Refactored spawning network entities to use SpawnableEntityManager instead of duplicating the code in NetworkEntityManager
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@@ -47,8 +47,8 @@ namespace AzFramework
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// The following functions are thread safe
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//
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void SpawnAllEntities(EntitySpawnTicket& ticket, EntitySpawnCallback completionCallback = {}) override;
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void SpawnEntities(EntitySpawnTicket& ticket, AZStd::vector<size_t> entityIndices,
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void SpawnAllEntities(EntitySpawnTicket& ticket, EntityPreInsertionCallback preInsertionCallback = {}, EntitySpawnCallback completionCallback = {}) override;
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void SpawnEntities(EntitySpawnTicket& ticket, AZStd::vector<size_t> entityIndices, EntityPreInsertionCallback preInsertionCallback = {},
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EntitySpawnCallback completionCallback = {}) override;
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void DespawnAllEntities(EntitySpawnTicket& ticket, EntityDespawnCallback completionCallback = {}) override;
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@@ -90,6 +90,7 @@ namespace AzFramework
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struct SpawnAllEntitiesCommand
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{
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EntitySpawnCallback m_completionCallback;
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EntityPreInsertionCallback m_preInsertionCallback;
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EntitySpawnTicket* m_ticket;
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uint32_t m_ticketId;
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};
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@@ -97,6 +98,7 @@ namespace AzFramework
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{
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AZStd::vector<size_t> m_entityIndices;
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EntitySpawnCallback m_completionCallback;
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EntityPreInsertionCallback m_preInsertionCallback;
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EntitySpawnTicket* m_ticket;
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uint32_t m_ticketId;
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};
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