more fixes for Gems
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
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@@ -181,9 +181,9 @@ namespace Multiplayer
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void ServerToClientReplicationWindow::DebugDraw() const
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{
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static const float BoundaryStripeHeight = 1.0f;
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static const float BoundaryStripeSpacing = 0.5f;
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static const int32_t BoundaryStripeCount = 10;
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//static const float BoundaryStripeHeight = 1.0f;
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//static const float BoundaryStripeSpacing = 0.5f;
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//static const int32_t BoundaryStripeCount = 10;
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//if (auto localEnt = m_ControlledEntity.lock())
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//{
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@@ -289,7 +289,6 @@ namespace Multiplayer
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}
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const bool isQueueFull = (m_candidateQueue.size() >= sv_MaxEntitiesToTrackReplication); // See if have the maximum number of entities in our set
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const bool isBetterChoice = !m_candidateQueue.empty() && (priority > m_candidateQueue.top().m_priority); // Check if the new thing we are adding is better than the worst item in our set
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const bool isInReplicationSet = m_replicationSet.find(entityHandle) != m_replicationSet.end();
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if (!isInReplicationSet)
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{
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@@ -76,7 +76,6 @@ namespace Multiplayer
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//NetBindComponent* m_controlledNetBindComponent = nullptr;
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const AzNetworking::IConnection* m_connection = nullptr;
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float m_minPriorityReplicated = 0.0f; ///< Lowest replicated entity priority in last update
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// Cached values to detect a poor network connection
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uint32_t m_lastCheckedSentPackets = 0;
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