More fixes and some temp debugging logs
Signed-off-by: kberg-amzn <karlberg@amazon.com>
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@@ -274,8 +274,8 @@ namespace Multiplayer
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void NetBindComponent::CreateInput(NetworkInput& networkInput, float deltaTime)
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{
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// Only autonomous or authority runs this logic
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AZ_Assert(m_netEntityRole == NetEntityRole::Autonomous || m_netEntityRole == NetEntityRole::Authority, "Incorrect network role for input creation");
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// Only autonomous runs this logic
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AZ_Assert(IsNetEntityRoleAutonomous(), "Incorrect network role for input creation");
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for (MultiplayerComponent* multiplayerComponent : m_multiplayerInputComponentVector)
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{
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multiplayerComponent->GetController()->CreateInput(networkInput, deltaTime);
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@@ -284,6 +284,8 @@ namespace Multiplayer
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void NetBindComponent::ProcessInput(NetworkInput& networkInput, float deltaTime)
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{
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AZ_TracePrintf("gathers", "Processing input, inputId=%d", static_cast<int32_t>(networkInput.GetClientInputId()));
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m_isProcessingInput = true;
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// Only autonomous and authority runs this logic
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AZ_Assert((NetworkRoleHasController(m_netEntityRole)), "Incorrect network role for input processing");
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