Some cleanup to better support backward reconciliation as well as dynamic player spawning on connect
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@@ -94,7 +94,7 @@ namespace Multiplayer
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if (entityIsMigrating == EntityIsMigrating::True)
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{
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m_allowMigrateClientInput = true;
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m_serverMigrateFrameId = AZ::Interface<INetworkTime>::Get()->GetHostFrameId();
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m_serverMigrateFrameId = GetNetworkTime()->GetHostFrameId();
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}
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}
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@@ -492,8 +492,8 @@ namespace Multiplayer
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const uint32_t maxClientInputs = inputRate > 0.0 ? static_cast<uint32_t>(maxRewindHistory / inputRate) : 0;
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INetworkTime* networkTime = AZ::Interface<INetworkTime>::Get();
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IMultiplayer* multiplayer = AZ::Interface<IMultiplayer>::Get();
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IMultiplayer* multiplayer = GetMultiplayer();
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INetworkTime* networkTime = GetNetworkTime();
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while (m_moveAccumulator >= inputRate)
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{
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m_moveAccumulator -= inputRate;
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