Multiplayer/Editor/MultiplayerPythonEditorEventsBus.h>
  12. #include <IEditor.h>
  13. #include <AzCore/Component/Component.h>
  14. #include <AzCore/Component/TickBus.h>
  15. #include <AzCore/IO/ByteContainerStream.h>
  16. #include <AzFramework/Entity/GameEntityContextBus.h>
  17. #include <AzFramework/Process/ProcessWatcher.h>
  18. #include <AzFramework/Process/ProcessCommunicatorTracePrinter.h>
  19. #include <AzFramework/Viewport/ScreenGeometry.h>
  20. #include <AzToolsFramework/ActionManager/ActionManagerRegistrationNotificationBus.h>
  21. #include <AzToolsFramework/Entity/EditorEntityContextBus.h>
  22. #include <AzToolsFramework/Prefab/Spawnable/PrefabToInMemorySpawnableNotificationBus.h>
  23. #include <AzToolsFramework/Editor/EditorContextMenuBus.h>
  24. namespace AzNetworking
  25. {
  26. class INetworkInterface;
  27. }
  28. namespace Multiplayer
  29. {
  30. //! A component to reflect scriptable commands for the Editor
  31. class PythonEditorFuncs : public AZ::Component
  32. {
  33. public:
  34. AZ_COMPONENT(PythonEditorFuncs, "{22AEEA59-94E6-4033-B67D-7C8FBB84DF0D}")
  35. static void Reflect(AZ::ReflectContext* context);
  36. // AZ::Component ...
  37. void Activate() override {}
  38. void Deactivate() override {}
  39. };
  40. //! Multiplayer system component wraps the bridging logic between the game and transport layer.
  41. class MultiplayerEditorSystemComponent final
  42. : public AZ::Component
  43. , public MultiplayerEditorLayerPythonRequestBus::Handler
  44. , private AzToolsFramework::EditorEvents::Bus::Handler
  45. , private IEditorNotifyListener
  46. , private MultiplayerEditorServerRequestBus::Handler
  47. , private AZ::TickBus::Handler
  48. , private AzToolsFramework::Prefab::PrefabToInMemorySpawnableNotificationBus::Handler
  49. , private AzToolsFramework::EditorEntityContextNotificationBus::Handler
  50. , private AzToolsFramework::EditorContextMenuBus::Handler
  51. , private AzToolsFramework::ActionManagerRegistrationNotificationBus::Handler
  52. {
  53. public:
  54. AZ_COMPONENT(MultiplayerEditorSystemComponent, "{9F335CC0-5574-4AD3-A2D8-2FAEF356946C}");
  55. static void Reflect(AZ::ReflectContext* context);
  56. static void GetRequiredServices(AZ::ComponentDescriptor::DependencyArrayType& required);
  57. static void GetProvidedServices(AZ::ComponentDescriptor::DependencyArrayType& provided);
  58. static void GetIncompatibleServices(AZ::ComponentDescriptor::DependencyArrayType& incompatible);
  59. MultiplayerEditorSystemComponent();
  60. ~MultiplayerEditorSystemComponent() override = default;
  61. //! Called once the editor receives the server's accept packet
  62. void OnServerAcceptanceReceived();
  63. //! AZ::Component overrides.
  64. //! @{
  65. void Activate() override;
  66. void Deactivate() override;
  67. //! @}
  68. //! EditorEvents::Bus::Handler overrides.
  69. //! @{
  70. void NotifyRegisterViews() override;
  71. //! @}
  72. //! MultiplayerEditorLayerPythonRequestBus::Handler overrides.
  73. //! @{
  74. void EnterGameMode() override;
  75. bool IsInGameMode() override;
  76. //! @}
  77. private:
  78. bool LaunchEditorServer();
  79. bool FindServerLauncher(AZ::IO::FixedMaxPath& serverPath);
  80. void Connect();
  81. //! AzToolsFramework::EditorEntityContextNotificationBus::Handler overrides
  82. //! @{
  83. void OnStartPlayInEditorBegin() override;
  84. void OnStartPlayInEditor() override;
  85. void OnStopPlayInEditorBegin() override;
  86. //! @}
  87. //! AzToolsFramework::EditorContextMenu::Bus::Handler overrides
  88. //! @{
  89. void PopulateEditorGlobalContextMenu(QMenu* menu, const AZStd::optional<AzFramework::ScreenPoint>& point, int flags) override;
  90. int GetMenuPosition() const override;
  91. //! @}
  92. // AzToolsFramework::ActionManagerRegistrationNotificationBus overrides ...
  93. void OnActionRegistrationHook() override;
  94. void OnMenuBindingHook() override;
  95. //! AzToolsFramework::Prefab::PrefabToInMemorySpawnableNotificationBus::Handler overrides
  96. //! @{
  97. void OnPreparingInMemorySpawnableFromPrefab(const AzFramework::Spawnable& spawnable, const AZStd::string& assetHint) override;
  98. //! @}
  99. //! EditorEvents::Handler overrides
  100. //! @{
  101. void OnEditorNotifyEvent(EEditorNotifyEvent event) override;
  102. //! @}
  103. //! MultiplayerEditorServerRequestBus::Handler
  104. //! @{
  105. void SendEditorServerLevelDataPacket(AzNetworking::IConnection* connection) override;
  106. //! @}
  107. //! AZ::TickBus::Handler
  108. //! @{
  109. void OnTick(float, AZ::ScriptTimePoint) override;
  110. //! @}
  111. //! Context menu handler
  112. void ContextMenu_NewMultiplayerEntity(AZ::EntityId parentEntityId, const AZ::Vector3& worldPosition);
  113. void ResetLevelSendData();
  114. void SendLevelDataToServer();
  115. IEditor* m_editor = nullptr;
  116. AZStd::unique_ptr<AzFramework::ProcessWatcher> m_serverProcessWatcher = nullptr;
  117. AZStd::unique_ptr<ProcessCommunicatorTracePrinter> m_serverProcessTracePrinter = nullptr;
  118. AzNetworking::ConnectionId m_editorConnId;
  119. ServerAcceptanceReceivedEvent::Handler m_serverAcceptanceReceivedHandler;
  120. AZ::ScheduledEvent m_connectionEvent = AZ::ScheduledEvent([this]{this->Connect();}, AZ::Name("MultiplayerEditorConnect"));
  121. uint16_t m_connectionAttempts = 0;
  122. struct PreAliasedSpawnableData
  123. {
  124. AZStd::unique_ptr<AzFramework::Spawnable> spawnable;
  125. AZStd::string assetHint;
  126. AZ::Data::AssetId assetId;
  127. };
  128. AZStd::vector<PreAliasedSpawnableData> m_preAliasedSpawnablesForServer;
  129. // Structure that encapsulates the data we need for sending the level data to the server when entering game mode.
  130. struct LevelSendData
  131. {
  132. AZStd::vector<uint8_t> m_sendBuffer;
  133. AZStd::unique_ptr<AZ::IO::ByteContainerStream<AZStd::vector<uint8_t>>> m_byteStream;
  134. AzNetworking::IConnection* m_sendConnection = nullptr;
  135. };
  136. LevelSendData m_levelSendData;
  137. };
  138. }