diff --git a/Gems/Multiplayer/Code/Source/AutoGen/LocalPredictionPlayerInputComponent.AutoComponent.xml b/Gems/Multiplayer/Code/Source/AutoGen/LocalPredictionPlayerInputComponent.AutoComponent.xml
index 45dfc43e49..65e2a8884e 100644
--- a/Gems/Multiplayer/Code/Source/AutoGen/LocalPredictionPlayerInputComponent.AutoComponent.xml
+++ b/Gems/Multiplayer/Code/Source/AutoGen/LocalPredictionPlayerInputComponent.AutoComponent.xml
@@ -12,14 +12,15 @@
+
-
+
-
+
@@ -30,6 +31,6 @@
-
+
diff --git a/Gems/Multiplayer/Code/Source/Components/LocalPredictionPlayerInputComponent.cpp b/Gems/Multiplayer/Code/Source/Components/LocalPredictionPlayerInputComponent.cpp
index 56192c96d7..5a8fbfbe33 100644
--- a/Gems/Multiplayer/Code/Source/Components/LocalPredictionPlayerInputComponent.cpp
+++ b/Gems/Multiplayer/Code/Source/Components/LocalPredictionPlayerInputComponent.cpp
@@ -106,7 +106,7 @@ namespace Multiplayer
void LocalPredictionPlayerInputComponentController::HandleSendClientInput
(
AzNetworking::IConnection* invokingConnection,
- const Multiplayer::NetworkInputVector& inputArray,
+ const Multiplayer::NetworkInputArray& inputArray,
const AZ::HashValue64& stateHash,
[[maybe_unused]] const AzNetworking::PacketEncodingBuffer& clientState
)
@@ -133,7 +133,7 @@ namespace Multiplayer
// Figure out which index from the input array we want
// we start at the oldest input that has not been processed
int32_t inputArrayIndex = -1;
- for (int32_t i = NetworkInputVector::MaxElements - 1; i >= 0; --i)
+ for (int32_t i = NetworkInputArray::MaxElements - 1; i >= 0; --i)
{
// Find an input that is newer than the last one we processed
if (m_lastInputReceived[i].GetClientInputId() > GetLastInputId())
@@ -286,7 +286,7 @@ namespace Multiplayer
void LocalPredictionPlayerInputComponentController::HandleSendMigrateClientInput
(
AzNetworking::IConnection* invokingConnection,
- const Multiplayer::MigrateNetworkInputVector& inputArray
+ const Multiplayer::NetworkInputMigrationVector& inputArray
)
{
if (!m_allowMigrateClientInput)
@@ -308,7 +308,7 @@ namespace Multiplayer
const float clientInputRateSec = static_cast(static_cast(cl_InputRateMs)) / 1000.0;
// Copy array so we can modify input ids
- MigrateNetworkInputVector inputArrayCopy = inputArray;
+ NetworkInputMigrationVector inputArrayCopy = inputArray;
for (uint32_t i = 0; i < inputArrayCopy.GetSize(); ++i)
{
@@ -447,7 +447,7 @@ namespace Multiplayer
void LocalPredictionPlayerInputComponentController::OnMigrateEnd()
{
- MigrateNetworkInputVector inputArray;
+ NetworkInputMigrationVector inputArray;
// Roll up all inputs that the new server doesn't have and send them now
for (AZStd::size_t i = 0; i < m_inputHistory.Size(); ++i)
@@ -499,7 +499,7 @@ namespace Multiplayer
m_moveAccumulator -= inputRate;
++m_clientInputId;
- NetworkInputVector inputArray(GetEntityHandle());
+ NetworkInputArray inputArray(GetEntityHandle());
NetworkInput& input = inputArray[0];
input.SetClientInputId(m_clientInputId);
@@ -544,7 +544,7 @@ namespace Multiplayer
// Form the rest of the input array using the n most recent elements in the history buffer
// NOTE: inputArray[0] has already been initialized hence start at i = 1
- for (uint32_t i = 1; i < NetworkInputVector::MaxElements; ++i)
+ for (uint32_t i = 1; i < NetworkInputArray::MaxElements; ++i)
{
if (i < inputHistorySize)
{
diff --git a/Gems/Multiplayer/Code/Source/Components/LocalPredictionPlayerInputComponent.h b/Gems/Multiplayer/Code/Source/Components/LocalPredictionPlayerInputComponent.h
