Some shutdown crash fixes, reverted a whitespace, and added some basic unit tests for time additions
Signed-off-by: kberg-amzn <karlberg@amazon.com>
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@@ -67,6 +67,9 @@ namespace Multiplayer
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//! @return reference to the requested component data, an empty container will be returned if the NetComponentId does not exist
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const ComponentData& GetMultiplayerComponentData(NetComponentId netComponentId) const;
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//! This releases all owned memory, should only be called during multiplayer shutdown.
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void Reset();
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private:
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NetComponentId m_nextNetComponentId = NetComponentId{ 0 };
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AZStd::unordered_map<NetComponentId, ComponentData> m_componentData;
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