Reworked net entities instantiation in order to fix entity references e.g. parent-child relationship. Note: Only entities within network spawnable keep the references until the ticket system refactoring is done
Signed-off-by: pereslav <pereslav@amazon.com>
This commit is contained in:
@@ -9,7 +9,6 @@
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#include <Source/MultiplayerGem.h>
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#include <Source/MultiplayerSystemComponent.h>
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#include <Source/AutoGen/AutoComponentTypes.h>
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#include <Source/Pipeline/NetBindMarkerComponent.h>
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#include <Source/Pipeline/NetworkSpawnableHolderComponent.h>
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#include <Multiplayer/Components/NetBindComponent.h>
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#include <AzNetworking/Framework/NetworkingSystemComponent.h>
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@@ -23,7 +22,6 @@ namespace Multiplayer
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AzNetworking::NetworkingSystemComponent::CreateDescriptor(),
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MultiplayerSystemComponent::CreateDescriptor(),
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NetBindComponent::CreateDescriptor(),
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NetBindMarkerComponent::CreateDescriptor(),
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NetworkSpawnableHolderComponent::CreateDescriptor(),
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});
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@@ -467,6 +467,54 @@ namespace Multiplayer
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return netEntityId;
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}
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AzFramework::EntitySpawnTicket NetworkEntityManager::RequestNetSpawnableInstantiation(const AZ::Data::Asset<AzFramework::Spawnable>& rootSpawnable)
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{
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const AzFramework::Spawnable::EntityList& entityList = rootSpawnable->GetEntities();
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if (entityList.size() == 0)
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{
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AZ_Assert(false, "RequestNetSpawnableInstantiation: No entities in the spawnable %s", rootSpawnable.GetHint().c_str())
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return {};
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}
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// The first entity in every spawnable is the root one
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const AZ::Entity* rootEntity = (entityList.begin())->get();
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const auto* holderComponent = rootEntity->FindComponent<NetworkSpawnableHolderComponent>();
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if(!holderComponent)
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{
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// This spawnable doesn't have a corresponding network spawnable.
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return {};
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}
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// Retrieve the corresponding network spawnable asset
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AZ::Data::Asset<AzFramework::Spawnable> netSpawnableAsset = holderComponent->GetNetworkSpawnableAsset();
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// Prepare the parameters for the spawning process
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AzFramework::SpawnAllEntitiesOptionalArgs optionalArgs;
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optionalArgs.m_priority = AzFramework::SpawnablePriority_High;
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// Pre-insertion callback allows us to do network-specific setup for the entities before they are added to the scene
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optionalArgs.m_preInsertionCallback = [spawnableAssetId = netSpawnableAsset.GetId()](AzFramework::EntitySpawnTicket::Id,
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AzFramework::SpawnableEntityContainerView entities)
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{
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for (uint32_t netEntityIndex = 0; netEntityIndex < entities.size(); netEntityIndex++)
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{
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AZ::Entity* netEntity = *(entities.begin() + netEntityIndex);
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AZ::Name spawnableName = AZ::Interface<INetworkSpawnableLibrary>::Get()->GetSpawnableNameFromAssetId(spawnableAssetId);
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PrefabEntityId prefabEntityId;
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prefabEntityId.m_prefabName = spawnableName;
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prefabEntityId.m_entityOffset = netEntityIndex;
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AZ::Interface<INetworkEntityManager>::Get()->SetupNetEntity(netEntity, prefabEntityId, NetEntityRole::Authority);
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}
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};
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// Spawn with the newly created ticket. This allows the calling code to manage the lifetime of the constructed entities
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AzFramework::EntitySpawnTicket ticket(netSpawnableAsset);
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AzFramework::SpawnableEntitiesInterface::Get()->SpawnAllEntities(ticket, AZStd::move(optionalArgs));
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return ticket;
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}
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void NetworkEntityManager::OnRootSpawnableAssigned(
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[[maybe_unused]] AZ::Data::Asset<AzFramework::Spawnable> rootSpawnable, [[maybe_unused]] uint32_t generation)
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{
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@@ -477,11 +525,15 @@ namespace Multiplayer
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{
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multiplayer->SendReadyForEntityUpdates(true);
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}
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if(ShouldSpawnNetEntities())
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{
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m_rootNetSpawnableTicket = RequestNetSpawnableInstantiation(rootSpawnable);
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}
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}
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void NetworkEntityManager::OnRootSpawnableReleased([[maybe_unused]] uint32_t generation)
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{
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// TODO: Do we need to clear all entities here?