index 0a4e574d65..feb79c0fa2 100644
--- a/Gems/Multiplayer/Code/Source/Components/LocalPredictionPlayerInputComponent.h
+++ b/Gems/Multiplayer/Code/Source/Components/LocalPredictionPlayerInputComponent.h
@@ -44,7 +44,7 @@ namespace Multiplayer
void HandleSendClientInput
(
AzNetworking::IConnection* invokingConnection,
- const Multiplayer::NetworkInputVector& inputArray,
+ const Multiplayer::NetworkInputArray& inputArray,
const AZ::HashValue64& stateHash,
const AzNetworking::PacketEncodingBuffer& clientState
) override;
@@ -52,7 +52,7 @@ namespace Multiplayer
void HandleSendMigrateClientInput
(
AzNetworking::IConnection* invokingConnection,
- const Multiplayer::MigrateNetworkInputVector& inputArray
+ const Multiplayer::NetworkInputMigrationVector& inputArray
) override;
void HandleSendClientInputCorrection
@@ -87,7 +87,7 @@ namespace Multiplayer
NetworkInputHistory m_inputHistory;
// Anti-cheat accumulator for clients who purposely mess with their clock rate
- NetworkInputVector m_lastInputReceived;
+ NetworkInputArray m_lastInputReceived;
AZ::ScheduledEvent m_autonomousUpdateEvent; // Drives autonomous input collection
AZ::ScheduledEvent m_updateBankedTimeEvent; // Drives authority bank time updates
diff --git a/Gems/Multiplayer/Code/Source/Components/NetBindComponent.h b/Gems/Multiplayer/Code/Source/Components/NetBindComponent.h
index 4a4c4d0549..0885e44aa4 100644
--- a/Gems/Multiplayer/Code/Source/Components/NetBindComponent.h
+++ b/Gems/Multiplayer/Code/Source/Components/NetBindComponent.h
@@ -126,7 +126,7 @@ namespace Multiplayer
ReplicationRecord m_currentRecord = NetEntityRole::InvalidRole;
ReplicationRecord m_totalRecord = NetEntityRole::InvalidRole;
- ReplicationRecord m_predictableRecord = NetEntityRole::InvalidRole;
+ ReplicationRecord m_predictableRecord = NetEntityRole::Autonomous;
ReplicationRecord m_localNotificationRecord = NetEntityRole::InvalidRole;
PrefabEntityId m_prefabEntityId;
AZStd::unordered_map m_multiplayerComponentMap;
diff --git a/Gems/Multiplayer/Code/Source/Debug/MultiplayerDebugSystemComponent.cpp b/Gems/Multiplayer/Code/Source/Debug/MultiplayerDebugSystemComponent.cpp
index 506581b5e4..aec8d8520e 100644
--- a/Gems/Multiplayer/Code/Source/Debug/MultiplayerDebugSystemComponent.cpp
+++ b/Gems/Multiplayer/Code/Source/Debug/MultiplayerDebugSystemComponent.cpp
@@ -235,7 +235,7 @@ namespace Multiplayer
if (m_displayMultiplayerStats)
{
- if (ImGui::Begin("Multiplayer Stats", &m_displayMultiplayerStats, ImGuiWindowFlags_HorizontalScrollbar))
+ if (ImGui::Begin("Multiplayer Stats", &m_displayMultiplayerStats, ImGuiWindowFlags_None))
{
IMultiplayer* multiplayer = AZ::Interface::Get();
const Multiplayer::MultiplayerStats& stats = multiplayer->GetStats();
@@ -254,7 +254,7 @@ namespace Multiplayer
if (ImGui::BeginTable("", 5, flags))
{
// The first column will use the default _WidthStretch when ScrollX is Off and _WidthFixed when ScrollX is On
- ImGui::TableSetupColumn("Name", ImGuiTableColumnFlags_NoHide, TEXT_BASE_WIDTH * 36.0f);
+ ImGui::TableSetupColumn("Name", ImGuiTableColumnFlags_WidthStretch);
ImGui::TableSetupColumn("Total Calls", ImGuiTableColumnFlags_WidthFixed, TEXT_BASE_WIDTH * 12.0f);
ImGui::TableSetupColumn("Total Bytes", ImGuiTableColumnFlags_WidthFixed, TEXT_BASE_WIDTH * 12.0f);
ImGui::TableSetupColumn("Calls/Sec", ImGuiTableColumnFlags_WidthFixed, TEXT_BASE_WIDTH * 12.0f);
