Ported the local prediction player controller component
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@@ -35,7 +35,7 @@ namespace Multiplayer
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if (netBindComponent != nullptr)
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{
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netBindComponent->AddEntityStopEventHandler(m_controlledEntityRemovedHandler);
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netBindComponent->AddEntityMigrationEventHandler(m_controlledEntityMigrationHandler);
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netBindComponent->AddEntityServerMigrationEventHandler(m_controlledEntityMigrationHandler);
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}
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m_entityReplicationManager.SetMaxRemoteEntitiesPendingCreationCount(sv_ClientMaxRemoteEntitiesPendingCreationCount);
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@@ -63,7 +63,7 @@ namespace Multiplayer
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return m_entityReplicationManager;
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}
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void ServerToClientConnectionData::Update(AZ::TimeMs serverGameTimeMs)
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void ServerToClientConnectionData::Update(AZ::TimeMs hostTimeMs)
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{
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m_entityReplicationManager.ActivatePendingEntities();
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@@ -73,7 +73,7 @@ namespace Multiplayer
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// potentially false if we just migrated the player, if that is the case, don't send any more updates
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if (netBindComponent != nullptr && (netBindComponent->GetNetEntityRole() == NetEntityRole::Authority))
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{
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m_entityReplicationManager.SendUpdates(serverGameTimeMs);
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m_entityReplicationManager.SendUpdates(hostTimeMs);
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}
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}
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}
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