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- /*
- * 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
- *
- */
- #include <AzCore/Console/IConsole.h>
- #include <AzCore/Component/ComponentApplicationLifecycle.h>
- #include <AzCore/Interface/Interface.h>
- #include <AzCore/Serialization/SerializeContext.h>
- #include <AzCore/Serialization/Utils.h>
- #include <AzCore/Utils/Utils.h>
- #include <AzFramework/Spawnable/InMemorySpawnableAssetContainer.h>
- #include <AzNetworking/ConnectionLayer/IConnection.h>
- #include <AzNetworking/Framework/INetworking.h>
- #include <Editor/MultiplayerEditorConnection.h>
- #include <Multiplayer/IMultiplayer.h>
- #include <Multiplayer/INetworkSpawnableLibrary.h>
- #include <Multiplayer/MultiplayerConstants.h>
- #include <Multiplayer/MultiplayerEditorServerBus.h>
- #include <Source/AutoGen/AutoComponentTypes.h>
- namespace Multiplayer
- {
- using namespace AzNetworking;
- AZ_CVAR(bool, editorsv_isDedicated, false, nullptr, AZ::ConsoleFunctorFlags::DontReplicate, "Whether to init as a server expecting data from an Editor. Do not modify unless you're sure of what you're doing.");
- AZ_CVAR(uint16_t, editorsv_port, DefaultServerEditorPort, nullptr, AZ::ConsoleFunctorFlags::DontReplicate, "The port that the multiplayer editor gem will bind to for traffic.");
- MultiplayerEditorConnection::MultiplayerEditorConnection()
- : m_byteStream(&m_buffer)
- {
- const AZ::Name editorInterfaceName = AZ::Name(MpEditorInterfaceName);
- m_networkEditorInterface = AZ::Interface<INetworking>::Get()->CreateNetworkInterface(
- editorInterfaceName, ProtocolType::Tcp, TrustZone::ExternalClientToServer, *this);
- m_networkEditorInterface->SetTimeoutMs(AZ::Time::ZeroTimeMs); // Disable timeouts on this network interface
- // Wait to activate the editor-server until:
- // - LegacySystemInterfaceCreated is signaled, so that the logging system is ready. Automated testing listens for these logs.
- // - LegacyCommandLineProcessed is signaled, so that everything has initialized and finished their blocking loads, so that it
- // should be relatively safe to start receiving packets without as much fear of too much time passing between system ticks.
- if (editorsv_isDedicated)
- {
- // Server logs will be piped to the editor so turn off buffering,
- // otherwise it'll take a lot of logs to fill up the buffer before stdout is finally flushed.
- // This isn't optimal, but will only affect editor-servers (used when testing multiplayer levels in Editor gameplay mode) and not production servers.
- // Note: _IOLBF (flush on newlines) won't work for Automated Testing which uses a headless server app and will fall back to _IOFBF (full buffering)
- setvbuf(stdout, NULL, _IONBF, 0);
- // If the settings registry is not available at this point,
- // then something catastrophic has happened in the application startup.
- // That should have been caught and messaged out earlier in startup.
- if (auto settingsRegistry = AZ::SettingsRegistry::Get(); settingsRegistry != nullptr)
- {
- AZ::ComponentApplicationLifecycle::RegisterHandler(
- *settingsRegistry, m_componentApplicationLifecycleHandler,
- [this](const AZ::SettingsRegistryInterface::NotifyEventArgs&)
- {
- ActivateDedicatedEditorServer();
- },
- "LegacyCommandLineProcessed");
- }
- }
- }
- MultiplayerEditorConnection::~MultiplayerEditorConnection()
- {
- const AZ::Name editorInterfaceName = AZ::Name(MpEditorInterfaceName);
- AZ::Interface<INetworking>::Get()->DestroyNetworkInterface(editorInterfaceName);
-
- if (m_inMemorySpawnableAssetContainer != nullptr)
- {
- m_inMemorySpawnableAssetContainer->ClearAllInMemorySpawnableAssets();
- }
- }
- void MultiplayerEditorConnection::ActivateDedicatedEditorServer() const
- {
- if (m_isActivated || !editorsv_isDedicated)
- {
- return;
- }
- m_isActivated = true;
-
- AZ_Assert(m_networkEditorInterface, "MP Editor Network Interface was unregistered before Editor Server could start listening.")
