Various local prediction and input processing related fixes
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@@ -9,7 +9,7 @@
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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 optimize ("", off)
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#include <Multiplayer/NetworkInput/NetworkInput.h>
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#include <Multiplayer/Components/MultiplayerComponentRegistry.h>
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#include <Multiplayer/Components/NetBindComponent.h>
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@@ -166,6 +166,7 @@ namespace Multiplayer
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void NetworkInput::CopyInternal(const NetworkInput& rhs)
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{
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m_inputId = rhs.m_inputId;
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m_hostFrameId = rhs.m_hostFrameId;
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m_hostTimeMs = rhs.m_hostTimeMs;
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m_componentInputs.resize(rhs.m_componentInputs.size());
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for (int32_t i = 0; i < rhs.m_componentInputs.size(); ++i)
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@@ -175,7 +176,7 @@ namespace Multiplayer
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{
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m_componentInputs[i] = AZStd::move(GetMultiplayerComponentRegistry()->AllocateComponentInput(rhsComponentId));
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}
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*m_componentInputs[i] = *rhs.m_componentInputs[i];
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*(m_componentInputs[i]) = *(rhs.m_componentInputs[i]);
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}
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m_wasAttached = rhs.m_wasAttached;
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}
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@@ -48,16 +48,6 @@ namespace Multiplayer
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return m_inputs[index].m_networkInput;
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}
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void NetworkInputArray::SetPreviousInputId(ClientInputId previousInputId)
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{
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m_previousInputId = previousInputId;
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}
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ClientInputId NetworkInputArray::GetPreviousInputId() const
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{
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return m_previousInputId;
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}
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bool NetworkInputArray::Serialize(AzNetworking::ISerializer& serializer)
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{
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// Always serialize the full first element
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@@ -102,7 +92,6 @@ namespace Multiplayer
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}
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}
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}
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serializer.Serialize(m_previousInputId, "PreviousInputId");
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return true;
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}
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}
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@@ -33,9 +33,6 @@ namespace Multiplayer
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NetworkInput& operator[](uint32_t index);
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const NetworkInput& operator[](uint32_t index) const;
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void SetPreviousInputId(ClientInputId previousInputId);
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ClientInputId GetPreviousInputId() const;
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bool Serialize(AzNetworking::ISerializer& serializer);
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private:
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@@ -49,6 +46,5 @@ namespace Multiplayer
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ConstNetworkEntityHandle m_owner;
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AZStd::array<Wrapper, MaxElements> m_inputs;
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ClientInputId m_previousInputId;
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};
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}
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