Some shutdown crash fixes, reverted a whitespace, and added some basic unit tests for time additions
Signed-off-by: kberg-amzn <karlberg@amazon.com>
This commit is contained in:
@@ -57,4 +57,9 @@ namespace Multiplayer
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}
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return nullComponentData;
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}
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void MultiplayerComponentRegistry::Reset()
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{
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m_componentData.clear();
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}
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}
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@@ -199,6 +199,8 @@ namespace Multiplayer
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AZ::Interface<INetworking>::Get()->DestroyNetworkInterface(AZ::Name(MpNetworkInterfaceName));
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AzFramework::SessionNotificationBus::Handler::BusDisconnect();
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AZ::TickBus::Handler::BusDisconnect();
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m_networkEntityManager.Reset();
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}
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bool MultiplayerSystemComponent::StartHosting(uint16_t port, bool isDedicated)
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@@ -300,6 +300,21 @@ namespace Multiplayer
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}
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}
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void NetworkEntityManager::Reset()
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{
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m_multiplayerComponentRegistry.Reset();
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m_removeList.clear();
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m_entityDomain = nullptr;
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m_updateEntityDomainEvent.RemoveFromQueue();
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m_ownedEntities.clear();
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m_entityExitDomainEvent.DisconnectAllHandlers();
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m_onEntityMarkedDirty.DisconnectAllHandlers();
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m_onEntityNotifyChanges.DisconnectAllHandlers();
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m_controllersActivatedEvent.DisconnectAllHandlers();
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m_controllersDeactivatedEvent.DisconnectAllHandlers();
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m_localDeferredRpcMessages.clear();
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}
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void NetworkEntityManager::RemoveEntities()
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{
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AZStd::vector<NetEntityId> removeList;
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@@ -92,6 +92,9 @@ namespace Multiplayer
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void OnRootSpawnableReleased(uint32_t generation) override;
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//! @}
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//! Used to release all memory prior to shutdown.
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void Reset();
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private:
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void RemoveEntities();
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NetEntityId NextId();
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