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

49 lines
1.8 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/NetworkEntity/INetworkEntityManager.h>
#include <Source/NetworkEntity/EntityReplication/EntityReplicationManager.h>
namespace Multiplayer
{
enum class ConnectionDataType
{
ClientToServer,
ServerToClient,
ServerToServer
};
class IConnectionData
{
public:
virtual ~IConnectionData() = default;
//! Returns whether or not this is a ServerToClient or ServerToServer connection data instance.
//! @return ConnectionDataType::ServerToClient or ConnectionDataType::ServerToServer
virtual ConnectionDataType GetConnectionDataType() const = 0;
//! Returns the connection bound to this connection data instance.
//! @return pointer to the connection bound to this connection data instance
virtual AzNetworking::IConnection* GetConnection() const = 0;
//! Returns the EntityReplicationManager for this connection data instance.
//! @return reference to the EntityReplicationManager for this connection data instance
virtual EntityReplicationManager& GetReplicationManager() = 0;
//! Creates and manages sending updates to the remote endpoint.
//! @param serverGameTimeMs current server game time in milliseconds
virtual void Update(AZ::TimeMs serverGameTimeMs) = 0;
};
}