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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@@ -65,6 +65,15 @@ namespace Multiplayer
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return (IsTimeRewound() && (rewindConnectionId == m_rewindingConnectionId)) ? m_unalteredFrameId : m_hostFrameId;
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}
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void NetworkTime::ForceSetTime(HostFrameId frameId, AZ::TimeMs timeMs)
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{
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AZ_Assert(!IsTimeRewound(), "Forcibly setting network time is unsupported under a rewound time scope");
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m_unalteredFrameId = frameId;
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m_hostFrameId = frameId;
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m_hostTimeMs = timeMs;
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m_rewindingConnectionId = AzNetworking::InvalidConnectionId;
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}
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void NetworkTime::AlterTime(HostFrameId frameId, AZ::TimeMs timeMs, AzNetworking::ConnectionId rewindConnectionId)
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{
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m_hostFrameId = frameId;
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@@ -32,6 +32,7 @@ namespace Multiplayer
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AZ::TimeMs GetHostTimeMs() const override;
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AzNetworking::ConnectionId GetRewindingConnectionId() const override;
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HostFrameId GetHostFrameIdForRewindingConnection(AzNetworking::ConnectionId rewindConnectionId) const override;
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void ForceSetTime(HostFrameId frameId, AZ::TimeMs timeMs) override;
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void AlterTime(HostFrameId frameId, AZ::TimeMs timeMs, AzNetworking::ConnectionId rewindConnectionId) override;
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void SyncEntitiesToRewindState(const AZ::Aabb& rewindVolume) override;
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void ClearRewoundEntities() override;
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