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o3de/Gems/MultiplayerCompression/Code/Source/MultiplayerCompressionSyste...

66 lines
2.7 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 <AzCore/Interface/Interface.h>
#include <AzCore/Serialization/SerializeContext.h>
#include <AzCore/Serialization/EditContext.h>
#include <AzCore/std/smart_ptr/make_shared.h>
#include <AzNetworking/Framework/INetworking.h>
#include "MultiplayerCompressionSystemComponent.h"
#include "LZ4Compressor.h"
#include "MultiplayerCompressionFactory.h"
namespace MultiplayerCompression
{
void MultiplayerCompressionSystemComponent::Reflect(AZ::ReflectContext* context)
{
if (AZ::SerializeContext* serialize = azrtti_cast<AZ::SerializeContext*>(context))
{
serialize->Class<MultiplayerCompressionSystemComponent, AZ::Component>()
->Version(0)
;
if (AZ::EditContext* ec = serialize->GetEditContext())
{
ec->Class<MultiplayerCompressionSystemComponent>("MultiplayerCompression", "Provides packet compression via an open source library for the Multiplayer Gem")
->ClassElement(AZ::Edit::ClassElements::EditorData, "")
->Attribute(AZ::Edit::Attributes::AppearsInAddComponentMenu, AZ_CRC("System"))
->Attribute(AZ::Edit::Attributes::AutoExpand, true)
;
}
}
}
void MultiplayerCompressionSystemComponent::GetProvidedServices(AZ::ComponentDescriptor::DependencyArrayType& provided)
{
provided.push_back(AZ_CRC("MultiplayerCompressionService"));
}
void MultiplayerCompressionSystemComponent::GetIncompatibleServices(AZ::ComponentDescriptor::DependencyArrayType& incompatible)
{
incompatible.push_back(AZ_CRC("MultiplayerCompressionService"));
}
MultiplayerCompressionSystemComponent::MultiplayerCompressionSystemComponent()
{
m_multiplayerCompressionFactory = new MultiplayerCompressionFactory();
AZ::Interface<AzNetworking::INetworking>::Get()->RegisterCompressorFactory(m_multiplayerCompressionFactory);
}
MultiplayerCompressionSystemComponent::~MultiplayerCompressionSystemComponent()
{
AZ::Interface<AzNetworking::INetworking>::Get()->UnregisterCompressorFactory(m_multiplayerCompressionFactory->GetFactoryName());
delete m_multiplayerCompressionFactory;
}
}