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o3de/Gems/Multiplayer/Code/Source/Components/LocalPredictionPlayerInputC...

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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/Components/LocalPredictionPlayerInputComponent.h>
#include <AzCore/Serialization/SerializeContext.h>
#include <AzCore/Serialization/EditContext.h>
namespace Multiplayer
{
void LocalPredictionPlayerInputComponent::LocalPredictionPlayerInputComponent::Reflect(AZ::ReflectContext* context)
{
AZ::SerializeContext* serializeContext = azrtti_cast<AZ::SerializeContext*>(context);
if (serializeContext)
{
serializeContext->Class<LocalPredictionPlayerInputComponent, LocalPredictionPlayerInputComponentBase>()
->Version(1);
}
LocalPredictionPlayerInputComponentBase::Reflect(context);
}
void LocalPredictionPlayerInputComponentController::HandleSendClientInput
(
[[maybe_unused]] const Multiplayer::NetworkInputVector& inputArray,
[[maybe_unused]] const uint32_t& stateHash,
[[maybe_unused]] const AzNetworking::PacketEncodingBuffer& clientState
)
{
;
}
void LocalPredictionPlayerInputComponentController::HandleSendMigrateClientInput
(
[[maybe_unused]] const Multiplayer::MigrateNetworkInputVector& inputArray
)
{
;
}
void LocalPredictionPlayerInputComponentController::HandleSendClientInputCorrection
(
[[maybe_unused]] const Multiplayer::NetworkInputId& inputId,
[[maybe_unused]] const AzNetworking::PacketEncodingBuffer& correction
)
{
;
}
}