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43 lines
1.5 KiB
C++
43 lines
1.5 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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namespace Multiplayer
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{
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struct EntityReplicationData
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{
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EntityReplicationData() = default;
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NetEntityRole m_netEntityRole = NetEntityRole::InvalidRole;
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float m_priority = 0.0f;
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};
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using ReplicationSet = AZStd::unordered_map<ConstNetworkEntityHandle, EntityReplicationData>;
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class IReplicationWindow
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{
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public:
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virtual ~IReplicationWindow() = default;
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virtual bool ReplicationSetUpdateReady() = 0;
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virtual const ReplicationSet& GetReplicationSet() const = 0;
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//! Max number of entities we can send updates for in one frame
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virtual uint32_t GetMaxEntityReplicatorSendCount() const = 0;
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virtual bool IsInWindow(const ConstNetworkEntityHandle& entityPtr, NetEntityRole& outNetworkRole) const = 0;
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virtual void UpdateWindow() = 0;
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virtual void DebugDraw() const = 0;
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};
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}
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