Major networking refactoring to allow for snapshot filtering outside of netcode

This commit is contained in:
2016-02-09 13:22:21 +01:00
parent 2b4e00e4b0
commit d3bc48f5f7
28 changed files with 382 additions and 198 deletions
@@ -0,0 +1,25 @@
#ifndef MultiplayerSnapshotFilter_h__
#define MultiplayerSnapshotFilter_h__
#include "Core/EventBroker.h"
#include "Core/EPlayerSpawned.h"
#include "Network/SnapshotFilter.h"
#include "Network/EInterpolate.h"
class MultiplayerSnapshotFilter : public SnapshotFilter
{
public:
MultiplayerSnapshotFilter(EventBroker* eventBroker);
virtual bool FilterComponent(EntityWrapper entity, SharedComponentWrapper& component) override;
private:
EventBroker* m_EventBroker;
EntityWrapper m_LocalPlayer = EntityWrapper::Invalid;
EventRelay<MultiplayerSnapshotFilter, Events::PlayerSpawned> m_EPlayerSpawned;
bool OnPlayerSpawned(Events::PlayerSpawned ePlayerSpawned);
};
#endif