diff --git a/Gems/Multiplayer/Code/Source/NetworkInput/NetworkInput.h b/Gems/Multiplayer/Code/Source/NetworkInput/NetworkInput.h
index 2c33d1ccf0..b2b0fa12c6 100644
--- a/Gems/Multiplayer/Code/Source/NetworkInput/NetworkInput.h
+++ b/Gems/Multiplayer/Code/Source/NetworkInput/NetworkInput.h
@@ -29,8 +29,8 @@ namespace Multiplayer
public:
//! Intentionally restrict instancing of these objects to associated containers classes only
//! This is a mechanism used to restrict calling autonomous client predicted setter functions to the ProcessInput call chain only
- friend class NetworkInputVector;
- friend class MigrateNetworkInputVector;
+ friend class NetworkInputArray;
+ friend class NetworkInputMigrationVector;
friend class NetworkInputHistory;
friend class NetworkInputChild;
diff --git a/Gems/Multiplayer/Code/Source/NetworkInput/NetworkInputVector.cpp b/Gems/Multiplayer/Code/Source/NetworkInput/NetworkInputArray.cpp
similarity index 54%
rename from Gems/Multiplayer/Code/Source/NetworkInput/NetworkInputVector.cpp
rename to Gems/Multiplayer/Code/Source/NetworkInput/NetworkInputArray.cpp
index 6d284a6835..0f5a0d7c0c 100644
--- a/Gems/Multiplayer/Code/Source/NetworkInput/NetworkInputVector.cpp
+++ b/Gems/Multiplayer/Code/Source/NetworkInput/NetworkInputArray.cpp
@@ -10,21 +10,21 @@
*
*/
-#include
+#include
#include
#include
#include
namespace Multiplayer
{
- NetworkInputVector::NetworkInputVector()
+ NetworkInputArray::NetworkInputArray()
: m_owner()
, m_inputs()
{
;
}
- NetworkInputVector::NetworkInputVector(const ConstNetworkEntityHandle& entityHandle)
+ NetworkInputArray::NetworkInputArray(const ConstNetworkEntityHandle& entityHandle)
: m_owner(entityHandle)
, m_inputs()
{
@@ -38,27 +38,27 @@ namespace Multiplayer
}
}
- NetworkInput& NetworkInputVector::operator[](uint32_t index)
+ NetworkInput& NetworkInputArray::operator[](uint32_t index)
{
return m_inputs[index].m_networkInput;
}
- const NetworkInput& NetworkInputVector::operator[](uint32_t index) const
+ const NetworkInput& NetworkInputArray::operator[](uint32_t index) const
{
return m_inputs[index].m_networkInput;
}
- void NetworkInputVector::SetPreviousInputId(ClientInputId previousInputId)
+ void NetworkInputArray::SetPreviousInputId(ClientInputId previousInputId)
{
m_previousInputId = previousInputId;
}
- ClientInputId NetworkInputVector::GetPreviousInputId() const
+ ClientInputId NetworkInputArray::GetPreviousInputId() const
{
return m_previousInputId;
}
- bool NetworkInputVector::Serialize(AzNetworking::ISerializer& serializer)
+ bool NetworkInputArray::Serialize(AzNetworking::ISerializer& serializer)
{
// Always serialize the full first element
if (!m_inputs[0].m_networkInput.Serialize(serializer))
@@ -105,67 +105,4 @@ namespace Multiplayer
serializer.Serialize(m_previousInputId, "PreviousInputId");
return true;
}
-
-
- MigrateNetworkInputVector::MigrateNetworkInputVector()
- : m_owner()
- {
- ;
- }
-
- MigrateNetworkInputVector::MigrateNetworkInputVector(const ConstNetworkEntityHandle& entityHandle)
- : m_owner(entityHandle)
- {
- ;
- }
-
- uint32_t MigrateNetworkInputVector::GetSize() const
- {
- return aznumeric_cast(m_inputs.size());
- }
-
- NetworkInput& MigrateNetworkInputVector::operator[](uint32_t index)
- {
- return m_inputs[index].m_networkInput;
- }
-
- const NetworkInput& MigrateNetworkInputVector::operator[](uint32_t index) const
- {
- return m_inputs[index].m_networkInput;
- }
-