- m_networkEditorInterface->Listen(editorsv_port);
- }
- bool MultiplayerEditorConnection::HandleRequest
- (
- [[maybe_unused]] AzNetworking::IConnection* connection,
- [[maybe_unused]] const IPacketHeader& packetHeader,
- MultiplayerEditorPackets::EditorServerLevelData& packet
- )
- {
- // Editor Server Init is intended for non-release targets
- m_byteStream.Write(packet.GetAssetData().GetSize(), packet.ModifyAssetData().GetBuffer());
- // In case if this is the last update, process the byteStream buffer. Otherwise more packets are expected
- if (!packet.GetLastUpdate())
- {
- return true;
- }
-
- // This is the last expected packet
- // Read all assets out of the buffer
- // Create in-memory spawnables for the level, root.spawnable and root.network.spawnable (if level contains network entities)
- if (m_inMemorySpawnableAssetContainer != nullptr)
- {
- m_inMemorySpawnableAssetContainer->ClearAllInMemorySpawnableAssets();
- }
- m_inMemorySpawnableAssetContainer = AZStd::make_unique<AzFramework::InMemorySpawnableAssetContainer>();
- AzFramework::InMemorySpawnableAssetContainer::AssetDataInfoContainer rootSpawnableAssetDataInfoContainer;
- m_byteStream.Seek(0, AZ::IO::GenericStream::SeekMode::ST_SEEK_BEGIN);
- AZStd::vector<AZ::Data::Asset<AZ::Data::AssetData>> assetData;
- while (m_byteStream.GetCurPos() < m_byteStream.GetLength())
- {
- AZ::Data::AssetId assetId;
- uint32_t hintSize;
- AZStd::string assetHint;
- m_byteStream.Read(sizeof(AZ::Data::AssetId), &assetId);
- m_byteStream.Read(sizeof(uint32_t), &hintSize);
- assetHint.resize(hintSize);
- m_byteStream.Read(hintSize, assetHint.data());
- size_t assetSize = m_byteStream.GetCurPos();
- // Load spawnable from stream without loading any asset references
- AzFramework::Spawnable* spawnable = AZ::Utils::LoadObjectFromStream<AzFramework::Spawnable>(
- m_byteStream, nullptr, AZ::ObjectStream::FilterDescriptor(AZ::Data::AssetFilterNoAssetLoading));
- if (!spawnable)
- {
- AZLOG_ERROR("EditorServerLevelData packet contains no asset data. Asset: %s", assetHint.c_str())
- return false;
- }
- // We only care about Root.spawnable and Root.network.spawnable
- AZ_Assert(assetHint.starts_with(AzFramework::Spawnable::DefaultMainSpawnableName), "Editor sent the server more than just the root (level) spawnable. Ensure the editor code only sends Root.");
- AZ::Data::AssetInfo spawnableAssetInfo;
- spawnableAssetInfo.m_sizeBytes = m_byteStream.GetCurPos() - assetSize;
- spawnableAssetInfo.m_assetId = assetId;
- spawnableAssetInfo.m_assetType = spawnable->GetType();
- spawnableAssetInfo.m_relativePath = assetHint;
-
- rootSpawnableAssetDataInfoContainer.emplace_back(spawnable, spawnableAssetInfo);
- }
- // Now that we've deserialized, clear the byte stream
- m_byteStream.Seek(0, AZ::IO::GenericStream::SeekMode::ST_SEEK_BEGIN);
- m_byteStream.Truncate();
- if (rootSpawnableAssetDataInfoContainer.empty())
- {
- AZ_Assert(false, "MultiplayerEditorConnection failed to create level spawnable. Editor never sent the Root.spawnable; ensure the Editor sends the current Root.spawnable (the level).");
- return false;
- }
- // Setup the normal multiplayer connection.
- // This needs to be done before in-memory spawnable creation and level loading
- // because the entity alias resolution is dependent on connection type
- AZ::Interface<IMultiplayer>::Get()->InitializeMultiplayer(MultiplayerAgentType::DedicatedServer);
- INetworkInterface* networkInterface = AZ::Interface<INetworking>::Get()->RetrieveNetworkInterface(AZ::Name(MpNetworkInterfaceName));
- // Create in-memory spawnables and load dependent assets. This ensures dependent spawnables are loaded
- // when the level is loaded by path. Otherwise the dependent spawnables may not load because they will
- // already have a "Ready" status from the AssignAssetData call in InMemorySpawnableAssetContainer
- // (ex. root.spawnable depends on the in-memory root.network.spawnable)
- constexpr bool loadDependentAssets = true;
- AzFramework::InMemorySpawnableAssetContainer::CreateSpawnableResult createSpawnableResult =
- m_inMemorySpawnableAssetContainer->CreateInMemorySpawnableAsset(rootSpawnableAssetDataInfoContainer, loadDependentAssets, "Root");
- if (!createSpawnableResult.IsSuccess())
- {
- AZ_Assert(false, "MultiplayerEditorConnection failed to create level spawnable. Error result: %s", createSpawnableResult.GetError().c_str())
- }
- // Spawnable library needs to be rebuilt since now we have newly registered in-memory spawnable assets
- AZ::Interface<INetworkSpawnableLibrary>::Get()->BuildSpawnablesList();
- // Load the level via the root spawnable that was registered
- const auto console = AZ::Interface<AZ::IConsole>::Get();
- AZStd::string loadRootSpawnableCommand = AZStd::string::format("LoadLevel %s%s", AzFramework::Spawnable::DefaultMainSpawnableName, AzFramework::Spawnable::DotFileExtension);
- console->PerformCommand(loadRootSpawnableCommand.c_str());
- uint16_t sv_port = DefaultServerPort;
- if (console->GetCvarValue("sv_port", sv_port) != AZ::GetValueResult::Success)
- {
- AZ_Assert(false,
- "MultiplayerEditorConnection::HandleRequest for EditorServerLevelData failed! Could not find the sv_port cvar; we won't be able to listen on the correct port for incoming network messages! Please update this code to use a valid cvar!")