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auto* multiplayer = GetMultiplayer();
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const auto agentType = multiplayer->GetAgentType();
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@@ -489,6 +541,12 @@ namespace Multiplayer
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{
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multiplayer->SendReadyForEntityUpdates(false);
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}
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// Despawn any remaining net entities created locally
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if (m_rootNetSpawnableTicket.IsValid())
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{
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AzFramework::SpawnableEntitiesInterface::Get()->DespawnAllEntities(m_rootNetSpawnableTicket);
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}
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}
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void NetworkEntityManager::SetupNetEntity(AZ::Entity* netEntity, PrefabEntityId prefabEntityId, NetEntityRole netEntityRole)
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@@ -506,4 +564,12 @@ namespace Multiplayer
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netEntity->GetName().c_str());
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}
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}
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bool NetworkEntityManager::ShouldSpawnNetEntities() const
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{
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const auto agentType = GetMultiplayer()->GetAgentType();
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const bool shouldSpawnNetEntities =
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(agentType == MultiplayerAgentType::ClientServer || agentType == MultiplayerAgentType::DedicatedServer);
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return shouldSpawnNetEntities;
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}
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}
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@@ -11,6 +11,7 @@
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#include <AzCore/EBus/ScheduledEvent.h>
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#include <AzCore/Component/ComponentApplicationBus.h>
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#include <AzFramework/Spawnable/RootSpawnableInterface.h>
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#include <AzFramework/Spawnable/SpawnableEntitiesInterface.h>
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#include <Source/NetworkEntity/NetworkEntityAuthorityTracker.h>
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#include <Source/NetworkEntity/NetworkEntityTracker.h>
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#include <Source/NetworkEntity/NetworkSpawnableLibrary.h>
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@@ -92,6 +93,11 @@ namespace Multiplayer
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private:
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void RemoveEntities();
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NetEntityId NextId();
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bool ShouldSpawnNetEntities() const;
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// Note: This is an async function.
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// The instantiated entities are not available immediately but will be constructed by the spawnable system
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AzFramework::EntitySpawnTicket RequestNetSpawnableInstantiation(const AZ::Data::Asset<AzFramework::Spawnable>& rootSpawnable);
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NetworkEntityTracker m_networkEntityTracker;
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NetworkEntityAuthorityTracker m_networkEntityAuthorityTracker;
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@@ -120,5 +126,6 @@ namespace Multiplayer
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DeferredRpcMessages m_localDeferredRpcMessages;
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NetworkSpawnableLibrary m_networkPrefabLibrary;
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AzFramework::EntitySpawnTicket m_rootNetSpawnableTicket;
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};
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}
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@@ -37,6 +37,7 @@ namespace Multiplayer
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NetworkEntityHandle Get(NetEntityId netEntityId);
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ConstNetworkEntityHandle Get(NetEntityId netEntityId) const;
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//! Returns Net Entity ID for a given AZ Entity ID.
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NetEntityId Get(const AZ::EntityId& entityId) const;
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//! Returns true if the netEntityId exists.
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@@ -1,115 +0,0 @@
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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/Pipeline/NetBindMarkerComponent.h>
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#include <AzCore/Asset/AssetManager.h>
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#include <AzCore/Serialization/SerializeContext.h>
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#include <Multiplayer/IMultiplayer.h>
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#include <Multiplayer/INetworkSpawnableLibrary.h>
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#include <AzCore/Component/TransformBus.h>
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#include <AzFramework/Components/TransformComponent.h>
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namespace Multiplayer
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{
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void NetBindMarkerComponent::Reflect(AZ::ReflectContext* context)
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{
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AZ::SerializeContext* serializeContext = azrtti_cast<AZ::SerializeContext*>(context);
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if (serializeContext)
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{
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serializeContext->Class<NetBindMarkerComponent, AZ::Component>()
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->Version(1)
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->Field("NetEntityIndex", &NetBindMarkerComponent::m_netEntityIndex)
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->Field("NetSpawnableAsset", &NetBindMarkerComponent::m_networkSpawnableAsset);
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}
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}
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AzFramework::Spawnable* GetSpawnableFromAsset(AZ::Data::Asset<AzFramework::Spawnable>& asset)
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{
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AzFramework::Spawnable* spawnable = asset.GetAs<AzFramework::Spawnable>();
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if (!spawnable)
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{
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asset =
