Ported the local prediction player controller component
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@@ -12,7 +12,7 @@
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#pragma once
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#include <Source/EntityDomains/IEntityDomain.h>
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#include <Include/IEntityDomain.h>
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namespace Multiplayer
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{
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@@ -1,44 +0,0 @@
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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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namespace Multiplayer
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{
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//! @class IEntityDomain
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//! @brief A class that determines if an entity should belong to a particular INetworkEntityManager.
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class IEntityDomain
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{
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public:
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using EntitiesNotInDomain = AZStd::unordered_set<NetEntityId>;
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virtual ~IEntityDomain() = default;
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//! Returns whether or not an entity should be owned by an entity manager.
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//! @param entityHandle the handle of the netbound entity to check
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//! @return false if this entity should not belong to the entity manger, true if it could be owned by the entity manager
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virtual bool IsInDomain(const ConstNetworkEntityHandle& entityHandle) const = 0;
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//! Enable Entity Domain Exit Tracking for entities on the host.
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//! @param ownedEntitySet the set of entities to activate tracking for
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virtual void ActivateTracking(const INetworkEntityManager::OwnedEntitySet& ownedEntitySet) = 0;
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//! Return the set of netbound entities not included in this domain.
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//! @param outEntitiesNotInDomain the set of known networked entities not included in this domain
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virtual void RetrieveEntitiesNotInDomain(EntitiesNotInDomain& outEntitiesNotInDomain) const = 0;
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//! Debug draw to visualize host entity domains.
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virtual void DebugDraw() const = 0;
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};
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}
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