/* * 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 namespace Multiplayer { enum class ConnectionDataType { ServerToClient, ServerToServer }; class IConnectionData { public: virtual ~IConnectionData() = default; //! Returns whether or not this is a ServerToClient or ServerToServer connection data instance. //! @return ConnectionDataType::ServerToClient or ConnectionDataType::ServerToServer virtual ConnectionDataType GetConnectionDataType() const = 0; //! Returns the connection bound to this connection data instance. //! @return pointer to the connection bound to this connection data instance virtual AzNetworking::IConnection* GetConnection() const = 0; //! Returns the EntityReplicationManager for this connection data instance. //! @return reference to the EntityReplicationManager for this connection data instance virtual EntityReplicationManager& GetReplicationManager() = 0; //! Creates and manages sending updates to the remote endpoint. //! @param serverGameTimeMs current server game time in milliseconds virtual void Update(AZ::TimeMs serverGameTimeMs) = 0; }; }