Integrating up through commit 90f050496
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@@ -55,14 +55,14 @@ namespace Multiplayer
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if (netBindComponent != nullptr)
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{
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NetEntityRole networkRole = netBindComponent->GetNetEntityRole();
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if (networkRole == NetEntityRole::ServerAuthority)
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if (networkRole == NetEntityRole::Authority)
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{
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const AZ::Entity* entity = entityHandle.GetEntity();
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AZ::TransformInterface* transformInterface = entity->GetTransform();
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AZ::Vector3 entityPosition = transformInterface->GetWorldTranslation();
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if (m_aabb.Contains(entityPosition))
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{
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outNetworkRole = Multiplayer::NetEntityRole::ServerSimulation;
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outNetworkRole = Multiplayer::NetEntityRole::Server;
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return true;
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}
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}
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@@ -88,9 +88,9 @@ namespace Multiplayer
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if (netBindComponent != nullptr)
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{
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NetEntityRole networkRole = netBindComponent->GetNetEntityRole();
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if (networkRole == NetEntityRole::ServerAuthority)
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if (networkRole == NetEntityRole::Authority)
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{
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m_replicationSet[entityHandle] = { NetEntityRole::ServerSimulation, 0.0f }; // Note, server replication does not use priority
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m_replicationSet[entityHandle] = { NetEntityRole::Server, 0.0f }; // Note, server replication does not use priority
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}
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}
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}
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@@ -130,7 +130,7 @@ namespace Multiplayer
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NetEntityRole networkRole = NetEntityRole::InvalidRole;
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if (IsInWindow(entityHandle, networkRole))
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{
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m_replicationSet[entityHandle] = { NetEntityRole::ServerSimulation, 0.0f };
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m_replicationSet[entityHandle] = { NetEntityRole::Server, 0.0f };
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}
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}
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