Various bug fixes to get entity replication working
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@@ -0,0 +1,47 @@
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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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#include "NullReplicationWindow.h"
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namespace Multiplayer
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{
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bool NullReplicationWindow::ReplicationSetUpdateReady()
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{
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return true;
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}
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const ReplicationSet& NullReplicationWindow::GetReplicationSet() const
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{
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return m_emptySet;
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}
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uint32_t NullReplicationWindow::GetMaxEntityReplicatorSendCount() const
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{
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return 0;
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}
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bool NullReplicationWindow::IsInWindow([[maybe_unused]] const ConstNetworkEntityHandle& entityHandle, NetEntityRole& outNetworkRole) const
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{
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outNetworkRole = NetEntityRole::InvalidRole;
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return false;
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}
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void NullReplicationWindow::UpdateWindow()
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{
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;
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}
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void NullReplicationWindow::DebugDraw() const
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{
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// Nothing to draw
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}
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}
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@@ -0,0 +1,38 @@
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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/ReplicationWindows/IReplicationWindow.h>
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namespace Multiplayer
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{
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class NullReplicationWindow
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: public IReplicationWindow
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{
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public:
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NullReplicationWindow() = default;
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//! IReplicationWindow interface
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//! @{
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bool ReplicationSetUpdateReady() override;
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const ReplicationSet& GetReplicationSet() const override;
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uint32_t GetMaxEntityReplicatorSendCount() const override;
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bool IsInWindow(const ConstNetworkEntityHandle& entityPtr, NetEntityRole& outNetworkRole) const override;
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void UpdateWindow() override;
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void DebugDraw() const override;
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//! @}
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private:
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ReplicationSet m_emptySet;
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};
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}
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@@ -202,8 +202,7 @@ namespace Multiplayer
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void ServerToClientReplicationWindow::OnEntityActivated(const AZ::EntityId& entityId)
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{
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AZ::Entity* entity = nullptr;
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EBUS_EVENT_RESULT(entity, AZ::ComponentApplicationBus, FindEntity, entityId);
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AZ::Entity* entity = AZ::Interface<AZ::ComponentApplicationRequests>::Get()->FindEntity(entityId);
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ConstNetworkEntityHandle entityHandle(entity, GetNetworkEntityTracker());
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NetBindComponent* netBindComponent = entityHandle.GetNetBindComponent();
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@@ -234,8 +233,7 @@ namespace Multiplayer
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void ServerToClientReplicationWindow::OnEntityDeactivated(const AZ::EntityId& entityId)
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{
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AZ::Entity* entity = nullptr;
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EBUS_EVENT_RESULT(entity, AZ::ComponentApplicationBus, FindEntity, entityId);
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AZ::Entity* entity = AZ::Interface<AZ::ComponentApplicationRequests>::Get()->FindEntity(entityId);
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ConstNetworkEntityHandle entityHandle(entity, GetNetworkEntityTracker());
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NetBindComponent* netBindComponent = entityHandle.GetNetBindComponent();
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