You cannot select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
o3de/Code/Framework/AzNetworking/AzNetworking/ConnectionLayer/IConnectionSet.h

57 lines
2.5 KiB
C++

/*
* Copyright (c) Contributors to the Open 3D Engine Project.
* For complete copyright and license terms please see the LICENSE at the root of this distribution.
*
* SPDX-License-Identifier: Apache-2.0 OR MIT
*
*/
#pragma once
#include <AzNetworking/ConnectionLayer/IConnection.h>
namespace AzNetworking
{
//! @class IConnectionSet
//! @brief interface class for managing a set of connections.
//!
//! IConnectionSet defines a simple interface for working with an abstract set of IConnections bound to an
//! INetworkInterface. Generally users of AzNetworking will not have reason to interact directly with the IConnectionSet,
//! as its interface is completely wrapped by INetworkInterface.
class IConnectionSet
{
public:
using ConnectionVisitor = AZStd::function<void(IConnection&)>;
virtual ~IConnectionSet() = default;
//! Will visit each active connection in the connection set and invoke the provided connection visitor.
//! @param visitor the visitor to visit each connection with
virtual void VisitConnections(const ConnectionVisitor& visitor) = 0;
//! Deletes a connection from this connection list instance by connection identifier.
//! @param connectionId connection identifier of the connection to delete
//! @return boolean true on success
virtual bool DeleteConnection(ConnectionId connectionId) = 0;
//! Retrieves a connection from this connection set by connection identifier.
//! @param connectionId connection identifier of the connection to retrieve
//! @return pointer to the requested connection instance on success, nullptr on failure
virtual IConnection* GetConnection(ConnectionId connectionId) const = 0;
//! Returns the next valid connection identifier for this connection list instance.
//! @return a valid connection identifier to give a new connection instance, or InvalidConnectionId on failure
virtual ConnectionId GetNextConnectionId() = 0;
//! Returns the current total connection count for this connection set
//! @return the current total connection count for this connection set
virtual uint32_t GetConnectionCount() const = 0;
//! Returns the current total count of connections not pending disconnect for this connection set
//! @return the current total count of connections not pending disconnect for this connection set
virtual uint32_t GetActiveConnectionCount() const = 0;
};
}