Changes to make client and entity migration functional, needed in the event of a host quitting necessitating a host migration
Signed-off-by: kberg-amzn <karlberg@amazon.com>
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@@ -13,6 +13,7 @@ namespace Multiplayer
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// This can be used to help mitigate client side performance when large numbers of entities are created off the network
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AZ_CVAR(uint32_t, cl_ClientMaxRemoteEntitiesPendingCreationCount, AZStd::numeric_limits<uint32_t>::max(), nullptr, AZ::ConsoleFunctorFlags::DontReplicate, "Maximum number of entities that we have sent to the client, but have not had a confirmation back from the client");
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AZ_CVAR(AZ::TimeMs, cl_ClientEntityReplicatorPendingRemovalTimeMs, AZ::TimeMs{ 10000 }, nullptr, AZ::ConsoleFunctorFlags::DontReplicate, "How long should wait prior to removing an entity for the client through a change in the replication window, entity deletes are still immediate");
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AZ_CVAR(AZ::TimeMs, cl_DefaultNetworkEntityActivationTimeSliceMs, AZ::TimeMs{ 0 }, nullptr, AZ::ConsoleFunctorFlags::DontReplicate, "Max Ms to use to activate entities coming from the network, 0 means instantiate everything");
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ClientToServerConnectionData::ClientToServerConnectionData
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(
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@@ -26,6 +27,7 @@ namespace Multiplayer
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{
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m_entityReplicationManager.SetMaxRemoteEntitiesPendingCreationCount(cl_ClientMaxRemoteEntitiesPendingCreationCount);
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m_entityReplicationManager.SetEntityPendingRemovalMs(cl_ClientEntityReplicatorPendingRemovalTimeMs);
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m_entityReplicationManager.SetEntityActivationTimeSliceMs(cl_DefaultNetworkEntityActivationTimeSliceMs);
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}
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ClientToServerConnectionData::~ClientToServerConnectionData()
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