Integrating up through commit 90f050496
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@@ -60,7 +60,7 @@ namespace Multiplayer
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AZ_CVAR(AZ::CVarFixedString, sv_map, "nolevel", nullptr, AZ::ConsoleFunctorFlags::DontReplicate, "The map the server should load");
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AZ_CVAR(AZ::CVarFixedString, sv_gamerules, "norules", nullptr, AZ::ConsoleFunctorFlags::DontReplicate, "GameRules server works with");
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AZ_CVAR(ProtocolType, sv_protocol, ProtocolType::Udp, nullptr, AZ::ConsoleFunctorFlags::DontReplicate, "This flag controls whether we use TCP or UDP for game networking");
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AZ_CVAR(bool, sv_isdedicated, true, nullptr, AZ::ConsoleFunctorFlags::DontReplicate, "Whether the host command creates an independent or client hosted server");
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AZ_CVAR(bool, sv_isDedicated, true, nullptr, AZ::ConsoleFunctorFlags::DontReplicate, "Whether the host command creates an independent or client hosted server");
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void MultiplayerSystemComponent::Reflect(AZ::ReflectContext* context)
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{
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@@ -375,7 +375,6 @@ namespace Multiplayer
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}
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}
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m_agentType = multiplayerType;
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}
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void MultiplayerSystemComponent::AddConnectionAcquiredHandler(ConnectionAcquiredEvent::Handler& handler)
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@@ -430,7 +429,7 @@ namespace Multiplayer
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void host([[maybe_unused]] const AZ::ConsoleCommandContainer& arguments)
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{
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Multiplayer::MultiplayerAgentType serverType = sv_isdedicated ? MultiplayerAgentType::DedicatedServer : MultiplayerAgentType::ClientServer;
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Multiplayer::MultiplayerAgentType serverType = sv_isDedicated ? MultiplayerAgentType::DedicatedServer : MultiplayerAgentType::ClientServer;
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INetworkInterface* networkInterface = AZ::Interface<INetworking>::Get()->RetrieveNetworkInterface(AZ::Name(s_networkInterfaceName));
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networkInterface->Listen(sv_port);
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AZ::Interface<IMultiplayer>::Get()->InitializeMultiplayer(serverType);
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