/* * 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 #include #include namespace Multiplayer { struct EntityReplicationData { EntityReplicationData() = default; NetEntityRole m_netEntityRole = NetEntityRole::InvalidRole; float m_priority = 0.0f; }; using ReplicationSet = AZStd::unordered_map; class IReplicationWindow { public: virtual ~IReplicationWindow() = default; virtual bool ReplicationSetUpdateReady() = 0; virtual const ReplicationSet& GetReplicationSet() const = 0; //! Max number of entities we can send updates for in one frame virtual uint32_t GetMaxEntityReplicatorSendCount() const = 0; virtual bool IsInWindow(const ConstNetworkEntityHandle& entityPtr, NetEntityRole& outNetworkRole) const = 0; virtual void UpdateWindow() = 0; virtual void DebugDraw() const = 0; }; }