Many fixes for external gem multiplayer components and component network inputs, fixes an uninitialized variable resulting in continual desyncs, restructures our public includes to match the directory structure of source, allows autogen artefacts to be included by external gems, allowing for external multiplayer components to interact with multiplayer gem components with no extra code
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@@ -17,7 +17,7 @@
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#include <Source/ReplicationWindows/NullReplicationWindow.h>
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#include <Source/ReplicationWindows/ServerToClientReplicationWindow.h>
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#include <Source/EntityDomains/FullOwnershipEntityDomain.h>
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#include <Multiplayer/MultiplayerComponent.h>
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#include <Multiplayer/Components/MultiplayerComponent.h>
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#include <AzNetworking/Framework/INetworking.h>
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#include <AzCore/Serialization/SerializeContext.h>
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#include <AzCore/Interface/Interface.h>
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@@ -576,26 +576,6 @@ namespace Multiplayer
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return &m_networkEntityManager;
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}
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const char* MultiplayerSystemComponent::GetComponentGemName(NetComponentId netComponentId) const
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{
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return GetMultiplayerComponentRegistry()->GetComponentGemName(netComponentId);
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}
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const char* MultiplayerSystemComponent::GetComponentName(NetComponentId netComponentId) const
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{
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return GetMultiplayerComponentRegistry()->GetComponentName(netComponentId);
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}
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const char* MultiplayerSystemComponent::GetComponentPropertyName(NetComponentId netComponentId, PropertyIndex propertyIndex) const
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{
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return GetMultiplayerComponentRegistry()->GetComponentPropertyName(netComponentId, propertyIndex);
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}
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const char* MultiplayerSystemComponent::GetComponentRpcName(NetComponentId netComponentId, RpcIndex rpcIndex) const
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{
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return GetMultiplayerComponentRegistry()->GetComponentRpcName(netComponentId, rpcIndex);
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}
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void MultiplayerSystemComponent::DumpStats([[maybe_unused]] const AZ::ConsoleCommandContainer& arguments)
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{
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const MultiplayerStats& stats = GetStats();
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