/* * 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 namespace Multiplayer { void MultiplayerComponent::Reflect(AZ::ReflectContext* context) { AZ::SerializeContext* serializeContext = azrtti_cast(context); if (serializeContext) { serializeContext->Class() ->Version(1); } } void MultiplayerComponent::GetRequiredServices(AZ::ComponentDescriptor::DependencyArrayType& required) { required.push_back(AZ_CRC_CE("NetBindService")); } const NetBindComponent* MultiplayerComponent::GetNetBindComponent() const { return m_netBindComponent; } NetBindComponent* MultiplayerComponent::GetNetBindComponent() { return m_netBindComponent; } NetEntityId MultiplayerComponent::GetNetEntityId() const { return m_netBindComponent ? m_netBindComponent->GetNetEntityId() : InvalidNetEntityId; } bool MultiplayerComponent::IsNetEntityRoleAuthority() const { return m_netBindComponent ? m_netBindComponent->IsNetEntityRoleAuthority() : false; } bool MultiplayerComponent::IsNetEntityRoleAutonomous() const { return m_netBindComponent ? m_netBindComponent->IsNetEntityRoleAutonomous() : false; } bool MultiplayerComponent::IsNetEntityRoleServer() const { return m_netBindComponent ? m_netBindComponent->IsNetEntityRoleServer() : false; } bool MultiplayerComponent::IsNetEntityRoleClient() const { return m_netBindComponent ? m_netBindComponent->IsNetEntityRoleClient() : false; } ConstNetworkEntityHandle MultiplayerComponent::GetEntityHandle() const { const NetBindComponent* netBindComponent = GetNetBindComponent(); return netBindComponent ? netBindComponent->GetEntityHandle() : ConstNetworkEntityHandle(); } NetworkEntityHandle MultiplayerComponent::GetEntityHandle() { NetBindComponent* netBindComponent = GetNetBindComponent(); return netBindComponent ? netBindComponent->GetEntityHandle() : NetworkEntityHandle(); } void MultiplayerComponent::MarkDirty() { NetBindComponent* netBindComponent = GetNetBindComponent(); if (netBindComponent != nullptr) { netBindComponent->MarkDirty(); } } }