Some initial updates for eventual support of locally predicted input processing
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@@ -47,7 +47,7 @@ namespace Multiplayer
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void LocalPredictionPlayerInputComponentController::HandleSendClientInputCorrection
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(
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[[maybe_unused]] const Multiplayer::NetworkInputId& inputId,
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[[maybe_unused]] const Multiplayer::ClientInputId& inputId,
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[[maybe_unused]] const AzNetworking::PacketEncodingBuffer& correction
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)
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{
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@@ -42,6 +42,6 @@ namespace Multiplayer
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void HandleSendClientInput(const Multiplayer::NetworkInputVector& inputArray, const uint32_t& stateHash, const AzNetworking::PacketEncodingBuffer& clientState) override;
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void HandleSendMigrateClientInput(const Multiplayer::MigrateNetworkInputVector& inputArray) override;
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void HandleSendClientInputCorrection(const Multiplayer::NetworkInputId& inputId, const AzNetworking::PacketEncodingBuffer& correction) override;
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void HandleSendClientInputCorrection(const Multiplayer::ClientInputId& inputId, const AzNetworking::PacketEncodingBuffer& correction) override;
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};
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}
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@@ -54,6 +54,5 @@ namespace Multiplayer
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void OnTransformChangedEvent(const AZ::Transform& worldTm);
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AZ::TransformChangedEvent::Handler m_transformChangedHandler;
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AZ::ScheduledEvent m_transformChangeEvent;
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};
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}
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