Merge remote-tracking branch 'origin' into MultiplayerComponents
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@@ -16,6 +16,7 @@
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#include <AzCore/Name/Name.h>
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#include <AzCore/RTTI/TypeSafeIntegral.h>
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#include <AzCore/std/string/fixed_string.h>
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#include <AzFramework/Physics/Common/PhysicsSimulatedBody.h>
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#include <AzNetworking/Serialization/ISerializer.h>
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#include <AzNetworking/ConnectionLayer/ConnectionEnums.h>
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#include <AzNetworking/DataStructures/ByteBuffer.h>
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@@ -41,7 +42,7 @@ namespace Multiplayer
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//! This is a strong typedef for representing the number of application frames since application start.
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AZ_TYPE_SAFE_INTEGRAL(HostFrameId, uint32_t);
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static constexpr HostFrameId InvalidHostFrameId = HostFrameId{ 0xFFFFFFFF };
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static constexpr HostFrameId InvalidHostFrameId = HostFrameId{ AzPhysics::SimulatedBody::UndefinedFrameId };
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using LongNetworkString = AZ::CVarFixedString;
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using ReliabilityType = AzNetworking::ReliabilityType;
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@@ -0,0 +1,37 @@
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/*
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* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
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* its licensors.
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*
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* For complete copyright and license terms please see the LICENSE at the root of this
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* distribution (the "License"). All use of this software is governed by the License,
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* or, if provided, by the license below or the license accompanying this file. Do not
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* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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*
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*/
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#pragma once
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#include <AzFramework/Physics/Common/PhysicsSceneQueries.h>
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namespace Multiplayer
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{
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namespace Physics
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{
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//! Performs rewind-aware ray cast in the default physics world.
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//! @param request The ray cast request to make.
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//! @return Returns a structure that contains a list of Hits.
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AzPhysics::SceneQueryHits RayCast(const AzPhysics::RayCastRequest& request);
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//! Performs rewind-aware shape cast in the default physics world.
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//! @param request The shape cast request to make.
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//! @return Returns a structure that contains a list of Hits.
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AzPhysics::SceneQueryHits ShapeCast(const AzPhysics::ShapeCastRequest& request);
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//! Performs rewind-aware overlap in the default physics world.
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//! @param request The overlap request to make.
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//! @return Returns a structure that contains a list of Hits.
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AzPhysics::SceneQueryHits Overlap(const AzPhysics::OverlapRequest& request);
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} // namespace Physics
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} // namespace Multiplayer
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