- }
-
- networkInterface->Listen(sv_port);
- AZLOG_INFO("Editor Server completed receiving the editor's level assets, responding to Editor...");
- return connection->SendReliablePacket(MultiplayerEditorPackets::EditorServerReady());
- }
- bool MultiplayerEditorConnection::HandleRequest(
- [[maybe_unused]] AzNetworking::IConnection* connection,
- [[maybe_unused]] const AzNetworking::IPacketHeader& packetHeader,
- [[maybe_unused]] MultiplayerEditorPackets::EditorServerReadyForLevelData& packet)
- {
- MultiplayerEditorServerRequestBus::Broadcast(&MultiplayerEditorServerRequestBus::Events::SendEditorServerLevelDataPacket, connection);
- return true;
- }
- bool MultiplayerEditorConnection::HandleRequest
- (
- [[maybe_unused]] AzNetworking::IConnection* connection,
- [[maybe_unused]] const IPacketHeader& packetHeader,
- [[maybe_unused]] MultiplayerEditorPackets::EditorServerReady& packet
- )
- {
- // Receiving this packet means Editor sync is done, disconnect
- connection->Disconnect(AzNetworking::DisconnectReason::TerminatedByClient, AzNetworking::TerminationEndpoint::Local);
- const auto console = AZ::Interface<AZ::IConsole>::Get();
- AZ::CVarFixedString editorsv_serveraddr = AZ::CVarFixedString(LocalHost);
- uint16_t sv_port = DefaultServerEditorPort;
- if (console->GetCvarValue("sv_port", sv_port) != AZ::GetValueResult::Success)
- {
- AZ_Assert(false,
- "MultiplayerEditorConnection::HandleRequest for EditorServerReady failed! Could not find the sv_port cvar; we may not be able to "
- "connect to the correct port for incoming network messages! Please update this code to use a valid cvar!")
- }
- if (console->GetCvarValue("editorsv_serveraddr", editorsv_serveraddr) != AZ::GetValueResult::Success)
- {
- AZ_Assert(false,
- "MultiplayerEditorConnection::HandleRequest for EditorServerReady failed! Could not find the editorsv_serveraddr cvar; we may not be able to "
- "connect to the correct port for incoming network messages! Please update this code to use a valid cvar!")
- }
-
- // Connect the Editor to the editor server for Multiplayer simulation
- if (AZ::Interface<IMultiplayer>::Get()->Connect(editorsv_serveraddr.c_str(), sv_port))
- {
- AZ_Printf("MultiplayerEditorConnection", "Editor-server ready. Editor has successfully connected to the editor-server's network simulation.")
- MultiplayerEditorServerNotificationBus::Broadcast(&MultiplayerEditorServerNotificationBus::Events::OnConnectToSimulationSuccess);
- }
- else
- {
- MultiplayerEditorServerNotificationBus::Broadcast(&MultiplayerEditorServerNotificationBus::Events::OnConnectToSimulationFail, sv_port);
- }
- return true;
- }
- ConnectResult MultiplayerEditorConnection::ValidateConnect
- (
- [[maybe_unused]] const IpAddress& remoteAddress,
- [[maybe_unused]] const IPacketHeader& packetHeader,
- [[maybe_unused]] ISerializer& serializer
- )
- {
- return ConnectResult::Accepted;
- }
- void MultiplayerEditorConnection::OnConnect([[maybe_unused]] AzNetworking::IConnection* connection)
- {
- ;
- }
- AzNetworking::PacketDispatchResult MultiplayerEditorConnection::OnPacketReceived(AzNetworking::IConnection* connection, const IPacketHeader& packetHeader, ISerializer& serializer)
- {
- return MultiplayerEditorPackets::DispatchPacket(connection, packetHeader, serializer, *this);
- }
- } // namespace Multiplayer
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