Address misc feedback
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@@ -23,7 +23,7 @@ namespace Multiplayer
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{
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AZ_CVAR(AZ::TimeMs, cl_InputRateMs, AZ::TimeMs{ 33 }, nullptr, AZ::ConsoleFunctorFlags::Null, "Rate at which to sample and process client inputs");
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AZ_CVAR(AZ::TimeMs, cl_MaxRewindHistoryMs, AZ::TimeMs{ 2000 }, nullptr, AZ::ConsoleFunctorFlags::Null, "Maximum number of milliseconds to keep for server correction rewind and replay");
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#ifndef _RELEASE
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#ifndef AZ_RELEASE_BUILD
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AZ_CVAR(float, cl_DebugHackTimeMultiplier, 1.0f, nullptr, AZ::ConsoleFunctorFlags::Null, "Scalar value used to simulate clock hacking cheats for validating bank time system and anticheat");
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#endif
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@@ -477,7 +477,7 @@ namespace Multiplayer
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const double inputRate = static_cast<double>(static_cast<AZ::TimeMs>(cl_InputRateMs)) / 1000.0;
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const double maxRewindHistory = static_cast<double>(static_cast<AZ::TimeMs>(cl_MaxRewindHistoryMs)) / 1000.0;
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#ifndef _RELEASE
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#ifndef AZ_RELEASE_BUILD
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m_moveAccumulator += deltaTime * cl_DebugHackTimeMultiplier;
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#else
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m_moveAccumulator += deltaTime;
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@@ -71,11 +71,9 @@ namespace Multiplayer
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while (m_byteStream.GetCurPos() < m_byteStream.GetLength())
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{
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AZ::Data::AssetId assetId;
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AZ::Data::AssetLoadBehavior assetLoadBehavior;
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uint32_t hintSize;
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AZStd::string assetHint;
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m_byteStream.Read(sizeof(AZ::Data::AssetId), reinterpret_cast<void*>(&assetId));
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m_byteStream.Read(sizeof(AZ::Data::AssetLoadBehavior), reinterpret_cast<void*>(&assetLoadBehavior));
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m_byteStream.Read(sizeof(uint32_t), reinterpret_cast<void*>(&hintSize));
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assetHint.resize(hintSize);
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m_byteStream.Read(hintSize, assetHint.data());
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@@ -83,7 +81,7 @@ namespace Multiplayer
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size_t assetSize = m_byteStream.GetCurPos();
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AZ::Data::AssetData* assetDatum = AZ::Utils::LoadObjectFromStream<AZ::Data::AssetData>(m_byteStream, nullptr);
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assetSize = m_byteStream.GetCurPos() - assetSize;
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AZ::Data::Asset<AZ::Data::AssetData> asset = AZ::Data::Asset<AZ::Data::AssetData>(assetId, assetDatum, assetLoadBehavior);
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AZ::Data::Asset<AZ::Data::AssetData> asset = AZ::Data::Asset<AZ::Data::AssetData>(assetId, assetDatum, AZ::Data::AssetLoadBehavior::NoLoad);
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asset.SetHint(assetHint);
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AZ::Data::AssetInfo assetInfo;
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@@ -104,7 +102,7 @@ namespace Multiplayer
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m_byteStream.Truncate();
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// Load the level via the root spawnable that was registered
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AZ::CVarFixedString loadLevelString = "LoadLevel Root.spawnable";
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const AZ::CVarFixedString loadLevelString = "LoadLevel Root.spawnable";
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AZ::Interface<AZ::IConsole>::Get()->PerformCommand(loadLevelString.c_str());
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// Setup the normal multiplayer connection
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@@ -169,15 +169,13 @@ namespace Multiplayer
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AZ::IO::ByteContainerStream byteStream(&buffer);
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// Serialize Asset information and AssetData into a potentially large buffer
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for (auto asset : assetData)
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for (auto& asset : assetData)
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{
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AZ::Data::AssetId assetId = asset.GetId();
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AZ::Data::AssetLoadBehavior assetLoadBehavior = asset.GetAutoLoadBehavior();
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AZStd::string assetHint = asset.GetHint();
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uint32_t hintSize = aznumeric_cast<uint32_t>(assetHint.size());
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byteStream.Write(sizeof(AZ::Data::AssetId), reinterpret_cast<void*>(&assetId));
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byteStream.Write(sizeof(AZ::Data::AssetLoadBehavior), reinterpret_cast<void*>(&assetLoadBehavior));
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byteStream.Write(sizeof(uint32_t), reinterpret_cast<void*>(&hintSize));
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byteStream.Write(assetHint.size(), assetHint.data());
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AZ::Utils::SaveObjectToStream(byteStream, AZ::DataStream::ST_BINARY, asset.GetData(), asset.GetData()->GetType());
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@@ -129,7 +129,7 @@ namespace Multiplayer
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AZ::TimeMs m_lastReplicatedHostTimeMs = AZ::TimeMs{ 0 };
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HostFrameId m_lastReplicatedHostFrameId = InvalidHostFrameId;
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#if !defined(_RELEASE)
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#if !defined(AZ_RELEASE_BUILD)
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MultiplayerEditorConnection m_editorConnectionListener;
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#endif
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};
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