Merge main to mp_editor_pipeline
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@@ -18,7 +18,7 @@
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#include <Source/ReplicationWindows/NullReplicationWindow.h>
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#include <Source/ReplicationWindows/ServerToClientReplicationWindow.h>
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#include <Source/EntityDomains/FullOwnershipEntityDomain.h>
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#include <Multiplayer/MultiplayerComponent.h>
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#include <Multiplayer/Components/MultiplayerComponent.h>
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#include <AzNetworking/Framework/INetworking.h>
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#include <AzCore/Serialization/SerializeContext.h>
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#include <AzCore/Serialization/Utils.h>
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@@ -473,6 +473,7 @@ namespace Multiplayer
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if (entityList.size() > 0)
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{
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controlledEntity = entityList[0];
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controlledEntity.GetNetBindComponent()->SetOwningConnectionId(connection->GetConnectionId());
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}
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if (connection->GetUserData() == nullptr) // Only add user data if the connect event handler has not already done so
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@@ -601,26 +602,6 @@ namespace Multiplayer
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return &m_networkEntityManager;
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}
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const char* MultiplayerSystemComponent::GetComponentGemName(NetComponentId netComponentId) const
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{
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return GetMultiplayerComponentRegistry()->GetComponentGemName(netComponentId);
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}
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const char* MultiplayerSystemComponent::GetComponentName(NetComponentId netComponentId) const
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{
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return GetMultiplayerComponentRegistry()->GetComponentName(netComponentId);
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}
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const char* MultiplayerSystemComponent::GetComponentPropertyName(NetComponentId netComponentId, PropertyIndex propertyIndex) const
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{
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return GetMultiplayerComponentRegistry()->GetComponentPropertyName(netComponentId, propertyIndex);
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}
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const char* MultiplayerSystemComponent::GetComponentRpcName(NetComponentId netComponentId, RpcIndex rpcIndex) const
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{
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return GetMultiplayerComponentRegistry()->GetComponentRpcName(netComponentId, rpcIndex);
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}
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void MultiplayerSystemComponent::DumpStats([[maybe_unused]] const AZ::ConsoleCommandContainer& arguments)
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{
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const MultiplayerStats& stats = GetStats();
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