Various local prediction and input processing related fixes
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+2
-1
@@ -102,7 +102,8 @@ namespace Multiplayer
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AZ::TimeMs m_lastInputReceivedTimeMs = AZ::TimeMs{ 0 };
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AZ::TimeMs m_lastCorrectionSentTimeMs = AZ::TimeMs{ 0 };
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ClientInputId m_clientInputId = ClientInputId{ 0 };
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ClientInputId m_clientInputId = ClientInputId{ 0 }; // Clients incrementing inputId
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ClientInputId m_lastClientInputId = ClientInputId{ 0 }; // Last inputId processed by the server
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ClientInputId m_lastCorrectionInputId = ClientInputId{ 0 };
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ClientInputId m_lastMigratedInputId = ClientInputId{ 0 }; // Used to resend inputs that were queued during a migration event
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HostFrameId m_serverMigrateFrameId = InvalidHostFrameId;
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@@ -71,6 +71,7 @@ namespace Multiplayer
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NetworkEntityHandle GetEntityHandle();
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void MarkDirty();
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virtual void SetOwningConnectionId(AzNetworking::ConnectionId connectionId) = 0;
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virtual NetComponentId GetNetComponentId() const = 0;
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virtual bool HandleRpcMessage(AzNetworking::IConnection* invokingConnection, NetEntityRole netEntityRole, NetworkEntityRpcMessage& rpcMessage) = 0;
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@@ -72,6 +72,7 @@ namespace Multiplayer
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ConstNetworkEntityHandle GetEntityHandle() const;
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NetworkEntityHandle GetEntityHandle();
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void SetOwningConnectionId(AzNetworking::ConnectionId connectionId);
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void SetAllowAutonomy(bool value);
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MultiplayerComponentInputVector AllocateComponentInputs();
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bool IsProcessingInput() const;
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