- bool MigrateNetworkInputVector::PushBack(const NetworkInput& networkInput)
- {
- if (m_inputs.size() < m_inputs.capacity())
- {
- m_inputs.push_back(networkInput);
- return true;
- }
- return false;
- }
-
- bool MigrateNetworkInputVector::Serialize(AzNetworking::ISerializer& serializer)
- {
- NetEntityId ownerId = m_owner.GetNetEntityId();
- serializer.Serialize(ownerId, "OwnerId");
-
- uint32_t inputCount = aznumeric_cast(m_inputs.size());
- serializer.Serialize(inputCount, "InputCount");
-
- if (serializer.GetSerializerMode() == AzNetworking::SerializerMode::WriteToObject)
- {
- // make sure all the possible NetworkInputs get attached prior to serialization, this double sends the size, but this message is only sent on server migration
- m_inputs.resize(inputCount);
- m_owner = GetNetworkEntityManager()->GetEntity(ownerId);
- NetBindComponent* netBindComponent = m_owner.GetNetBindComponent();
- if (netBindComponent)
- {
- for (uint32_t i = 0; i < m_inputs.size(); ++i)
- {
- m_inputs[i].m_networkInput.AttachNetBindComponent(netBindComponent);
- }
- }
- }
- return serializer.Serialize(m_inputs, "Inputs");
- }
}
diff --git a/Gems/Multiplayer/Code/Source/NetworkInput/NetworkInputArray.h b/Gems/Multiplayer/Code/Source/NetworkInput/NetworkInputArray.h
new file mode 100644
index 0000000000..504992fecb
--- /dev/null
+++ b/Gems/Multiplayer/Code/Source/NetworkInput/NetworkInputArray.h
@@ -0,0 +1,54 @@
+/*
+* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
+* its licensors.
+*
+* For complete copyright and license terms please see the LICENSE at the root of this
+* distribution (the "License"). All use of this software is governed by the License,
+* or, if provided, by the license below or the license accompanying this file. Do not
+* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
+* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+*
+*/
+
+#pragma once
+
+#include
+#include
+#include
+#include
+
+namespace Multiplayer
+{
+ //! @class NetworkInputArray
+ //! @brief An array of network inputs. Used to mitigate loss of input packets on the server. Compresses subsequent elements.
+ class NetworkInputArray final
+ {
+ public:
+ static constexpr uint32_t MaxElements = 8; // Never try to replicate a list larger than this amount
+
+ NetworkInputArray();
+ NetworkInputArray(const ConstNetworkEntityHandle& entityHandle);
+ ~NetworkInputArray() = default;
+
+ NetworkInput& operator[](uint32_t index);
+ const NetworkInput& operator[](uint32_t index) const;
+
+ void SetPreviousInputId(ClientInputId previousInputId);
+ ClientInputId GetPreviousInputId() const;
+
+ bool Serialize(AzNetworking::ISerializer& serializer);
+
+ private:
+
+ struct Wrapper // Strictly a workaround to deal with the private constructor of NetworkInput
+ {
+ Wrapper() : m_networkInput() {}
+ Wrapper(const NetworkInput& networkInput) : m_networkInput(networkInput) {}
+ NetworkInput m_networkInput;
+ };
+
+ ConstNetworkEntityHandle m_owner;
+ AZStd::array m_inputs;
+ ClientInputId m_previousInputId;
+ };
+}
diff --git a/Gems/Multiplayer/Code/Source/NetworkInput/NetworkInputMigrationVector.cpp b/Gems/Multiplayer/Code/Source/NetworkInput/NetworkInputMigrationVector.cpp
new file mode 100644
index 0000000000..dee72156ed
--- /dev/null
+++ b/Gems/Multiplayer/Code/Source/NetworkInput/NetworkInputMigrationVector.cpp
@@ -0,0 +1,80 @@
+/*
+* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
+* its licensors.
