Merged MultiplayerPipeline from CodeCommit
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/*
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* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
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* its licensors.
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*
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* For complete copyright and license terms please see the LICENSE at the root of this
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* distribution (the "License"). All use of this software is governed by the License,
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* or, if provided, by the license below or the license accompanying this file. Do not
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* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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*
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*/
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#include <Source/Multiplayer_precompiled.h>
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#include <Source/MultiplayerToolsModule.h>
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#include "Pipeline/NetworkPrefabProcessor.h"
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#include "AzCore/Serialization/Json/RegistrationContext.h"
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#include "Prefab/Instance/InstanceSerializer.h"
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namespace Multiplayer
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{
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//! Multiplayer system component wraps the bridging logic between the game and transport layer.
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class MultiplayerToolsSystemComponent final
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: public AZ::Component
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{
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public:
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AZ_COMPONENT(MultiplayerToolsSystemComponent, "{65AF5342-0ECE-423B-B646-AF55A122F72B}");
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static void Reflect(AZ::ReflectContext* context)
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{
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NetworkPrefabProcessor::Reflect(context);
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}
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MultiplayerToolsSystemComponent() = default;
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~MultiplayerToolsSystemComponent() override = default;
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/// AZ::Component overrides.
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void Activate() override
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{
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}
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void Deactivate() override
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{
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}
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};
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MultiplayerToolsModule::MultiplayerToolsModule()
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: AZ::Module()
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{
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m_descriptors.insert(m_descriptors.end(), {
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MultiplayerToolsSystemComponent::CreateDescriptor(),
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});
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}
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AZ::ComponentTypeList MultiplayerToolsModule::GetRequiredSystemComponents() const
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{
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return AZ::ComponentTypeList
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{
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azrtti_typeid<MultiplayerToolsSystemComponent>(),
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};
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}
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} // namespace Multiplayer
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AZ_DECLARE_MODULE_CLASS(Gem_Multiplayer2_Tools, Multiplayer::MultiplayerToolsModule);
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