Add server side accounting for blend factor
Signed-off-by: puvvadar <puvvadar@amazon.com>
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@@ -121,6 +121,8 @@ namespace Multiplayer
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//! @return the current server time in milliseconds
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virtual AZ::TimeMs GetCurrentHostTimeMs() const = 0;
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virtual float GetCurrentBlendFactor() const = 0;
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//! Returns the network time instance bound to this multiplayer instance.
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//! @return pointer to the network time instance bound to this multiplayer instance
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virtual INetworkTime* GetNetworkTime() = 0;
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@@ -44,6 +44,9 @@ namespace Multiplayer
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AZ::TimeMs GetHostTimeMs() const;
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AZ::TimeMs& ModifyHostTimeMs();
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void SetHostBlendFactor(float hostBlendFactor);
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float GetHostBlendFactor() const;
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void AttachNetBindComponent(NetBindComponent* netBindComponent);
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bool Serialize(AzNetworking::ISerializer& serializer);
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@@ -72,6 +75,7 @@ namespace Multiplayer
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ClientInputId m_inputId = ClientInputId{ 0 };
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HostFrameId m_hostFrameId = InvalidHostFrameId;
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AZ::TimeMs m_hostTimeMs = AZ::TimeMs{ 0 };
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float m_hostBlendFactor = 0.f;
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ConstNetworkEntityHandle m_owner;
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bool m_wasAttached = false;
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};
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