Integrating up through commit 90f050496
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@@ -71,7 +71,7 @@ namespace Multiplayer
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{
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NetBindComponent* netBindComponent = m_controlledEntity.GetNetBindComponent();
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// potentially false if we just migrated the player, if that is the case, don't send any more updates
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if (netBindComponent != nullptr && (netBindComponent->GetNetEntityRole() == NetEntityRole::ServerAuthority))
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if (netBindComponent != nullptr && (netBindComponent->GetNetEntityRole() == NetEntityRole::Authority))
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{
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m_entityReplicationManager.SendUpdates(serverGameTimeMs);
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}
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@@ -29,7 +29,7 @@ namespace Multiplayer
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, m_entityReplicationManager(*connection, connectionListener, EntityReplicationManager::Mode::LocalServerToRemoteServer)
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, m_connectEvent([this]() { OnConnectTimeout(); }, AZ::Name("Server to server connection timeout event"))
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{
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m_entityReplicationManager.SetRemoteHostId(InvalidHostId);// a_ServerAddrInfo.GetServerAddrInfo().GetShardId());
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m_entityReplicationManager.SetRemoteHostId(InvalidHostId);// serverAddrInfo.GetServerAddrInfo().GetShardId());
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m_entityReplicationManager.SetEntityActivationTimeSliceMs(sv_DefaultNetworkEntityActivationTimeSliceMs);
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m_entityReplicationManager.SetMaxRemoteEntitiesPendingCreationCount(sv_ServerMaxRemoteEntitiesPendingCreationCount);
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