/* * 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 namespace Multiplayer { static constexpr uint32_t Uint32Max = AZStd::numeric_limits::max(); // This can be used to help mitigate client side performance when large numbers of entities are created off the network AZ_CVAR(uint32_t, cl_ClientMaxRemoteEntitiesPendingCreationCount, Uint32Max, nullptr, AZ::ConsoleFunctorFlags::DontReplicate, "Maximum number of entities that we have sent to the client, but have not had a confirmation back from the client"); AZ_CVAR(AZ::TimeMs, cl_ClientEntityReplicatorPendingRemovalTimeMs, AZ::TimeMs{ 10000 }, nullptr, AZ::ConsoleFunctorFlags::DontReplicate, "How long should wait prior to removing an entity for the client through a change in the replication window, entity deletes are still immediate"); ClientToServerConnectionData::ClientToServerConnectionData ( AzNetworking::IConnection* connection, AzNetworking::IConnectionListener& connectionListener ) : m_connection(connection) , m_entityReplicationManager(*connection, connectionListener, EntityReplicationManager::Mode::LocalClientToRemoteServer) { m_entityReplicationManager.SetMaxRemoteEntitiesPendingCreationCount(cl_ClientMaxRemoteEntitiesPendingCreationCount); m_entityReplicationManager.SetEntityPendingRemovalMs(cl_ClientEntityReplicatorPendingRemovalTimeMs); } ClientToServerConnectionData::~ClientToServerConnectionData() { m_entityReplicationManager.Clear(false); } ConnectionDataType ClientToServerConnectionData::GetConnectionDataType() const { return ConnectionDataType::ClientToServer; } AzNetworking::IConnection* ClientToServerConnectionData::GetConnection() const { return m_connection; } EntityReplicationManager& ClientToServerConnectionData::GetReplicationManager() { return m_entityReplicationManager; } void ClientToServerConnectionData::Update([[maybe_unused]] AZ::TimeMs serverGameTimeMs) { m_entityReplicationManager.ActivatePendingEntities(); } }