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50 lines
1.8 KiB
C++
50 lines
1.8 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 <AzCore/Component/Component.h>
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#include <AzCore/std/containers/unordered_set.h>
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#include <MultiplayerCompressionFactory.h>
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namespace MultiplayerCompression
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{
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/**
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* System component whose sole purpose is to own a compression factory and expose it via EBUS
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* so GridMate/Multiplayer Gem can easily ingest the compressor.
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*/
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class MultiplayerCompressionSystemComponent
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: public AZ::Component
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{
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public:
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AZ_COMPONENT(MultiplayerCompressionSystemComponent, "{C3099AC9-47A6-41D2-8928-F38F904BAC1B}");
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MultiplayerCompressionSystemComponent();
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~MultiplayerCompressionSystemComponent() override;
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static void Reflect(AZ::ReflectContext* context);
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static void GetProvidedServices(AZ::ComponentDescriptor::DependencyArrayType& provided);
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static void GetIncompatibleServices(AZ::ComponentDescriptor::DependencyArrayType& incompatible);
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////////////////////////////////////////////////////////////////////////
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// AZ::Component interface implementation
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void Init() override {}
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void Activate() override {}
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void Deactivate() override {}
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////////////////////////////////////////////////////////////////////////
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private:
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MultiplayerCompressionFactory* m_multiplayerCompressionFactory;
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};
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}
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