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o3de/Gems/Multiplayer/Code/Source/ConnectionData/ClientToServerConnectionData.h

48 lines
1.5 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.
*
*/
#pragma once
#include <Source/ConnectionData/IConnectionData.h>
namespace Multiplayer
{
class ClientToServerConnectionData final
: public IConnectionData
{
public:
ClientToServerConnectionData
(
AzNetworking::IConnection* connection,
AzNetworking::IConnectionListener& connectionListener
);
~ClientToServerConnectionData() override;
//! IConnectionData interface
//! @{
ConnectionDataType GetConnectionDataType() const override;
AzNetworking::IConnection* GetConnection() const override;
EntityReplicationManager& GetReplicationManager() override;
void Update(AZ::TimeMs serverGameTimeMs) override;
//! @}
bool CanSendUpdates();
private:
EntityReplicationManager m_entityReplicationManager;
AzNetworking::IConnection* m_connection = nullptr;
bool m_canSendUpdates = true;
};
}
#include <Source/ConnectionData/ClientToServerConnectionData.inl>