/* * 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. * */ #include #include #include #include #include #include "MultiplayerCompressionSystemComponent.h" #include "LZ4Compressor.h" #include "MultiplayerCompressionFactory.h" namespace MultiplayerCompression { void MultiplayerCompressionSystemComponent::Reflect(AZ::ReflectContext* context) { if (AZ::SerializeContext* serialize = azrtti_cast(context)) { serialize->Class() ->Version(0) ; if (AZ::EditContext* ec = serialize->GetEditContext()) { ec->Class("MultiplayerCompression", "Provides packet compression via an open source library for the Multiplayer Gem") ->ClassElement(AZ::Edit::ClassElements::EditorData, "") ->Attribute(AZ::Edit::Attributes::AppearsInAddComponentMenu, AZ_CRC("System")) ->Attribute(AZ::Edit::Attributes::AutoExpand, true) ; } } } void MultiplayerCompressionSystemComponent::GetProvidedServices(AZ::ComponentDescriptor::DependencyArrayType& provided) { provided.push_back(AZ_CRC("MultiplayerCompressionService")); } void MultiplayerCompressionSystemComponent::GetIncompatibleServices(AZ::ComponentDescriptor::DependencyArrayType& incompatible) { incompatible.push_back(AZ_CRC("MultiplayerCompressionService")); } MultiplayerCompressionSystemComponent::MultiplayerCompressionSystemComponent() { m_multiplayerCompressionFactory = new MultiplayerCompressionFactory(); AZ::Interface::Get()->RegisterCompressorFactory(m_multiplayerCompressionFactory); } MultiplayerCompressionSystemComponent::~MultiplayerCompressionSystemComponent() { AZ::Interface::Get()->UnregisterCompressorFactory(m_multiplayerCompressionFactory->GetFactoryName()); delete m_multiplayerCompressionFactory; } }