Dont allow spawning netbound entities by default, we first need to initialize multiplayer and know our network agent type (dedicated-server/client-server/client). This will stop the editor playmode (which doesn't init multiplayer until it connects to the server) from spawning netbound entities

Signed-off-by: Gene Walters <genewalt@amazon.com>
This commit is contained in:
Gene Walters
2022-01-19 14:36:36 -08:00
4 changed files with 5 additions and 5 deletions
@@ -49,7 +49,7 @@ namespace AZ
return m_entity->GetId();
}
AZ_Warning("System", false, "Can't get component %p entity ID as it is not attached to an entity yet!", this);
AZ_Warning("System", false, "Can't get component (type: %s, addr: %p) entity ID as it is not attached to an entity yet!", RTTI_GetTypeName(), this);
return EntityId();
}
@@ -60,7 +60,7 @@ namespace AZ
return NamedEntityId(m_entity->GetId(), m_entity->GetName());
}
AZ_Warning("System", false, "Can't get component %p entity ID as it is not attached to an entity yet!", this);
AZ_Warning("System", false, "Can't get component (type: %s, addr: %p) entity ID as it is not attached to an entity yet!", RTTI_GetTypeName(), this);
return NamedEntityId();
}
@@ -230,7 +230,7 @@ namespace AZ
EBUS_EVENT_ID(m_id, EntityBus, OnEntityDeactivated, m_id);
EBUS_EVENT(EntitySystemBus, OnEntityDeactivated, m_id);
AZ_Assert(m_state == State::Active, "Component should be in Active state to br Deactivated!");
AZ_Assert(m_state == State::Active, "Component should be in Active state to be Deactivated!");
SetState(State::Deactivating);
for (ComponentArrayType::reverse_iterator it = m_components.rbegin(); it != m_components.rend(); ++it)
@@ -184,7 +184,7 @@ namespace Multiplayer
double m_serverSendAccumulator = 0.0;
float m_renderBlendFactor = 0.0f;
float m_tickFactor = 0.0f;
bool m_spawnNetboundEntities = true;
bool m_spawnNetboundEntities = false;
#if !defined(AZ_RELEASE_BUILD)
MultiplayerEditorConnection m_editorConnectionListener;
@@ -542,7 +542,7 @@ namespace Multiplayer
optionalArgs.m_preInsertionCallback = [netSpawnableName, rootTransform = transform]
(AzFramework::EntitySpawnTicket::Id, AzFramework::SpawnableEntityContainerView entities)
{
bool shouldUpdateTransform = (rootTransform.IsClose(AZ::Transform::Identity()) == false);
const bool shouldUpdateTransform = !rootTransform.IsClose(AZ::Transform::Identity());
for (uint32_t netEntityIndex = 0, entitiesSize = aznumeric_cast<uint32_t>(entities.size());
netEntityIndex < entitiesSize; ++netEntityIndex)