Added ReadyForEntityUpdates message allowing the server to send entity updates
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@@ -381,6 +381,19 @@ namespace Multiplayer
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return false;
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}
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bool MultiplayerSystemComponent::HandleRequest( AzNetworking::IConnection* connection,
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[[maybe_unused]] const AzNetworking::IPacketHeader& packetHeader, MultiplayerPackets::ReadyForEntityUpdates& packet)
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{
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auto* connectionData = reinterpret_cast<ServerToClientConnectionData*>(connection->GetUserData());
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if (connectionData)
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{
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connectionData->SetCanSendUpdates(packet.GetReadyForEntityUpdates());
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return true;
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}
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return false;
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}
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ConnectResult MultiplayerSystemComponent::ValidateConnect
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(
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[[maybe_unused]] const IpAddress& remoteAddress,
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@@ -503,6 +516,15 @@ namespace Multiplayer
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handler.Connect(m_shutdownEvent);
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}
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void MultiplayerSystemComponent::SendReadyForEntityUpdates(bool readyForEntityUpdates)
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{
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IConnectionSet& connectionSet = m_networkInterface->GetConnectionSet();
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connectionSet.VisitConnections([readyForEntityUpdates](IConnection& connection)
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{
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connection.SendReliablePacket(MultiplayerPackets::ReadyForEntityUpdates(readyForEntityUpdates));
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});
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}
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void MultiplayerSystemComponent::DumpStats([[maybe_unused]] const AZ::ConsoleCommandContainer& arguments)
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{
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const MultiplayerStats& stats = GetStats();
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