Various bug fixes to get entity replication working
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/*
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* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
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* its licensors.
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*
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* For complete copyright and license terms please see the LICENSE at the root of this
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* distribution (the "License"). All use of this software is governed by the License,
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* or, if provided, by the license below or the license accompanying this file. Do not
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* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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*
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*/
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#pragma once
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#include <Source/ConnectionData/IConnectionData.h>
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namespace Multiplayer
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{
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class ClientToServerConnectionData final
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: public IConnectionData
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{
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public:
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ClientToServerConnectionData
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(
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AzNetworking::IConnection* connection,
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AzNetworking::IConnectionListener& connectionListener
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);
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~ClientToServerConnectionData() override;
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//! IConnectionData interface
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//! @{
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ConnectionDataType GetConnectionDataType() const override;
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AzNetworking::IConnection* GetConnection() const override;
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EntityReplicationManager& GetReplicationManager() override;
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void Update(AZ::TimeMs serverGameTimeMs) override;
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//! @}
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bool CanSendUpdates();
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private:
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EntityReplicationManager m_entityReplicationManager;
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AzNetworking::IConnection* m_connection = nullptr;
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bool m_canSendUpdates = true;
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};
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}
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#include <Source/ConnectionData/ClientToServerConnectionData.inl>
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