Some cleanup around handling of migrations to simplify interfaces and add additional hooks for functionality
Signed-off-by: kberg-amzn <karlberg@amazon.com>
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/*
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* Copyright (c) Contributors to the Open 3D Engine Project.
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* For complete copyright and license terms please see the LICENSE at the root of this distribution.
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*
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* SPDX-License-Identifier: Apache-2.0 OR MIT
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*
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*/
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#include <Source/EntityDomains/NullEntityDomain.h>
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#include <Multiplayer/IMultiplayer.h>
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#include <AzCore/Console/ILogger.h>
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namespace Multiplayer
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{
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void NullEntityDomain::SetAabb([[maybe_unused]] const AZ::Aabb& aabb)
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{
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; // Do nothing, by definition we own everything
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}
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const AZ::Aabb& NullEntityDomain::GetAabb() const
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{
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static AZ::Aabb nullAabb = AZ::Aabb::CreateNull();
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return nullAabb;
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}
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bool NullEntityDomain::IsInDomain([[maybe_unused]] const ConstNetworkEntityHandle& entityHandle) const
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{
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return false;
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}
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void NullEntityDomain::HandleLossOfAuthoritativeReplicator([[maybe_unused]] const ConstNetworkEntityHandle& entityHandle)
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{
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AZLOG_ERROR("Timed out entity id %llu during migration, marking for removal", aznumeric_cast<AZ::u64>(entityHandle.GetNetEntityId()));
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GetNetworkEntityManager()->MarkForRemoval(entityHandle);
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}
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void NullEntityDomain::DebugDraw() const
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{
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;
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}
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}
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