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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#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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