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
@@ -554,7 +554,7 @@ namespace Multiplayer
m_tickFactor = 0.0f;
m_lastReplicatedHostTimeMs = packet.GetHostTimeMs();
m_lastReplicatedHostFrameId = packet.GetHostFrameId();
m_networkTime.AlterTime(m_lastReplicatedHostFrameId, m_lastReplicatedHostTimeMs, AzNetworking::InvalidConnectionId);
m_networkTime.ForceSetTime(m_lastReplicatedHostFrameId, m_lastReplicatedHostTimeMs);
}
for (AZStd::size_t i = 0; i < packet.GetEntityMessages().size(); ++i)
@@ -856,7 +856,7 @@ namespace Multiplayer
{
m_tickFactor += deltaTime / serverRateSeconds;
// Linear close to the origin, but asymptote at y = 1
const float renderBlendFactor = AZStd::clamp(1.0f - (std::pow(cl_renderTickBlendBase, m_tickFactor)), 0.0f, 1.0f);
const float renderBlendFactor = AZStd::clamp(1.0f - (std::pow(cl_renderTickBlendBase, m_tickFactor)), 0.0f, m_tickFactor);
AZLOG
(
NET_Blending,