Add Asset serialization for Ctrl+G and related net interfaces
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@@ -57,7 +57,9 @@ namespace Multiplayer
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using namespace AzNetworking;
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static const AZStd::string_view s_networkInterfaceName("MultiplayerNetworkInterface");
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static const AZStd::string_view s_networkEditorInterfaceName("MultiplayerEditorNetworkInterface");
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static constexpr uint16_t DefaultServerPort = 30090;
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static constexpr uint16_t DefaultServerEditorPort = 30091;
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AZ_CVAR(uint16_t, cl_clientport, 0, nullptr, AZ::ConsoleFunctorFlags::DontReplicate, "The port to bind to for game traffic when connecting to a remote host, a value of 0 will select any available port");
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AZ_CVAR(AZ::CVarFixedString, cl_serveraddr, "127.0.0.1", nullptr, AZ::ConsoleFunctorFlags::DontReplicate, "The address of the remote server or host to connect to");
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@@ -397,6 +399,19 @@ namespace Multiplayer
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return false;
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}
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bool MultiplayerSystemComponent::HandleRequest
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(
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[[maybe_unused]] AzNetworking::IConnection* connection,
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[[maybe_unused]] const IPacketHeader& packetHeader,
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[[maybe_unused]] MultiplayerPackets::EditorServerInit& packet
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)
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{
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#if !defined(_RELEASE)
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// Support Editor Server Init for all non-release targets
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#endif
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return true;
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}
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ConnectResult MultiplayerSystemComponent::ValidateConnect
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(
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[[maybe_unused]] const IpAddress& remoteAddress,
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@@ -492,6 +507,12 @@ namespace Multiplayer
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{
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if (multiplayerType == MultiplayerAgentType::ClientServer || multiplayerType == MultiplayerAgentType::DedicatedServer)
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{
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#if !defined(_RELEASE)
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m_networkEditorInterface = AZ::Interface<INetworking>::Get()->CreateNetworkInterface(
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AZ::Name(s_networkEditorInterfaceName), ProtocolType::Tcp, TrustZone::ExternalClientToServer, *this);
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m_networkEditorInterface->Listen(DefaultServerEditorPort);
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#endif
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m_initEvent.Signal(m_networkInterface);
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const AZ::Aabb worldBounds = AZ::Aabb::CreateFromMinMax(AZ::Vector3(-16384.0f), AZ::Vector3(16384.0f));
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