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

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