Ported the local prediction player controller component
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/*
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* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
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* its licensors.
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*
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* For complete copyright and license terms please see the LICENSE at the root of this
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* distribution (the "License"). All use of this software is governed by the License,
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* or, if provided, by the license below or the license accompanying this file. Do not
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* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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*
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*/
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#pragma once
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#include <Include/MultiplayerTypes.h>
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#include <AzNetworking/DataStructures/FixedSizeBitset.h>
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#include <AzCore/std/containers/vector.h>
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#include <AzCore/std/smart_ptr/unique_ptr.h>
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namespace AzNetworking
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{
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class ISerializer;
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}
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namespace Multiplayer
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{
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class IMultiplayerComponentInput
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{
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public:
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virtual ~IMultiplayerComponentInput() = default;
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virtual NetComponentId GetComponentId() const = 0;
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virtual bool Serialize(AzNetworking::ISerializer& serializer) = 0;
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};
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using MultiplayerComponentInputVector = AZStd::vector<AZStd::unique_ptr<IMultiplayerComponentInput>>;
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}
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