Updating NetworkingSpawnableLibrary to only store network spawnables, instead of all spawnables
Signed-off-by: Gene Walters <genewalt@amazon.com>
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@@ -10,7 +10,6 @@
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#include <AzCore/Asset/AssetManagerBus.h>
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#include <AzCore/Component/ComponentApplicationLifecycle.h>
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#include <AzFramework/Spawnable/Spawnable.h>
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#include <AzCore/StringFunc/StringFunc.h>
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#include <AzCore/Interface/Interface.h>
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namespace Multiplayer
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@@ -42,7 +41,8 @@ namespace Multiplayer
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auto enumerateCallback = [this](const AZ::Data::AssetId id, const AZ::Data::AssetInfo& info)
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{
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if (info.m_assetType == AZ::AzTypeInfo<AzFramework::Spawnable>::Uuid())
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if (info.m_assetType == AZ::AzTypeInfo<AzFramework::Spawnable>::Uuid() &&
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info.m_relativePath.ends_with(".network.spawnable"))
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{
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ProcessSpawnableAsset(info.m_relativePath, id);
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}
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@@ -23,12 +23,15 @@ namespace Multiplayer
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NetworkSpawnableLibrary();
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~NetworkSpawnableLibrary();
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/// INetworkSpawnableLibrary overrides.
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//! INetworkSpawnableLibrary overrides.
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//! @{
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// Iterates over all assets (on-disk and in-memory) and stores any spawnables that are "network.spawnables"
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// This allows us to look up network spawnable assets by name or id for later use
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void BuildSpawnablesList() override;
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void ProcessSpawnableAsset(const AZStd::string& relativePath, AZ::Data::AssetId id) override;
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AZ::Name GetSpawnableNameFromAssetId(AZ::Data::AssetId assetId) override;
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AZ::Data::AssetId GetAssetIdByName(AZ::Name name) override;
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//! @}
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private:
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AZStd::unordered_map<AZ::Name, AZ::Data::AssetId> m_spawnables;
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