Addressing PR feedback
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@@ -16,7 +16,7 @@
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#include <AzNetworking/Serialization/ISerializer.h>
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#include <AzNetworking/DataStructures/FixedSizeBitsetView.h>
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#include <Source/NetworkEntity/NetworkEntityHandle.h>
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#include <Source/MultiplayerTypes.h>
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#include <Include/MultiplayerTypes.h>
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#include <Include/IMultiplayer.h>
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//! Macro to declare bindings for a multiplayer component inheriting from MultiplayerComponent
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@@ -110,8 +110,8 @@ namespace Multiplayer
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int32_t bitIndex,
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TYPE& value,
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const char* name,
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uint16_t componentId,
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uint16_t propertyId,
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NetComponentId componentId,
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PropertyIndex propertyIndex,
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MultiplayerStats& stats
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)
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{
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@@ -132,11 +132,11 @@ namespace Multiplayer
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{
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if (modifyRecord)
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{
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stats.RecordPropertyReceived(componentId, propertyId, updateSize);
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stats.RecordPropertyReceived(componentId, propertyIndex, updateSize);
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}
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else
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{
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stats.RecordPropertySent(componentId, propertyId, updateSize);
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stats.RecordPropertySent(componentId, propertyIndex, updateSize);
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}
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}
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}
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@@ -33,13 +33,13 @@ namespace Multiplayer
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return componentData.m_componentName.GetCStr();
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}
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const char* MultiplayerComponentRegistry::GetComponentPropertyName(NetComponentId netComponentId, uint16_t propertyIndex) const
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const char* MultiplayerComponentRegistry::GetComponentPropertyName(NetComponentId netComponentId, PropertyIndex propertyIndex) const
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{
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const ComponentData& componentData = GetMultiplayerComponentData(netComponentId);
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return componentData.m_componentPropertyNameLookupFunction(propertyIndex);
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}
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const char* MultiplayerComponentRegistry::GetComponentRpcName(NetComponentId netComponentId, uint16_t rpcIndex) const
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const char* MultiplayerComponentRegistry::GetComponentRpcName(NetComponentId netComponentId, RpcIndex rpcIndex) const
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{
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const ComponentData& componentData = GetMultiplayerComponentData(netComponentId);
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return componentData.m_componentRpcNameLookupFunction(rpcIndex);
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@@ -21,13 +21,14 @@ namespace Multiplayer
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class MultiplayerComponentRegistry
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{
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public:
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using NameLookupFunction = AZStd::function<const char*(uint16_t index)>;
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using PropertyNameLookupFunction = AZStd::function<const char*(PropertyIndex index)>;
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using RpcNameLookupFunction = AZStd::function<const char* (RpcIndex index)>;
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struct ComponentData
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{
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AZ::Name m_gemName;
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AZ::Name m_componentName;
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NameLookupFunction m_componentPropertyNameLookupFunction;
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NameLookupFunction m_componentRpcNameLookupFunction;
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PropertyNameLookupFunction m_componentPropertyNameLookupFunction;
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RpcNameLookupFunction m_componentRpcNameLookupFunction;
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};
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//! Registers a multiplayer component with the multiplayer system.
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@@ -49,13 +50,13 @@ namespace Multiplayer
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//! @param netComponentId the NetComponentId to return the property name of
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//! @param propertyIndex the index off the network property to return the property name of
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//! @return the name of the network property
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const char* GetComponentPropertyName(NetComponentId netComponentId, uint16_t propertyIndex) const;
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const char* GetComponentPropertyName(NetComponentId netComponentId, PropertyIndex propertyIndex) const;
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//! Returns the Rpc name associated with the provided NetComponentId and rpcId.
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//! @param netComponentId the NetComponentId to return the property name of
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//! @param rpcIndex the index of the rpc to return the rpc name of
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//! @return the name of the requested rpc
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const char* GetComponentRpcName(NetComponentId netComponentId, uint16_t rpcIndex) const;
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const char* GetComponentRpcName(NetComponentId netComponentId, RpcIndex rpcIndex) const;
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//! Retrieves the stored component data for a given NetComponentId.
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//! @param netComponentId the NetComponentId to return component data for
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@@ -23,7 +23,7 @@
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#include <Source/NetworkEntity/EntityReplication/ReplicationRecord.h>
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#include <Source/NetworkEntity/NetworkEntityHandle.h>
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#include <Source/NetworkInput/IMultiplayerComponentInput.h>
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#include <Source/MultiplayerTypes.h>
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#include <Include/MultiplayerTypes.h>
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#include <AzCore/EBus/Event.h>
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namespace Multiplayer
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