/* * 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 "NullReplicationWindow.h" namespace Multiplayer { bool NullReplicationWindow::ReplicationSetUpdateReady() { return true; } const ReplicationSet& NullReplicationWindow::GetReplicationSet() const { return m_emptySet; } uint32_t NullReplicationWindow::GetMaxEntityReplicatorSendCount() const { return 0; } bool NullReplicationWindow::IsInWindow([[maybe_unused]] const ConstNetworkEntityHandle& entityHandle, NetEntityRole& outNetworkRole) const { outNetworkRole = NetEntityRole::InvalidRole; return false; } void NullReplicationWindow::UpdateWindow() { ; } void NullReplicationWindow::DebugDraw() const { // Nothing to draw } }