Changes to desync debug output to make it less stressful on bandwidth and the server, as well as some fixes to corrections on the local client

Signed-off-by: kberg-amzn <karlberg@amazon.com>
This commit is contained in:
kberg-amzn
2021-08-03 13:12:37 -07:00
parent f0cafd0e9d
commit e0d0bbfdae
15 changed files with 154 additions and 138 deletions
@@ -22,7 +22,6 @@
<RemoteProcedure Name="SendClientInput" InvokeFrom="Autonomous" HandleOn="Authority" IsPublic="true" IsReliable="false" GenerateEventBindings="false" Description="Client to server move / input RPC">
<Param Type="Multiplayer::NetworkInputArray" Name="inputArray" />
<Param Type="AZ::HashValue32" Name="stateHash" />
<Param Type="AzNetworking::PacketEncodingBuffer" Name="clientState" Description="This is for debugging desyncs only; release games should not populate this parameter" />
</RemoteProcedure>
<RemoteProcedure Name="SendClientInputCorrection" InvokeFrom="Authority" HandleOn="Autonomous" IsPublic="true" IsReliable="false" GenerateEventBindings="false" Description="Autonomous proxy correction RPC">