A bunch of work to get external multiplayer components to actually work
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@@ -10,13 +10,13 @@
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*
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*/
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#include <Source/Components/NetBindComponent.h>
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#include <Source/Components/MultiplayerComponent.h>
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#include <Source/Components/MultiplayerController.h>
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#include <Source/NetworkEntity/NetworkEntityRpcMessage.h>
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#include <Source/NetworkEntity/NetworkEntityUpdateMessage.h>
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#include <Source/NetworkInput/NetworkInput.h>
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#include <Include/INetworkEntityManager.h>
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#include <Multiplayer/NetBindComponent.h>
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#include <Multiplayer/NetworkEntityRpcMessage.h>
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#include <Multiplayer/NetworkEntityUpdateMessage.h>
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#include <Multiplayer/NetworkInput.h>
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#include <Multiplayer/INetworkEntityManager.h>
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#include <Multiplayer/MultiplayerComponent.h>
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#include <Multiplayer/MultiplayerController.h>
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#include <AzCore/Console/IConsole.h>
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#include <AzCore/Console/ILogger.h>
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#include <AzCore/Interface/Interface.h>
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@@ -177,21 +177,6 @@ namespace Multiplayer
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}
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}
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AZ::Aabb NetBindComponent::GetRewindBoundsForInput(const NetworkInput& networkInput, float deltaTime) const
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{
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AZ_Assert(m_netEntityRole == NetEntityRole::Authority, "Incorrect network role for computing rewind bounds");
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AZ::Aabb bounds = AZ::Aabb::CreateNull();
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for (MultiplayerComponent* multiplayerComponent : m_multiplayerInputComponentVector)
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{
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const AZ::Aabb componentBounds = multiplayerComponent->GetController()->GetRewindBoundsForInput(networkInput, deltaTime);
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if (componentBounds.IsValid())
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{
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bounds.AddAabb(componentBounds);
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}
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}
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return bounds;
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}
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bool NetBindComponent::HandleRpcMessage(AzNetworking::IConnection* invokingConnection, NetEntityRole remoteRole, NetworkEntityRpcMessage& message)
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{
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auto findIt = m_multiplayerComponentMap.find(message.GetComponentId());
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