/* * 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 NullReplicationWindow : public IReplicationWindow { public: NullReplicationWindow() = default; //! IReplicationWindow interface //! @{ bool ReplicationSetUpdateReady() override; const ReplicationSet& GetReplicationSet() const override; uint32_t GetMaxEntityReplicatorSendCount() const override; bool IsInWindow(const ConstNetworkEntityHandle& entityPtr, NetEntityRole& outNetworkRole) const override; void UpdateWindow() override; void DebugDraw() const override; //! @} private: ReplicationSet m_emptySet; }; }