d411c1d1d9
* WIP. Autonomous->Authority network properties now functional. Still need some research in regards to entity ownership when it comes to the PropertyPublisher. Signed-off-by: Gene Walters <genewalt@amazon.com> * WIP. Exposing Auton->Auth Properties accessors and onchange events Signed-off-by: Gene Walters <genewalt@amazon.com> * Fix propertypublisher constructor to skip the creation state if we arent the owner. Removing ClientToServerReplicationWindow, return to just using NullReplicationWindow. Signed-off-by: Gene Walters <genewalt@amazon.com> * Reverting some wip debug prints Signed-off-by: Gene Walters <genewalt@amazon.com> * Minor whitespacing fix Signed-off-by: Gene Walters <genewalt@amazon.com> * minor undoing of whitespacing Signed-off-by: Gene Walters <genewalt@amazon.com> * NullReplicationWindow MaxReplication is 0, but now Autonomous entity updates will always be added to the send list (ignoring the max replication limit) Signed-off-by: Gene Walters <genewalt@amazon.com> * Updating PropertyPublisher comment to explicitly call out if we dont own the entity locally, the remote replicator must exist Signed-off-by: Gene Walters <genewalt@amazon.com> * Renaming RepiclationWindow GetMaxEntityReplicatorSendCount to GetMaxProxyEntityReplicatorSendCount; this number only affects the number of proxy sends and allows autonomous properties to always send Signed-off-by: Gene Walters <genewalt@amazon.com>
44 lines
1021 B
C++
44 lines
1021 B
C++
/*
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* Copyright (c) Contributors to the Open 3D Engine Project.
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* For complete copyright and license terms please see the LICENSE at the root of this distribution.
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*
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* SPDX-License-Identifier: Apache-2.0 OR MIT
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*
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*/
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#include <Source/ReplicationWindows/NullReplicationWindow.h>
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namespace Multiplayer
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{
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bool NullReplicationWindow::ReplicationSetUpdateReady()
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{
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return true;
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}
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const ReplicationSet& NullReplicationWindow::GetReplicationSet() const
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{
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return m_emptySet;
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}
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uint32_t NullReplicationWindow::GetMaxProxyEntityReplicatorSendCount() const
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{
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return 0;
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}
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bool NullReplicationWindow::IsInWindow([[maybe_unused]] const ConstNetworkEntityHandle& entityHandle, NetEntityRole& outNetworkRole) const
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{
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outNetworkRole = NetEntityRole::InvalidRole;
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return false;
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}
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void NullReplicationWindow::UpdateWindow()
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{
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;
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}
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void NullReplicationWindow::DebugDraw() const
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{
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// Nothing to draw
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}
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}
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