Some cleanup to better support backward reconciliation as well as dynamic player spawning on connect
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@@ -824,7 +824,7 @@ namespace Multiplayer
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{
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if (entityReplicator == nullptr)
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{
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IMultiplayer* multiplayer = AZ::Interface<IMultiplayer>::Get();
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IMultiplayer* multiplayer = GetMultiplayer();
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AZLOG_INFO
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(
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"EntityReplicationManager: Dropping remote RPC message for component %s of rpc index %s, entityId %u has already been deleted",
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@@ -448,7 +448,7 @@ namespace Multiplayer
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void EntityReplicator::DeferRpcMessage(NetworkEntityRpcMessage& entityRpcMessage)
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{
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// Received rpc metrics, log rpc sent, number of bytes, and the componentId/rpcId for bandwidth metrics
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MultiplayerStats& stats = AZ::Interface<IMultiplayer>::Get()->GetStats();
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MultiplayerStats& stats = GetMultiplayer()->GetStats();
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stats.RecordRpcSent(entityRpcMessage.GetComponentId(), entityRpcMessage.GetRpcIndex(), entityRpcMessage.GetEstimatedSerializeSize());
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m_replicationManager.AddDeferredRpcMessage(entityRpcMessage);
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@@ -631,7 +631,7 @@ namespace Multiplayer
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bool EntityReplicator::HandleRpcMessage(AzNetworking::IConnection* invokingConnection, NetworkEntityRpcMessage& entityRpcMessage)
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{
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// Received rpc metrics, log rpc received, time spent, number of bytes, and the componentId/rpcId for bandwidth metrics
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MultiplayerStats& stats = AZ::Interface<IMultiplayer>::Get()->GetStats();
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MultiplayerStats& stats = GetMultiplayer()->GetStats();
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stats.RecordRpcReceived(entityRpcMessage.GetComponentId(), entityRpcMessage.GetRpcIndex(), entityRpcMessage.GetEstimatedSerializeSize());
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if (!m_netBindComponent)
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