DarkflameServer/thirdparty/raknet/Source/NetworkIDManager.h

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/// \file
///
/// This file is part of RakNet Copyright 2003 Kevin Jenkins.
///
/// Usage of RakNet is subject to the appropriate license agreement.
/// Creative Commons Licensees are subject to the
/// license found at
/// http://creativecommons.org/licenses/by-nc/2.5/
/// Single application licensees are subject to the license found at
/// http://www.jenkinssoftware.com/SingleApplicationLicense.html
/// Custom license users are subject to the terms therein.
/// GPL license users are subject to the GNU General Public
/// License as published by the Free
/// Software Foundation; either version 2 of the License, or (at your
/// option) any later version.
#ifndef __NETWORK_ID_MANAGER_H
#define __NETWORK_ID_MANAGER_H
#include "DS_BinarySearchTree.h"
#include "RakNetTypes.h"
#include "Export.h"
#include "RakMemoryOverride.h"
#include "NetworkIDObject.h"
// O(1) instead of O(log2n) but takes more memory if less than 1/3 of the mappings are used.
// #define NETWORK_ID_USE_PTR_TABLE
/// \internal
/// \brief A node in the AVL tree that holds the mapping between NetworkID and pointers.
struct RAK_DLL_EXPORT NetworkIDNode : public RakNet::RakMemoryOverride
{
NetworkID networkID;
NetworkIDObject *object;
NetworkIDNode();
NetworkIDNode( NetworkID _networkID, NetworkIDObject *_object );
bool operator==( const NetworkIDNode& right ) const;
bool operator > ( const NetworkIDNode& right ) const;
bool operator < ( const NetworkIDNode& right ) const;
};
/// This class is simply used to generate a unique number for a group of instances of NetworkIDObject
/// An instance of this class is required to use the ObjectID to pointer lookup system
/// You should have one instance of this class per game instance.
/// Call SetIsNetworkIDAuthority before using any functions of this class, or of NetworkIDObject
class RAK_DLL_EXPORT NetworkIDManager : public RakNet::RakMemoryOverride
{
public:
NetworkIDManager(void);
virtual ~NetworkIDManager(void);
/// For every group of systems, one system needs to be responsible for creating unique IDs for all objects created on all systems.
/// This way, systems can send that id in packets to refer to objects (you can't send pointers because the memory allocations may be different).
/// In a client/server environment, the system that creates unique IDs would be the server.
/// If you are using peer to peer or other situations where you don't have a single system to assign ids,
/// set this to true, and set NetworkID::peerToPeerMode to true
void SetIsNetworkIDAuthority(bool isAuthority);
/// \return Returns what was passed to SetIsNetworkIDAuthority()
bool IsNetworkIDAuthority(void) const;
/// Necessary for peer to peer, as NetworkIDs are then composed of your external player Id (doesn't matter which, as long as unique)
/// plus the usual object ID number.
/// Get this from RakPeer::GetExternalSystemAddress) one time, the first time you make a connection.
/// \pre You must first call SetNetworkIDManager before using this function
/// \param[in] systemAddress Your external systemAddress
void SetExternalSystemAddress(SystemAddress systemAddress);
SystemAddress GetExternalSystemAddress(void);
/// These function is only meant to be used when saving games as you
/// should save the HIGHEST value staticItemID has achieved upon save
/// and reload it upon load. Save AFTER you've created all the items
/// derived from this class you are going to create.
/// \return the HIGHEST Object Id currently used
unsigned short GetSharedNetworkID( void );
/// These function is only meant to be used when loading games. Load
/// BEFORE you create any new objects that are not SetIDed based on
/// the save data.
/// \param[in] i the highest number of NetworkIDObject reached.
void SetSharedNetworkID( unsigned short i );
/// If you use a parent, returns this instance rather than the parent object.
/// \pre You must first call SetNetworkIDManager before using this function
NetworkIDObject* GET_BASE_OBJECT_FROM_ID( NetworkID x );
/// Returns the parent object, or this instance if you don't use a parent.
/// \depreciated, use the template form. This form requires that NetworkIDObject is the basemost derived class
/// \pre You must first call SetNetworkIDManager before using this function
void* GET_OBJECT_FROM_ID( NetworkID x );
/// Returns the parent object, or this instance if you don't use a parent.
/// Supports NetworkIDObject anywhere in the inheritance hierarchy
/// \pre You must first call SetNetworkIDManager before using this function
template <class returnType>
returnType GET_OBJECT_FROM_ID(NetworkID x) {
NetworkIDObject *nio = GET_BASE_OBJECT_FROM_ID(x);
if (nio==0)
return 0;
if (nio->GetParent())
return (returnType) nio->GetParent();
return (returnType) nio;
}
protected:
SystemAddress externalSystemAddress;
unsigned short sharedNetworkID;
bool isNetworkIDAuthority;
bool calledSetIsNetworkIDAuthority;
friend class NetworkIDObject;
#if ! defined(NETWORK_ID_USE_PTR_TABLE) || defined(NETWORK_ID_USE_HASH)
/// This AVL tree holds the pointer to NetworkID mappings
DataStructures::AVLBalancedBinarySearchTree<NetworkIDNode> IDTree;
#else
NetworkIDObject **IDArray;
#endif
};
#endif