IFilterEntityManager work
Signed-off-by: AMZN-Olex <5432499+AMZN-Olex@users.noreply.github.com>
This commit is contained in:
@@ -10,6 +10,7 @@
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#include <AzCore/RTTI/RTTI.h>
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#include <AzNetworking/ConnectionLayer/IConnection.h>
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#include <AzNetworking/DataStructures/ByteBuffer.h>
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#include <Multiplayer/NetworkEntity/IFilterEntityManager.h>
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#include <Multiplayer/Components/MultiplayerComponentRegistry.h>
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#include <Multiplayer/NetworkEntity/INetworkEntityManager.h>
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#include <Multiplayer/NetworkTime/INetworkTime.h>
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@@ -128,6 +129,15 @@ namespace Multiplayer
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//! @return pointer to the network entity manager instance bound to this multiplayer instance
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virtual INetworkEntityManager* GetNetworkEntityManager() = 0;
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//! Sets user-defined filtering manager for entities.
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//! This allows selectively choosing which entities to replicate on a per client connection.
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//! See IFilterEntityManager for details.
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//! @param entityFilter non-owning pointer, the caller is responsible for memory management.
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virtual void SetFilterEntityManager(IFilterEntityManager* entityFilter) = 0;
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//! @return pointer to the user-defined filtering manager of entities. By default, this isn't set and returns nullptr.
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virtual IFilterEntityManager* GetFilterEntityManager() = 0;
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//! Retrieve the stats object bound to this multiplayer instance.
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//! @return the stats object bound to this multiplayer instance
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MultiplayerStats& GetStats() { return m_stats; }
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@@ -0,0 +1,48 @@
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/*
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* Copyright (c) Contributors to the Open 3D Engine Project
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*
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* SPDX-License-Identifier: Apache-2.0 OR MIT
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*
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*/
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#pragma once
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#include <AzNetworking/ConnectionLayer/IConnection.h>
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#include <Multiplayer/NetworkEntity/NetworkEntityHandle.h>
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namespace Multiplayer
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{
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//! @class IFilterEntityManager
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//! @brief IFilterEntityManager provides an interface for filtering entities out from replication down to clients.
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//!
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//! By default, all entities with NetBindComponent on them are replicated to all clients.
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//! (There is a built-in distance filtering, where only entities within vicinity of a player are sent to that player.
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//! This is controlled by sv_ClientAwarenessRadius AZ_CVAR variable.)
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//!
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//! There are use cases where you want to limit the entities sent to a client, for example "fog of war" or
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//! "out of line of sight" anti-cheating mechanic by omitting information clients should not have access to.
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//!
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//! By implementing IFilterEntityManager interface and setting it on GetMultiplayer()->SetFilterEntityManager()
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//! entities can be filtered by IsEntityFiltered(...) returning true.
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//!
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//! Note: one cannot filter out entities in Level prefab (spawned by LoadLevel console command). Level prefabs are fully
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//! spawned on each client. Filtering of entities is applied to dynamically spawned prefabs, and specifically
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//! entities must have NetBindComponent on them.
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class IFilterEntityManager
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{
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public:
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AZ_RTTI(IFilterEntityManager, "{91F879F2-3DAF-43B8-B474-B312D26C0F48}");
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virtual ~IFilterEntityManager() = default;
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//! Return true if a given entity should be filtered out, false otherwise.
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//! Important: this method is a hot code path, it will be called over all entities around each player frequently.
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//! Ideally, this method should be implemented as a quick look up.
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//!
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//! @param entity the entity to be considered for filtering
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//! @param controllerEntity player's entity for the associated connection
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//! @param connectionId the affected connection should the entity be filtered out.
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//! @return if false the given entity will be not be replicated to the connection
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virtual bool IsEntityFiltered(AZ::Entity* entity, ConstNetworkEntityHandle controllerEntity, AzNetworking::ConnectionId connectionId) = 0;
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};
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}
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@@ -812,6 +812,16 @@ namespace Multiplayer
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return &m_networkEntityManager;
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}
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void MultiplayerSystemComponent::SetFilterEntityManager(IFilterEntityManager* entityFilter)
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{
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m_filterEntityManager = entityFilter;
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}
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IFilterEntityManager* MultiplayerSystemComponent::GetFilterEntityManager()
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{
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return m_filterEntityManager;
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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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@@ -114,6 +114,8 @@ namespace Multiplayer
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AZ::TimeMs GetCurrentHostTimeMs() const override;
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INetworkTime* GetNetworkTime() override;
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INetworkEntityManager* GetNetworkEntityManager() override;
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void SetFilterEntityManager(IFilterEntityManager* entityFilter) override;
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IFilterEntityManager* GetFilterEntityManager() override;
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//! @}
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//! Console commands.
