Update Ctrl+G logic to account for prefab processing status and timing
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/*
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* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
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* its licensors.
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*
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* For complete copyright and license terms please see the LICENSE at the root of this
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* distribution (the "License"). All use of this software is governed by the License,
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* or, if provided, by the license below or the license accompanying this file. Do not
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* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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*
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*/
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#pragma once
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#include <AzCore/RTTI/RTTI.h>
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namespace Multiplayer
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{
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//! IMultiplayer provides insight into the Multiplayer session and its Agents
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class IMultiplayerTools
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{
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public:
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// NetworkPrefabProcessor is the only class that should be setting process network prefab status
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friend class NetworkPrefabProcessor;
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AZ_RTTI(IMultiplayerTools, "{E8A80EAB-29CB-4E3B-A0B2-FFCB37060FB0}");
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virtual ~IMultiplayerTools() = default;
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//! Returns if network prefab processing has created currently active or pending spawnables
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//! @return If network prefab processing has created currently active or pending spawnables
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virtual bool DidProcessNetworkPrefabs() = 0;
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private:
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//! Sets if network prefab processing has created currently active or pending spawnables
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//! @param didProcessNetPrefabs if network prefab processing has created currently active or pending spawnables
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virtual void SetDidProcessNetworkPrefabs(bool didProcessNetPrefabs) = 0;
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};
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}
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