Files
o3de/Gems/Multiplayer/Code/Source/ConnectionData/ClientToServerConnectionData.cpp
T
Steve Pham 38261d0800 Shorten copyright headers by splitting into 2 lines (#2213)
* Updated all copyright headers to split the longer original copyright line into 2 shorter lines

Signed-off-by: Steve Pham <spham@amazon.com>
2021-07-16 15:25:48 -07:00

57 lines
2.4 KiB
C++

/*
* Copyright (c) Contributors to the Open 3D Engine Project.
* For complete copyright and license terms please see the LICENSE at the root of this distribution.
*
* SPDX-License-Identifier: Apache-2.0 OR MIT
*
*/
#include <Source/ConnectionData/ClientToServerConnectionData.h>
namespace Multiplayer
{
// This can be used to help mitigate client side performance when large numbers of entities are created off the network
AZ_CVAR(uint32_t, cl_ClientMaxRemoteEntitiesPendingCreationCount, AZStd::numeric_limits<uint32_t>::max(), nullptr, AZ::ConsoleFunctorFlags::DontReplicate, "Maximum number of entities that we have sent to the client, but have not had a confirmation back from the client");
AZ_CVAR(AZ::TimeMs, cl_ClientEntityReplicatorPendingRemovalTimeMs, AZ::TimeMs{ 10000 }, nullptr, AZ::ConsoleFunctorFlags::DontReplicate, "How long should wait prior to removing an entity for the client through a change in the replication window, entity deletes are still immediate");
ClientToServerConnectionData::ClientToServerConnectionData
(
AzNetworking::IConnection* connection,
AzNetworking::IConnectionListener& connectionListener,
const AZStd::string& providerTicket
)
: m_connection(connection)
, m_entityReplicationManager(*connection, connectionListener, EntityReplicationManager::Mode::LocalClientToRemoteServer)
, m_providerTicket(providerTicket)
{
m_entityReplicationManager.SetMaxRemoteEntitiesPendingCreationCount(cl_ClientMaxRemoteEntitiesPendingCreationCount);
m_entityReplicationManager.SetEntityPendingRemovalMs(cl_ClientEntityReplicatorPendingRemovalTimeMs);
}
ClientToServerConnectionData::~ClientToServerConnectionData()
{
m_entityReplicationManager.Clear(false);
}
ConnectionDataType ClientToServerConnectionData::GetConnectionDataType() const
{
return ConnectionDataType::ClientToServer;
}
AzNetworking::IConnection* ClientToServerConnectionData::GetConnection() const
{
return m_connection;
}
EntityReplicationManager& ClientToServerConnectionData::GetReplicationManager()
{
return m_entityReplicationManager;
}
void ClientToServerConnectionData::Update(AZ::TimeMs hostTimeMs)
{
m_entityReplicationManager.ActivatePendingEntities();
m_entityReplicationManager.SendUpdates(hostTimeMs);
}
}