/* * 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 namespace Multiplayer { class FullOwnershipEntityDomain : public IEntityDomain { public: FullOwnershipEntityDomain() = default; FullOwnershipEntityDomain(const FullOwnershipEntityDomain& rhs) = default; //! IEntityDomain overrides. //! @{ bool IsInDomain(const ConstNetworkEntityHandle& entityHandle) const override; void ActivateTracking(const INetworkEntityManager::OwnedEntitySet& ownedEntitySet) override; void RetrieveEntitiesNotInDomain(EntitiesNotInDomain& outEntitiesNotInDomain) const override; void DebugDraw() const override; //! @} }; }