Merge branch 'development' into Prefabs/ProcessStackAddPrefabBug
This commit is contained in:
@@ -39,8 +39,8 @@ namespace Multiplayer
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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, "Icons/Components/NetBind.png")
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->Attribute(AZ::Edit::Attributes::ViewportIcon, "Icons/Components/Viewport/NetBind.png")
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->Attribute(AZ::Edit::Attributes::Icon, "Icons/Components/NetBinding.svg")
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->Attribute(AZ::Edit::Attributes::ViewportIcon, "Icons/Components/Viewport/NetBinding.svg")
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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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@@ -41,6 +41,12 @@ namespace Multiplayer
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// Automated testing listens for these logs
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if (editorsv_isDedicated)
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{
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// Server logs will be piped to the editor so turn off buffering,
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// otherwise it'll take a lot of logs to fill up the buffer before stdout is finally flushed.
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// This isn't optimal, but will only affect editor-servers (used when testing multiplayer levels in Editor gameplay mode) and not production servers.
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// 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)
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setvbuf(stdout, NULL, _IONBF, 0);
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// If the settings registry is not available at this point,
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// then something catastrophic has happened in the application startup.
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// That should have been caught and messaged out earlier in startup.
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@@ -235,5 +241,4 @@ namespace Multiplayer
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{
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return MultiplayerEditorPackets::DispatchPacket(connection, packetHeader, serializer, *this);
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}
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}
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@@ -12,6 +12,7 @@
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#include <AzCore/IO/ByteContainerStream.h>
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#include <AzNetworking/ConnectionLayer/IConnectionListener.h>
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#include <AzCore/Settings/SettingsRegistry.h>
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#include <AzCore/Component/TickBus.h>
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namespace AzNetworking
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{
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