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AZ::Data::AssetManager::Instance().GetAsset<AzFramework::Spawnable>(asset.GetId(), AZ::Data::AssetLoadBehavior::PreLoad);
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AZ::Data::AssetManager::Instance().BlockUntilLoadComplete(asset);
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spawnable = asset.GetAs<AzFramework::Spawnable>();
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}
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return spawnable;
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}
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void NetBindMarkerComponent::Activate()
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{
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const auto agentType = AZ::Interface<IMultiplayer>::Get()->GetAgentType();
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const bool spawnImmediately =
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(agentType == MultiplayerAgentType::ClientServer || agentType == MultiplayerAgentType::DedicatedServer);
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if (spawnImmediately && m_networkSpawnableAsset.GetId().IsValid())
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{
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AZ::Transform worldTm = GetEntity()->FindComponent<AzFramework::TransformComponent>()->GetWorldTM();
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auto preInsertionCallback =
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[worldTm = AZStd::move(worldTm), netEntityIndex = m_netEntityIndex, spawnableAssetId = m_networkSpawnableAsset.GetId()]
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(AzFramework::EntitySpawnTicket::Id, AzFramework::SpawnableEntityContainerView entities)
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{
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if (entities.size() == 1)
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{
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AZ::Entity* netEntity = *entities.begin();
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auto* transformComponent = netEntity->FindComponent<AzFramework::TransformComponent>();
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transformComponent->SetWorldTM(worldTm);
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AZ::Name spawnableName = AZ::Interface<INetworkSpawnableLibrary>::Get()->GetSpawnableNameFromAssetId(spawnableAssetId);
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PrefabEntityId prefabEntityId;
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prefabEntityId.m_prefabName = spawnableName;
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prefabEntityId.m_entityOffset = static_cast<uint32_t>(netEntityIndex);
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AZ::Interface<INetworkEntityManager>::Get()->SetupNetEntity(netEntity, prefabEntityId, NetEntityRole::Authority);
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}
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else
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{
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AZ_Error("NetBindMarkerComponent", false, "Requested to spawn 1 entity, but received %d", entities.size());
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}
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};
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m_netSpawnTicket = AzFramework::EntitySpawnTicket(m_networkSpawnableAsset);
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AzFramework::SpawnEntitiesOptionalArgs optionalArgs;
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optionalArgs.m_preInsertionCallback = AZStd::move(preInsertionCallback);
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AzFramework::SpawnableEntitiesInterface::Get()->SpawnEntities(
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m_netSpawnTicket, { m_netEntityIndex }, AZStd::move(optionalArgs));
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}
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}
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void NetBindMarkerComponent::Deactivate()
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{
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if(m_netSpawnTicket.IsValid())
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{
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AzFramework::SpawnableEntitiesInterface::Get()->DespawnAllEntities(m_netSpawnTicket);
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}
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}
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size_t NetBindMarkerComponent::GetNetEntityIndex() const
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{
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return m_netEntityIndex;
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}
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void NetBindMarkerComponent::SetNetEntityIndex(size_t netEntityIndex)
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{
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m_netEntityIndex = netEntityIndex;
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}
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void NetBindMarkerComponent::SetNetworkSpawnableAsset(AZ::Data::Asset<AzFramework::Spawnable> networkSpawnableAsset)
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{
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m_networkSpawnableAsset = networkSpawnableAsset;
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}
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AZ::Data::Asset<AzFramework::Spawnable> NetBindMarkerComponent::GetNetworkSpawnableAsset() const
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{
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return m_networkSpawnableAsset;
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}
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}
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@@ -1,47 +0,0 @@
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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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#pragma once
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#include <AzCore/Component/Component.h>
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#include <AzCore/Asset/AssetCommon.h>
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#include <AzFramework/Spawnable/Spawnable.h>
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#include <AzFramework/Spawnable/SpawnableEntitiesInterface.h>
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namespace Multiplayer
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{
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//! @class NetBindMarkerComponent
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//! @brief Component for tracking net entities in the original non-networked spawnable.
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class NetBindMarkerComponent final : public AZ::Component
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{
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public:
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AZ_COMPONENT(NetBindMarkerComponent, "{40612C1B-427D-45C6-A2F0-04E16DF5B718}");
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static void Reflect(AZ::ReflectContext* context);
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NetBindMarkerComponent() = default;
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~NetBindMarkerComponent() override = default;
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//! AZ::Component overrides.