+*
+* For complete copyright and license terms please see the LICENSE at the root of this
+* distribution (the "License"). All use of this software is governed by the License,
+* or, if provided, by the license below or the license accompanying this file. Do not
+* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
+* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+*
+*/
+
+#include
+#include
+#include
+
+namespace Multiplayer
+{
+ NetworkInputMigrationVector::NetworkInputMigrationVector()
+ : m_owner()
+ {
+ ;
+ }
+
+ NetworkInputMigrationVector::NetworkInputMigrationVector(const ConstNetworkEntityHandle& entityHandle)
+ : m_owner(entityHandle)
+ {
+ ;
+ }
+
+ uint32_t NetworkInputMigrationVector::GetSize() const
+ {
+ return aznumeric_cast(m_inputs.size());
+ }
+
+ NetworkInput& NetworkInputMigrationVector::operator[](uint32_t index)
+ {
+ return m_inputs[index].m_networkInput;
+ }
+
+ const NetworkInput& NetworkInputMigrationVector::operator[](uint32_t index) const
+ {
+ return m_inputs[index].m_networkInput;
+ }
+
+ bool NetworkInputMigrationVector::PushBack(const NetworkInput& networkInput)
+ {
+ if (m_inputs.size() < m_inputs.capacity())
+ {
+ m_inputs.push_back(networkInput);
+ return true;
+ }
+ return false;
+ }
+
+ bool NetworkInputMigrationVector::Serialize(AzNetworking::ISerializer& serializer)
+ {
+ NetEntityId ownerId = m_owner.GetNetEntityId();
+ serializer.Serialize(ownerId, "OwnerId");
+
+ uint32_t inputCount = aznumeric_cast(m_inputs.size());
+ serializer.Serialize(inputCount, "InputCount");
+
+ if (serializer.GetSerializerMode() == AzNetworking::SerializerMode::WriteToObject)
+ {
+ // make sure all the possible NetworkInputs get attached prior to serialization, this double sends the size, but this message is only sent on server migration
+ m_inputs.resize(inputCount);
+ m_owner = GetNetworkEntityManager()->GetEntity(ownerId);
+ NetBindComponent* netBindComponent = m_owner.GetNetBindComponent();
+ if (netBindComponent)
+ {
+ for (uint32_t i = 0; i < m_inputs.size(); ++i)
+ {
+ m_inputs[i].m_networkInput.AttachNetBindComponent(netBindComponent);
+ }
+ }
+ }
+ return serializer.Serialize(m_inputs, "Inputs");
+ }
+}
diff --git a/Gems/Multiplayer/Code/Source/NetworkInput/NetworkInputVector.h b/Gems/Multiplayer/Code/Source/NetworkInput/NetworkInputMigrationVector.h
similarity index 54%
rename from Gems/Multiplayer/Code/Source/NetworkInput/NetworkInputVector.h
rename to Gems/Multiplayer/Code/Source/NetworkInput/NetworkInputMigrationVector.h
index 91970040c5..c6ea425fec 100644
--- a/Gems/Multiplayer/Code/Source/NetworkInput/NetworkInputVector.h
+++ b/Gems/Multiplayer/Code/Source/NetworkInput/NetworkInputMigrationVector.h
@@ -14,53 +14,21 @@
#include
#include
+#include
#include
namespace Multiplayer
{
- //! @class NetworkInputVector
- //! @brief An array of network inputs. Used to mitigate loss of input packets on the server. Compresses subsequent elements.
- class NetworkInputVector final
- {
- public:
- static constexpr uint32_t MaxElements = 8; // Never try to replicate a list larger than this amount
-
- NetworkInputVector();
- NetworkInputVector(const ConstNetworkEntityHandle& entityHandle);
- ~NetworkInputVector() = default;
-
- NetworkInput& operator[](uint32_t index);
- const NetworkInput& operator[](uint32_t index) const;
-
- void SetPreviousInputId(ClientInputId previousInputId);
- ClientInputId GetPreviousInputId() const;
-
- bool Serialize(AzNetworking::ISerializer& serializer);
-
- private:
-
- struct Wrapper // Strictly a workaround to deal with the private constructor of NetworkInput
- {
- Wrapper() : m_networkInput() {}
- Wrapper(const NetworkInput& networkInput) : m_networkInput(networkInput) {}
- NetworkInput m_networkInput;
- };
-
- ConstNetworkEntityHandle m_owner;
- AZStd::fixed_vector m_inputs;
- ClientInputId m_previousInputId;
- };
-
- //! @class MigrateNetworkInputVector
+ //! @class NetworkInputMigrationVector
//! @brief A variable sized array of input commands, used specifically when migrate a clients inputs.
