Minor comment tweak, and code readability
Signed-off-by: Gene Walters <genewalt@amazon.com>
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@@ -100,8 +100,8 @@ namespace Multiplayer
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{
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// Editor Server Init is intended for non-release targets
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m_byteStream.Write(packet.GetAssetData().GetSize(), reinterpret_cast<void*>(packet.ModifyAssetData().GetBuffer()));
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// In case if this is the last update, process the byteStream buffer. Otherwise more packets are expected
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// If this is the last update then process the byteStream buffer. Otherwise more packets are expected
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if (packet.GetLastUpdate())
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{
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// This is the last expected packet
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@@ -150,9 +150,8 @@ namespace Multiplayer
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AZ::Interface<INetworkSpawnableLibrary>::Get()->BuildSpawnablesList();
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// Load the level via the root spawnable that was registered
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const AZ::CVarFixedString loadLevelString = "LoadLevel Root.spawnable";
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const auto console = AZ::Interface<AZ::IConsole>::Get();
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console->PerformCommand(loadLevelString.c_str());
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console->PerformCommand("LoadLevel Root.spawnable");
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// Setup the normal multiplayer connection
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AZ::Interface<IMultiplayer>::Get()->InitializeMultiplayer(MultiplayerAgentType::DedicatedServer);
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