Some cleanup to better support backward reconciliation as well as dynamic player spawning on connect
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@@ -89,8 +89,11 @@ namespace Multiplayer
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void AddConnectionAcquiredHandler(ConnectionAcquiredEvent::Handler& handler) override;
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void AddSessionInitHandler(SessionInitEvent::Handler& handler) override;
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void AddSessionShutdownHandler(SessionShutdownEvent::Handler& handler) override;
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void SetOnConnectFunctor(const OnConnectFunctor& functor) override;
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void SendReadyForEntityUpdates(bool readyForEntityUpdates) override;
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AZ::TimeMs GetCurrentHostTimeMs() const override;
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INetworkTime* GetNetworkTime() override;
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INetworkEntityManager* GetNetworkEntityManager() override;
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const char* GetComponentGemName(NetComponentId netComponentId) const override;
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const char* GetComponentName(NetComponentId netComponentId) const override;
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const char* GetComponentPropertyName(NetComponentId netComponentId, PropertyIndex propertyIndex) const override;
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@@ -121,6 +124,8 @@ namespace Multiplayer
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SessionShutdownEvent m_shutdownEvent;
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ConnectionAcquiredEvent m_connAcquiredEvent;
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OnConnectFunctor m_onConnectFunctor = nullptr;
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AZ::TimeMs m_lastReplicatedHostTimeMs = AZ::TimeMs{ 0 };
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HostFrameId m_lastReplicatedHostFrameId = InvalidHostFrameId;
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};
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