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