Added MULTIPLAYER budget. Added profiler markers, visible in PIX.
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@@ -39,6 +39,9 @@
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#include <AzNetworking/Framework/INetworking.h>
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#include <cmath>
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#include <AzCore/Debug/Profiler.h>
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AZ_DEFINE_BUDGET(MULTIPLAYER);
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namespace AZ::ConsoleTypeHelpers
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{
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@@ -353,6 +356,8 @@ 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, "MultiplayerSystemComponent: OnTick");
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if (bg_multiplayerDebugDraw)
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{
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m_networkEntityManager.DebugDraw();
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@@ -394,7 +399,9 @@ namespace Multiplayer
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stats.m_clientConnectionCount = 0;
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// Send out the game state update to all connections
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{
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{
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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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if (connection.GetUserData() != nullptr)
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@@ -440,6 +447,7 @@ namespace Multiplayer
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if (!packet.GetCommandSet().empty())
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{
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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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@@ -1018,6 +1026,8 @@ 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, "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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m_renderBlendFactor = AZStd::clamp(1.0f - (std::pow(cl_renderTickBlendBase, m_tickFactor)), 0.0f, m_tickFactor);
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