/* * 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 MultiplayerCompression { /** * System component whose sole purpose is to own a compression factory and expose it via EBUS * so GridMate/Multiplayer Gem can easily ingest the compressor. */ class MultiplayerCompressionSystemComponent : public AZ::Component { public: AZ_COMPONENT(MultiplayerCompressionSystemComponent, "{C3099AC9-47A6-41D2-8928-F38F904BAC1B}"); MultiplayerCompressionSystemComponent(); ~MultiplayerCompressionSystemComponent() override; static void Reflect(AZ::ReflectContext* context); static void GetProvidedServices(AZ::ComponentDescriptor::DependencyArrayType& provided); static void GetIncompatibleServices(AZ::ComponentDescriptor::DependencyArrayType& incompatible); //////////////////////////////////////////////////////////////////////// // AZ::Component interface implementation void Init() override {} void Activate() override {} void Deactivate() override {} //////////////////////////////////////////////////////////////////////// private: MultiplayerCompressionFactory* m_multiplayerCompressionFactory; }; }