Integrating github/staging through commit ab87ed9
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@@ -37,13 +37,13 @@ namespace Multiplayer
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AZ::EditContext* editContext = serializeContext->GetEditContext();
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if (editContext)
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{
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editContext->Class<NetBindComponent>("NetBindComponent", "Required Component for binding an entity to the network")
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editContext->Class<NetBindComponent>(
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"Network Binding", "The Network Binding component marks an entity as able to be replicated across the network")
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->ClassElement(AZ::Edit::ClassElements::EditorData, "")
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->Attribute(AZ::Edit::Attributes::Category, "Multiplayer")
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->Attribute(AZ::Edit::Attributes::Icon, "Editor/Icons/Components/NetBind.png")
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->Attribute(AZ::Edit::Attributes::ViewportIcon, "Editor/Icons/Components/Viewport/NetBind.png")
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->Attribute(AZ::Edit::Attributes::AppearsInAddComponentMenu, AZ_CRC_CE("Game"))
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;
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->Attribute(AZ::Edit::Attributes::AppearsInAddComponentMenu, AZ_CRC_CE("Game"));
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}
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}
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}
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@@ -69,7 +69,7 @@ namespace Multiplayer
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void NetBindComponent::Init()
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{
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m_netEntityHandle = GetNetworkEntityManager()->AddEntityToEntityMap(m_netEntityId, GetEntity());
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;
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}
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void NetBindComponent::Activate()
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@@ -92,7 +92,7 @@ namespace Multiplayer
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void NetBindComponent::Deactivate()
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{
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AZ_Assert(m_needsToBeStopped == false, "Entity appears to have been deleted with using the EntityManagerBase. Use MarkForRemoval to correctly clean up an entity");
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AZ_Assert(m_needsToBeStopped == false, "Entity appears to have been improperly deleted. Use MarkForRemoval to correctly clean up a networked entity.");
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m_handleLocalServerRpcMessageEventHandle.Disconnect();
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if (NetworkRoleHasController(m_netEntityRole))
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{
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@@ -139,7 +139,8 @@ namespace Multiplayer
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MultiplayerComponentInputVector NetBindComponent::AllocateComponentInputs()
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{
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MultiplayerComponentInputVector componentInputs;
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for (MultiplayerComponent* multiplayerComponent : m_multiplayerInputComponentVector)
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const size_t multiplayerComponentSize = m_multiplayerInputComponentVector.size();
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for (size_t i = 0; i < multiplayerComponentSize; ++i)
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{
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// TODO: ComponentInput factory, needs multiplayer component architecture and autogen
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AZStd::unique_ptr<IMultiplayerComponentInput> componentInput = nullptr; // ComponentInputFactory(multiplayerComponent->GetComponentId());
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@@ -350,9 +351,10 @@ namespace Multiplayer
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{
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AZ_Assert(entity != nullptr, "AZ::Entity is null");
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m_prefabEntityId = prefabEntityId;
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m_netEntityId = netEntityId;
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m_netEntityRole = netEntityRole;
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m_prefabEntityId = prefabEntityId;
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m_netEntityHandle = GetNetworkEntityManager()->AddEntityToEntityMap(m_netEntityId, entity);
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for (AZ::Component* component : entity->GetComponents())
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{
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