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o3de/Gems/Multiplayer/Code/Source/MultiplayerToolsModule.cpp

66 lines
2.0 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 <Source/Multiplayer_precompiled.h>
#include <Source/MultiplayerToolsModule.h>
#include "Pipeline/NetworkPrefabProcessor.h"
#include "AzCore/Serialization/Json/RegistrationContext.h"
#include "Prefab/Instance/InstanceSerializer.h"
namespace Multiplayer
{
//! Multiplayer system component wraps the bridging logic between the game and transport layer.
class MultiplayerToolsSystemComponent final
: public AZ::Component
{
public:
AZ_COMPONENT(MultiplayerToolsSystemComponent, "{65AF5342-0ECE-423B-B646-AF55A122F72B}");
static void Reflect(AZ::ReflectContext* context)
{
NetworkPrefabProcessor::Reflect(context);
}
MultiplayerToolsSystemComponent() = default;
~MultiplayerToolsSystemComponent() override = default;
/// AZ::Component overrides.
void Activate() override
{
}
void Deactivate() override
{
}
};
MultiplayerToolsModule::MultiplayerToolsModule()
: AZ::Module()
{
m_descriptors.insert(m_descriptors.end(), {
MultiplayerToolsSystemComponent::CreateDescriptor(),
});
}
AZ::ComponentTypeList MultiplayerToolsModule::GetRequiredSystemComponents() const
{
return AZ::ComponentTypeList
{
azrtti_typeid<MultiplayerToolsSystemComponent>(),
};
}
} // namespace Multiplayer
AZ_DECLARE_MODULE_CLASS(Gem_Multiplayer2_Tools, Multiplayer::MultiplayerToolsModule);