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o3de/Gems/Multiplayer/Code/Source/ConnectionData/ServerToServerConnectionData.h
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2021-03-25 13:57:57 -07:00

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/*
* 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>
#include <Source/NetworkEntity/INetworkEntityManager.h>
#include <Source/NetworkEntity/EntityReplication/EntityReplicationManager.h>
namespace Multiplayer
{
class ServerToServerConnectionData
: public IConnectionData
{
public:
//! Constructor
//! @param connection connection to other server
//! @param connectionListener the connection listener interface for handling packets
//! @param serverAddress the address for the remote server
ServerToServerConnectionData
(
AzNetworking::IConnection* connection,
AzNetworking::IConnectionListener& connectionListener,
const AzNetworking::IpAddress& serverAddress
);
~ServerToServerConnectionData() override;
//! IConnectionData interface
//! @{
ConnectionDataType GetConnectionDataType() const override;
AzNetworking::IConnection* GetConnection() const override;
EntityReplicationManager& GetReplicationManager() override;
void Update(AZ::TimeMs serverGameTimeMs) override;
//! @}
const AzNetworking::IpAddress& GetServerAddress() const;
bool IsReady();
void SetIsReady(bool isReady);
//! Get my server shard Id
//! @return return shard Id
HostId GetHostId() const;
private:
void OnConnectTimeout();
AzNetworking::IpAddress m_serverAddress;
AzNetworking::IConnection* m_connection = nullptr;
EntityReplicationManager m_entityReplicationManager;
AZ::ScheduledEvent m_connectEvent; //< Connection timeout handler
bool m_isReady = false;
AZ_DISABLE_COPY_MOVE(ServerToServerConnectionData);
};
}
#include <Source/ConnectionData/ServerToServerConnectionData.inl>