49 lines
1.4 KiB
C++
49 lines
1.4 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "MassProcessor.h"
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#include "MassEntityQuery.h"
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#include "MassObserverProcessor.h"
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#include "MassReplicationGridProcessor.generated.h"
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#define UE_API MASSREPLICATION_API
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class UMassReplicationSubsystem;
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/** Processor to update entity in the replication grid used to fetch entities close to clients */
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UCLASS(MinimalAPI)
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class UMassReplicationGridProcessor : public UMassProcessor
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{
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GENERATED_BODY()
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public:
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UE_API UMassReplicationGridProcessor();
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protected:
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UE_API virtual void ConfigureQueries(const TSharedRef<FMassEntityManager>& EntityManager) override;
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UE_API virtual void Execute(FMassEntityManager& EntityManager, FMassExecutionContext& Context) override;
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private:
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FMassEntityQuery AddToGridEntityQuery;
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FMassEntityQuery UpdateGridEntityQuery;
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FMassEntityQuery RemoveFromGridEntityQuery;
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};
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/** Deinitializer processor to remove entity from the replication grid */
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UCLASS(MinimalAPI)
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class UMassReplicationGridRemoverProcessor : public UMassObserverProcessor
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{
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GENERATED_BODY()
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UMassReplicationGridRemoverProcessor();
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protected:
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UE_API virtual void ConfigureQueries(const TSharedRef<FMassEntityManager>& EntityManager) override;
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UE_API virtual void Execute(FMassEntityManager& EntityManager, FMassExecutionContext& Context) override;
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FMassEntityQuery EntityQuery;
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};
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#undef UE_API
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