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o3de/Gems/Multiplayer/Code/Source/Components/MultiplayerComponent.cpp

90 lines
3.0 KiB
C++

/*
* 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.
*
*/
#include <Multiplayer/Components/MultiplayerComponent.h>
#include <Multiplayer/Components/NetBindComponent.h>
#include <AzCore/Serialization/SerializeContext.h>
namespace Multiplayer
{
void MultiplayerComponent::Reflect(AZ::ReflectContext* context)
{
AZ::SerializeContext* serializeContext = azrtti_cast<AZ::SerializeContext*>(context);
if (serializeContext)
{
serializeContext->Class<MultiplayerComponent, AZ::Component>()
->Version(1);
}
}
void MultiplayerComponent::GetRequiredServices(AZ::ComponentDescriptor::DependencyArrayType& required)
{
required.push_back(AZ_CRC_CE("NetBindService"));
}
const NetBindComponent* MultiplayerComponent::GetNetBindComponent() const
{
return m_netBindComponent;
}
NetBindComponent* MultiplayerComponent::GetNetBindComponent()
{
return m_netBindComponent;
}
NetEntityId MultiplayerComponent::GetNetEntityId() const
{
return m_netBindComponent ? m_netBindComponent->GetNetEntityId() : InvalidNetEntityId;
}
bool MultiplayerComponent::IsNetEntityRoleAuthority() const
{
return m_netBindComponent ? m_netBindComponent->IsNetEntityRoleAuthority() : false;
}
bool MultiplayerComponent::IsNetEntityRoleAutonomous() const
{
return m_netBindComponent ? m_netBindComponent->IsNetEntityRoleAutonomous() : false;
}
bool MultiplayerComponent::IsNetEntityRoleServer() const
{
return m_netBindComponent ? m_netBindComponent->IsNetEntityRoleServer() : false;
}
bool MultiplayerComponent::IsNetEntityRoleClient() const
{
return m_netBindComponent ? m_netBindComponent->IsNetEntityRoleClient() : false;
}
ConstNetworkEntityHandle MultiplayerComponent::GetEntityHandle() const
{
const NetBindComponent* netBindComponent = GetNetBindComponent();
return netBindComponent ? netBindComponent->GetEntityHandle() : ConstNetworkEntityHandle();
}
NetworkEntityHandle MultiplayerComponent::GetEntityHandle()
{
NetBindComponent* netBindComponent = GetNetBindComponent();
return netBindComponent ? netBindComponent->GetEntityHandle() : NetworkEntityHandle();
}
void MultiplayerComponent::MarkDirty()
{
NetBindComponent* netBindComponent = GetNetBindComponent();
if (netBindComponent != nullptr)
{
netBindComponent->MarkDirty();
}
}
}