- class MigrateNetworkInputVector final
+ class NetworkInputMigrationVector final
{
public:
static constexpr uint32_t MaxElements = 90; // Never try to migrate a list larger than this amount, bumped up to handle DTLS connection time
- MigrateNetworkInputVector();
- MigrateNetworkInputVector(const ConstNetworkEntityHandle& entityHandle);
- virtual ~MigrateNetworkInputVector() = default;
+ NetworkInputMigrationVector();
+ NetworkInputMigrationVector(const ConstNetworkEntityHandle& entityHandle);
+ virtual ~NetworkInputMigrationVector() = default;
uint32_t GetSize() const;
NetworkInput& operator[](uint32_t index);
diff --git a/Gems/Multiplayer/Code/Source/ReplicationWindows/ServerToClientReplicationWindow.cpp b/Gems/Multiplayer/Code/Source/ReplicationWindows/ServerToClientReplicationWindow.cpp
index 22f777a149..abcb1e62ab 100644
--- a/Gems/Multiplayer/Code/Source/ReplicationWindows/ServerToClientReplicationWindow.cpp
+++ b/Gems/Multiplayer/Code/Source/ReplicationWindows/ServerToClientReplicationWindow.cpp
@@ -157,14 +157,15 @@ namespace Multiplayer
//}
// We want to find the closest extent to the player and prioritize using that distance
- const AZ::Vector3 supportNormal = controlledEntityPosition - visEntry->m_boundingVolume.GetCenter();
- const AZ::Vector3 closestPosition = visEntry->m_boundingVolume.GetSupport(supportNormal);
- const float gatherDistanceSquared = controlledEntityPosition.GetDistanceSq(closestPosition);
- const float priority = (gatherDistanceSquared > 0.0f) ? 1.0f / gatherDistanceSquared : 0.0f;
AZ::Entity* entity = static_cast(visEntry->m_userData);
NetBindComponent* entryNetBindComponent = entity->template FindComponent();
if (entryNetBindComponent != nullptr)
{
+ const AZ::Vector3 supportNormal = controlledEntityPosition - visEntry->m_boundingVolume.GetCenter();
+ const AZ::Vector3 closestPosition = visEntry->m_boundingVolume.GetSupport(supportNormal);
+ const float gatherDistanceSquared = controlledEntityPosition.GetDistanceSq(closestPosition);
+ const float priority = (gatherDistanceSquared > 0.0f) ? 1.0f / gatherDistanceSquared : 0.0f;
+
NetworkEntityHandle entityHandle(entryNetBindComponent, networkEntityTracker);
AddEntityToReplicationSet(entityHandle, priority, gatherDistanceSquared);
}
diff --git a/Gems/Multiplayer/Code/multiplayer_files.cmake b/Gems/Multiplayer/Code/multiplayer_files.cmake
index b340913e47..1f4e57ae43 100644
--- a/Gems/Multiplayer/Code/multiplayer_files.cmake
+++ b/Gems/Multiplayer/Code/multiplayer_files.cmake
@@ -81,12 +81,14 @@ set(FILES
Source/NetworkEntity/NetworkEntityUpdateMessage.h
Source/NetworkInput/NetworkInput.cpp
Source/NetworkInput/NetworkInput.h
+ Source/NetworkInput/NetworkInputArray.cpp
+ Source/NetworkInput/NetworkInputArray.h
Source/NetworkInput/NetworkInputChild.cpp
Source/NetworkInput/NetworkInputChild.h
Source/NetworkInput/NetworkInputHistory.cpp
Source/NetworkInput/NetworkInputHistory.h
- Source/NetworkInput/NetworkInputVector.cpp
- Source/NetworkInput/NetworkInputVector.h
+ Source/NetworkInput/NetworkInputMigrationVector.cpp
+ Source/NetworkInput/NetworkInputMigrationVector.h
Source/NetworkTime/NetworkTime.cpp
Source/NetworkTime/NetworkTime.h
Source/NetworkTime/RewindableObject.h