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//! @{
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void Activate() override;
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void Deactivate() override;
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//! @}
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size_t GetNetEntityIndex() const;
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void SetNetEntityIndex(size_t val);
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void SetNetworkSpawnableAsset(AZ::Data::Asset<AzFramework::Spawnable> networkSpawnableAsset);
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AZ::Data::Asset<AzFramework::Spawnable> GetNetworkSpawnableAsset() const;
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private:
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AZ::Data::Asset<AzFramework::Spawnable> m_networkSpawnableAsset{AZ::Data::AssetLoadBehavior::PreLoad};
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size_t m_netEntityIndex = 0;
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AzFramework::EntitySpawnTicket m_netSpawnTicket;
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};
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} // namespace Multiplayer
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@@ -8,7 +8,6 @@
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#include <Multiplayer/IMultiplayerTools.h>
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#include <Multiplayer/Components/NetBindComponent.h>
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#include <Pipeline/NetBindMarkerComponent.h>
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#include <Pipeline/NetworkPrefabProcessor.h>
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#include <Pipeline/NetworkSpawnableHolderComponent.h>
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@@ -46,7 +45,7 @@ namespace Multiplayer
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{
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if (auto* serializeContext = azrtti_cast<AZ::SerializeContext*>(context); serializeContext != nullptr)
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{
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serializeContext->Class<NetworkPrefabProcessor, PrefabProcessor>()->Version(1);
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serializeContext->Class<NetworkPrefabProcessor, PrefabProcessor>()->Version(2);
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}
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}
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@@ -137,8 +136,6 @@ namespace Multiplayer
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networkSpawnableAsset.Create(networkSpawnable->GetId());
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networkSpawnableAsset.SetAutoLoadBehavior(AZ::Data::AssetLoadBehavior::PreLoad);
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size_t netEntitiesIndexCounter = 0;
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for (auto* prefabEntity : prefabNetEntities)
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{
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Instance* instance = netEntityToInstanceMap[prefabEntity];
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@@ -148,30 +145,11 @@ namespace Multiplayer
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AZ_Assert(netEntity, "Unable to detach entity %s [%s] from the source prefab instance",
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prefabEntity->GetName().c_str(), entityId.ToString().c_str());
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// Net entity will need a new ID to avoid IDs collision
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netEntity->SetId(AZ::Entity::MakeId());
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netEntity->InvalidateDependencies();
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netEntity->EvaluateDependencies();
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// Insert the entity into the target net spawnable
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netSpawnableEntities.emplace_back(netEntity);
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// Use the old ID for the breadcrumb entity to keep parent-child relationship in the original spawnable
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AZ::Entity* breadcrumbEntity = aznew AZ::Entity(entityId, netEntity->GetName());
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breadcrumbEntity->SetRuntimeActiveByDefault(netEntity->IsRuntimeActiveByDefault());
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// Marker component is responsible to spawning entities based on the index.
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NetBindMarkerComponent* netBindMarkerComponent = breadcrumbEntity->CreateComponent<NetBindMarkerComponent>();
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netBindMarkerComponent->SetNetEntityIndex(netEntitiesIndexCounter);
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netBindMarkerComponent->SetNetworkSpawnableAsset(networkSpawnableAsset);
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// Copy the transform component from the original entity to have the correct transform and parent-child relationship
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AzFramework::TransformComponent* transformComponent = netEntity->FindComponent<AzFramework::TransformComponent>();
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breadcrumbEntity->CreateComponent<AzFramework::TransformComponent>(*transformComponent);
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instance->AddEntity(*breadcrumbEntity);
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netEntitiesIndexCounter++;
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}
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// Add net spawnable asset holder to the prefab root
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@@ -39,7 +39,7 @@ namespace Multiplayer
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m_networkSpawnableAsset = networkSpawnableAsset;
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}
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AZ::Data::Asset<AzFramework::Spawnable> NetworkSpawnableHolderComponent::GetNetworkSpawnableAsset()
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AZ::Data::Asset<AzFramework::Spawnable> NetworkSpawnableHolderComponent::GetNetworkSpawnableAsset() const
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{
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return m_networkSpawnableAsset;
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}
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@@ -33,7 +33,7 @@ namespace Multiplayer
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//! @}
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void SetNetworkSpawnableAsset(AZ::Data::Asset<AzFramework::Spawnable> networkSpawnableAsset);
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AZ::Data::Asset<AzFramework::Spawnable> GetNetworkSpawnableAsset();
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AZ::Data::Asset<AzFramework::Spawnable> GetNetworkSpawnableAsset() const;
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private:
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AZ::Data::Asset<AzFramework::Spawnable> m_networkSpawnableAsset{ AZ::Data::AssetLoadBehavior::PreLoad };
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@@ -13,7 +13,6 @@
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#include <AzTest/GemTestEnvironment.h>
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#include <QApplication>
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#include <Multiplayer/Components/NetBindComponent.h>
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#include <Source/Pipeline/NetBindMarkerComponent.h>
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#include <Source/Pipeline/NetworkSpawnableHolderComponent.h>
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#include <UnitTest/ToolsTestApplication.h>
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@@ -30,7 +29,6 @@ namespace Multiplayer
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{
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AZStd::vector<AZ::ComponentDescriptor*> descriptors({
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NetBindComponent::CreateDescriptor(),
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NetBindMarkerComponent::CreateDescriptor(),
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NetworkSpawnableHolderComponent::CreateDescriptor()
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});
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@@ -101,8 +101,6 @@ set(FILES
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Source/NetworkInput/NetworkInputMigrationVector.h
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Source/NetworkTime/NetworkTime.cpp
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Source/NetworkTime/NetworkTime.h
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Source/Pipeline/NetBindMarkerComponent.cpp
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Source/Pipeline/NetBindMarkerComponent.h
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Source/Pipeline/NetworkSpawnableHolderComponent.cpp
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Source/Pipeline/NetworkSpawnableHolderComponent.h
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Source/Physics/PhysicsUtils.cpp
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Block a user