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@@ -138,6 +140,8 @@ namespace Multiplayer
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NetworkEntityManager m_networkEntityManager;
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NetworkTime m_networkTime;
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MultiplayerAgentType m_agentType = MultiplayerAgentType::Uninitialized;
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IFilterEntityManager* m_filterEntityManager = nullptr; // non-owning pointer
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SessionInitEvent m_initEvent;
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SessionShutdownEvent m_shutdownEvent;
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+18
-24
@@ -63,13 +63,6 @@ namespace Multiplayer
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m_controlledEntityTransform = entity ? entity->GetTransform() : nullptr;
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AZ_Assert(m_controlledEntityTransform, "Controlled player entity must have a transform");
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//// this one is optional
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//mp_ControlledFilteredEntityComponent = m_controlledEntity->FindController<FilteredEntityComponent::Authority>();
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//if (mp_ControlledFilteredEntityComponent)
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//{
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// mp_ControlledFilteredEntityComponent->AddFilteredEntityEventHandle(m_FilteredEntityAddedEventHandle);
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//}
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m_updateWindowEvent.Enqueue(sv_ClientReplicationWindowUpdateMs, true);
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AZ::Interface<AZ::ComponentApplicationRequests>::Get()->RegisterEntityActivatedEventHandler(m_entityActivatedEventHandler);
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@@ -145,21 +138,23 @@ namespace Multiplayer
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}
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);
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NetworkEntityTracker* networkEntityTracker = GetNetworkEntityTracker();
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NetworkEntityTracker* networkEntityTracker = GetNetworkEntityTracker();
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IFilterEntityManager* filterEntityManager = GetMultiplayer()->GetFilterEntityManager();
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// Add all the neighbors
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for (AzFramework::VisibilityEntry* visEntry : gatheredEntries)
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{
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//if (mp_ControlledFilteredEntityComponent && mp_ControlledFilteredEntityComponent->IsEntityFiltered(iterator.Get()))
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//{
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// continue;
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//}
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// We want to find the closest extent to the player and prioritize using that distance
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AZ::Entity* entity = static_cast<AZ::Entity*>(visEntry->m_userData);
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if (filterEntityManager && filterEntityManager->IsEntityFiltered(entity, m_controlledEntity, m_connection->GetConnectionId()))
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{
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continue;
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}
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NetBindComponent* entryNetBindComponent = entity->template FindComponent<NetBindComponent>();
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if (entryNetBindComponent != nullptr)
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{
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// We want to find the closest extent to the player and prioritize using that distance
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const AZ::Vector3 supportNormal = controlledEntityPosition - visEntry->m_boundingVolume.GetCenter();
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const AZ::Vector3 closestPosition = visEntry->m_boundingVolume.GetSupport(supportNormal);
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const float gatherDistanceSquared = controlledEntityPosition.GetDistanceSq(closestPosition);
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@@ -212,10 +207,13 @@ namespace Multiplayer
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{
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if (netBindComponent->HasController())
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{
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//if (mp_ControlledFilteredEntityComponent && mp_ControlledFilteredEntityComponent->IsEntityFiltered(newEntity))
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//{
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// return;
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//}
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if (IFilterEntityManager* filter = GetMultiplayer()->GetFilterEntityManager())
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{
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if (filter->IsEntityFiltered(entity, m_controlledEntity, m_connection->GetConnectionId()))
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{
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return;
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}
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}
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AZ::TransformInterface* transformInterface = entity->GetTransform();
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if (transformInterface != nullptr)
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@@ -274,6 +272,8 @@ namespace Multiplayer
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void ServerToClientReplicationWindow::AddEntityToReplicationSet(ConstNetworkEntityHandle& entityHandle, float priority, [[maybe_unused]] float distanceSquared)
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{
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// Assumption: the entity has been checked for filtering prior to this call.
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if (!sv_ReplicateServerProxies)
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{
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NetBindComponent* netBindComponent = entityHandle.GetNetBindComponent();
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@@ -314,10 +314,4 @@ namespace Multiplayer
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// }
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// }
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//}
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//void ServerToClientReplicationWindow::OnAddFilteredEntity(NetEntityId filteredEntityId)
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//{
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// ConstEntityPtr filteredEntity = gNovaGame->GetEntityManager().GetEntity(filteredEntityId);
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// m_replicationSet.erase(filteredEntityId);
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//}
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}
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@@ -54,7 +54,6 @@ namespace Multiplayer
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void OnEntityDeactivated(AZ::Entity* entity);
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//void CollectControlledEntitiesRecursive(ReplicationSet& replicationSet, EntityHierarchyComponent::Authority& hierarchyController);
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//void OnAddFilteredEntity(NetEntityId filteredEntityId);
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void EvaluateConnection();
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void AddEntityToReplicationSet(ConstNetworkEntityHandle& entityHandle, float priority, float distanceSquared);
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@@ -73,7 +72,6 @@ namespace Multiplayer
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AZ::EntityActivatedEvent::Handler m_entityActivatedEventHandler;
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AZ::EntityDeactivatedEvent::Handler m_entityDeactivatedEventHandler;
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//FilteredEntityComponent::Authority* m_controlledFilteredEntityComponent = nullptr;
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//NetBindComponent* m_controlledNetBindComponent = nullptr;
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const AzNetworking::IConnection* m_connection = nullptr;
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@@ -21,6 +21,7 @@ set(FILES
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Include/Multiplayer/EntityDomains/IEntityDomain.h
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Include/Multiplayer/NetworkEntity/INetworkEntityManager.h
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Include/Multiplayer/INetworkSpawnableLibrary.h
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Include/Multiplayer/NetworkEntity/IFilterEntityManager.h
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Include/Multiplayer/NetworkEntity/NetworkEntityRpcMessage.h
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Include/Multiplayer/NetworkEntity/NetworkEntityUpdateMessage.h
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Include/Multiplayer/NetworkEntity/NetworkEntityHandle.h
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