First crack at the multiplayer component registry to allow multiplayer components to live in any gem
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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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#include <Source/Components/MultiplayerComponentRegistry.h>
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namespace Multiplayer
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{
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NetComponentId MultiplayerComponentRegistry::RegisterMultiplayerComponent(const ComponentData& componentData)
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{
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NetComponentId netComponentId = m_nextNetComponentId++;
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m_componentData[netComponentId] = componentData;
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return netComponentId;
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}
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const char* MultiplayerComponentRegistry::GetComponentGemName(NetComponentId netComponentId) const
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{
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const ComponentData& componentData = GetMultiplayerComponentData(netComponentId);
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return componentData.m_gemName.GetCStr();
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}
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const char* MultiplayerComponentRegistry::GetComponentName(NetComponentId netComponentId) const
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{
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const ComponentData& componentData = GetMultiplayerComponentData(netComponentId);
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return componentData.m_componentName.GetCStr();
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}
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const char* MultiplayerComponentRegistry::GetComponentPropertyName(NetComponentId netComponentId, uint16_t propertyIndex) const
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{
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const ComponentData& componentData = GetMultiplayerComponentData(netComponentId);
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return componentData.m_componentPropertyNameLookupFunction(propertyIndex);
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}
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const char* MultiplayerComponentRegistry::GetComponentRpcName(NetComponentId netComponentId, uint16_t rpcId) const
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{
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const ComponentData& componentData = GetMultiplayerComponentData(netComponentId);
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return componentData.m_componentRpcNameLookupFunction(rpcId);
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}
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const MultiplayerComponentRegistry::ComponentData& MultiplayerComponentRegistry::GetMultiplayerComponentData(NetComponentId netComponentId) const
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{
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static ComponentData nullComponentData;
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auto it = m_componentData.find(netComponentId);
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if (it != m_componentData.end())
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{
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return it->second;
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}
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return nullComponentData;
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}
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}
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