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87 lines
3.3 KiB
C++
87 lines
3.3 KiB
C++
/*
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* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
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* its licensors.
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*
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* For complete copyright and license terms please see the LICENSE at the root of this
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* distribution (the "License"). All use of this software is governed by the License,
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* or, if provided, by the license below or the license accompanying this file. Do not
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* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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*
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*/
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#pragma once
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#include <Include/MultiplayerTypes.h>
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#include <Source/NetworkEntity/NetworkEntityHandle.h>
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#include <AzCore/std/containers/unordered_map.h>
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#include <AzCore/Component/Entity.h>
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namespace Multiplayer
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{
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//! @class NetworkEntityTracker
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//! @brief The responsibly of this class is to allow entity netEntityId's to be looked up.
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class NetworkEntityTracker
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{
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public:
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using EntityMap = AZStd::unordered_map<NetEntityId, AZ::Entity*>;
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using iterator = EntityMap::iterator;
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using const_iterator = EntityMap::const_iterator;
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NetworkEntityTracker() = default;
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//! Adds a networked entity to the tracker
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//! @param netEntityId the networkId of the entity to add
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//! @param entity pointer to the entity corresponding to the networkId
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void Add(NetEntityId netEntityId, AZ::Entity* entity);
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//! Returns an entity handle which can validate entity existence.
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NetworkEntityHandle Get(NetEntityId netEntityId);
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ConstNetworkEntityHandle Get(NetEntityId netEntityId) const;
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//! Returns true if the netEntityId exists.
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bool Exists(NetEntityId netEntityId) const;
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//! Get a raw pointer of an entity.
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AZ::Entity *GetRaw(NetEntityId netEntityId) const;
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//! Moves the given iterator out of the entity holder and returns the ptr
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AZ::Entity *Move(EntityMap::iterator iter);
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//! Container overloads
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//!@{
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iterator begin();
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const_iterator begin() const;
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iterator end();
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const_iterator end() const;
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iterator find(NetEntityId netEntityId);
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const_iterator find(NetEntityId netEntityId) const;
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void erase(NetEntityId netEntityId);
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iterator erase(EntityMap::iterator iter);
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AZStd::size_t size() const;
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void clear();
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//! @}
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//! Dirty tracking optimizations to avoid unnecessary hash lookups.
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//! There are two counts, one for adds and one for deletes
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//! If an entity is nullptr, check adds to check to see if our entity was added again
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//! If an entity is not nullptr, check removes which reminds us to see if the entity no longer exists
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//! Passing in the entity into this helper assists in retrieving the correct count, so we do not need to store both counts inside each handle
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uint32_t GetChangeDirty(const AZ::Entity* entity) const;
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uint32_t GetDeleteChangeDirty() const;
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uint32_t GetAddChangeDirty() const;
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//! Prevent copying and heap allocation.
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AZ_DISABLE_COPY_MOVE(NetworkEntityTracker);
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private:
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EntityMap m_entityMap;
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uint32_t m_deleteChangeDirty = 0;
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uint32_t m_addChangeDirty = 0;
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};
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}
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#include "Source/NetworkEntity/NetworkEntityTracker.inl"
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