/* * 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 { bool FullOwnershipEntityDomain::IsInDomain([[maybe_unused]] const ConstNetworkEntityHandle& entityHandle) const { return true; } void FullOwnershipEntityDomain::ActivateTracking([[maybe_unused]] const INetworkEntityManager::OwnedEntitySet& ownedEntitySet) { ; } void FullOwnershipEntityDomain::RetrieveEntitiesNotInDomain([[maybe_unused]] EntitiesNotInDomain& outEntitiesNotInDomain) const { ; } void FullOwnershipEntityDomain::DebugDraw() const { ; } }