Integrating latest 47acbe8
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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 <Source/NetworkEntity/INetworkEntityManager.h>
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#include <Source/NetworkEntity/EntityReplication/EntityReplicationManager.h>
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namespace Multiplayer
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{
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enum class ConnectionDataType
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{
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ServerToClient,
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ServerToServer
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};
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class IConnectionData
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{
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public:
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virtual ~IConnectionData() = default;
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//! Returns whether or not this is a ServerToClient or ServerToServer connection data instance.
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//! @return ConnectionDataType::ServerToClient or ConnectionDataType::ServerToServer
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virtual ConnectionDataType GetConnectionDataType() const = 0;
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//! Returns the connection bound to this connection data instance.
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//! @return pointer to the connection bound to this connection data instance
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virtual AzNetworking::IConnection* GetConnection() const = 0;
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//! Returns the EntityReplicationManager for this connection data instance.
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//! @return reference to the EntityReplicationManager for this connection data instance
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virtual EntityReplicationManager& GetReplicationManager() = 0;
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//! Creates and manages sending updates to the remote endpoint.
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//! @param serverGameTimeMs current server game time in milliseconds
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virtual void Update(AZ::TimeMs serverGameTimeMs) = 0;
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};
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}
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