Refactored to store entities by entity ids
Signed-off-by: AMZN-Olex <5432499+AMZN-Olex@users.noreply.github.com>
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@@ -163,25 +163,6 @@ namespace MultiplayerDiagnostics
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MultiplayerDebugByteReporter::AggregateBytes(byteSize);
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}
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void EntityReporter::ReportDirtyBits(AZ::u32 index, const char* componentName, size_t byteSize)
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{
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const char* const prefix = "MB::";
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if (strncmp(prefix, componentName, 4) == 0)
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{
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componentName += strlen(prefix);
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}
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if (m_currentComponentReport == nullptr)
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{
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std::stringstream component;
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component << "[" << std::setw(2) << std::setfill('0') << static_cast<int>(index) << "]" << " " << componentName;
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m_currentComponentReport = &m_componentReports[component.str().c_str()];
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}
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m_currentComponentReport->ReportDirtyBits(byteSize);
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m_gdeDirtyBytes.AggregateBytes(byteSize);
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}
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void EntityReporter::ReportFragmentEnd()
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{
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if (m_currentComponentReport)
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@@ -203,6 +184,7 @@ namespace MultiplayerDiagnostics
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m_componentReports[componentIter.first].Combine(componentIter.second);
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}
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SetEntityName(other.GetEntityName());
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m_gdeDirtyBytes.Combine(other.m_gdeDirtyBytes);
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}
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