Improved profile marker names
Signed-off-by: Olex Lozitskiy <5432499+AMZN-Olex@users.noreply.github.com>
This commit is contained in:
@@ -350,7 +350,7 @@ namespace Multiplayer
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void MultiplayerSystemComponent::OnTick(float deltaTime, [[maybe_unused]] AZ::ScriptTimePoint time)
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{
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AZ_PROFILE_SCOPE(MULTIPLAYER, "MultiplayerTick");
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AZ_PROFILE_SCOPE(MULTIPLAYER, "MultiplayerSystemComponent: OnTick");
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if (bg_multiplayerDebugDraw)
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{
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@@ -394,7 +394,7 @@ namespace Multiplayer
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// Send out the game state update to all connections
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{
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AZ_PROFILE_SCOPE(MULTIPLAYER, "SendOutGameStateUpdateToAllConnections");
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AZ_PROFILE_SCOPE(MULTIPLAYER, "MultiplayerSystemComponent: OnTick - SendOutGameStateUpdate");
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auto sendNetworkUpdates = [&stats](IConnection& connection)
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{
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@@ -441,7 +441,7 @@ namespace Multiplayer
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if (!packet.GetCommandSet().empty())
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{
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AZ_PROFILE_SCOPE(MULTIPLAYER, "SendReliablePackets");
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AZ_PROFILE_SCOPE(MULTIPLAYER, "MultiplayerSystemComponent: OnTick - SendReliablePackets");
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m_networkInterface->GetConnectionSet().VisitConnections(visitor);
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}
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}
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@@ -1020,7 +1020,7 @@ namespace Multiplayer
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void MultiplayerSystemComponent::TickVisibleNetworkEntities(float deltaTime, float serverRateSeconds)
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{
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AZ_PROFILE_SCOPE(MULTIPLAYER, "TickVisibleNetworkEntities");
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AZ_PROFILE_SCOPE(MULTIPLAYER, "MultiplayerSystemComponent: TickVisibleNetworkEntities");
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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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