/* * All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or * its licensors. * * For complete copyright and license terms please see the LICENSE at the root of this * distribution (the "License"). All use of this software is governed by the License, * or, if provided, by the license below or the license accompanying this file. Do not * remove or modify any license notices. This file is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * */ #pragma once #include namespace Multiplayer { class ServerToClientConnectionData final : public IConnectionData { public: ServerToClientConnectionData ( AzNetworking::IConnection* connection, AzNetworking::IConnectionListener& connectionListener, NetworkEntityHandle controlledEntity ); ~ServerToClientConnectionData() override; //! IConnectionData interface //! @{ ConnectionDataType GetConnectionDataType() const override; AzNetworking::IConnection* GetConnection() const override; EntityReplicationManager& GetReplicationManager() override; void Update(AZ::TimeMs serverGameTimeMs) override; //! @} bool CanSendUpdates(); NetworkEntityHandle GetPrimaryPlayerEntity(); const NetworkEntityHandle& GetPrimaryPlayerEntity() const; private: void OnControlledEntityRemove(); void OnControlledEntityMigration(const ConstNetworkEntityHandle& entityHandle, HostId remoteHostId, AzNetworking::ConnectionId connectionId); void OnGameplayStarted(); EntityReplicationManager m_entityReplicationManager; NetworkEntityHandle m_controlledEntity; EntityStopEvent::Handler m_controlledEntityRemovedHandler; EntityMigrationEvent::Handler m_controlledEntityMigrationHandler; AzNetworking::IConnection* m_connection = nullptr; bool m_canSendUpdates = true; }; } #include