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Public release of the DLU server code!
Have fun!
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122
thirdparty/raknet/Source/NetworkIDManager.h
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122
thirdparty/raknet/Source/NetworkIDManager.h
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/// \file
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///
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/// This file is part of RakNet Copyright 2003 Kevin Jenkins.
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///
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/// Usage of RakNet is subject to the appropriate license agreement.
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/// Creative Commons Licensees are subject to the
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/// license found at
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/// http://creativecommons.org/licenses/by-nc/2.5/
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/// Single application licensees are subject to the license found at
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/// http://www.jenkinssoftware.com/SingleApplicationLicense.html
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/// Custom license users are subject to the terms therein.
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/// GPL license users are subject to the GNU General Public
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/// License as published by the Free
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/// Software Foundation; either version 2 of the License, or (at your
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/// option) any later version.
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#ifndef __NETWORK_ID_MANAGER_H
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#define __NETWORK_ID_MANAGER_H
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#include "DS_BinarySearchTree.h"
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#include "RakNetTypes.h"
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#include "Export.h"
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#include "RakMemoryOverride.h"
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#include "NetworkIDObject.h"
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// O(1) instead of O(log2n) but takes more memory if less than 1/3 of the mappings are used.
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// #define NETWORK_ID_USE_PTR_TABLE
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/// \internal
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/// \brief A node in the AVL tree that holds the mapping between NetworkID and pointers.
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struct RAK_DLL_EXPORT NetworkIDNode : public RakNet::RakMemoryOverride
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{
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NetworkID networkID;
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NetworkIDObject *object;
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NetworkIDNode();
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NetworkIDNode( NetworkID _networkID, NetworkIDObject *_object );
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bool operator==( const NetworkIDNode& right ) const;
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bool operator > ( const NetworkIDNode& right ) const;
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bool operator < ( const NetworkIDNode& right ) const;
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};
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/// This class is simply used to generate a unique number for a group of instances of NetworkIDObject
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/// An instance of this class is required to use the ObjectID to pointer lookup system
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/// You should have one instance of this class per game instance.
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/// Call SetIsNetworkIDAuthority before using any functions of this class, or of NetworkIDObject
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class RAK_DLL_EXPORT NetworkIDManager : public RakNet::RakMemoryOverride
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{
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public:
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NetworkIDManager(void);
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virtual ~NetworkIDManager(void);
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/// For every group of systems, one system needs to be responsible for creating unique IDs for all objects created on all systems.
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/// 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).
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/// In a client/server environment, the system that creates unique IDs would be the server.
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/// If you are using peer to peer or other situations where you don't have a single system to assign ids,
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/// set this to true, and set NetworkID::peerToPeerMode to true
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void SetIsNetworkIDAuthority(bool isAuthority);
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/// \return Returns what was passed to SetIsNetworkIDAuthority()
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bool IsNetworkIDAuthority(void) const;
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/// Necessary for peer to peer, as NetworkIDs are then composed of your external player Id (doesn't matter which, as long as unique)
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/// plus the usual object ID number.
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/// Get this from RakPeer::GetExternalSystemAddress) one time, the first time you make a connection.
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/// \pre You must first call SetNetworkIDManager before using this function
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/// \param[in] systemAddress Your external systemAddress
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void SetExternalSystemAddress(SystemAddress systemAddress);
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SystemAddress GetExternalSystemAddress(void);
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/// These function is only meant to be used when saving games as you
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/// should save the HIGHEST value staticItemID has achieved upon save
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/// and reload it upon load. Save AFTER you've created all the items
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/// derived from this class you are going to create.
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/// \return the HIGHEST Object Id currently used
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unsigned short GetSharedNetworkID( void );
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/// These function is only meant to be used when loading games. Load
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/// BEFORE you create any new objects that are not SetIDed based on
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/// the save data.
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/// \param[in] i the highest number of NetworkIDObject reached.
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void SetSharedNetworkID( unsigned short i );
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/// If you use a parent, returns this instance rather than the parent object.
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/// \pre You must first call SetNetworkIDManager before using this function
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NetworkIDObject* GET_BASE_OBJECT_FROM_ID( NetworkID x );
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/// Returns the parent object, or this instance if you don't use a parent.
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/// \depreciated, use the template form. This form requires that NetworkIDObject is the basemost derived class
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/// \pre You must first call SetNetworkIDManager before using this function
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void* GET_OBJECT_FROM_ID( NetworkID x );
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/// Returns the parent object, or this instance if you don't use a parent.
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/// Supports NetworkIDObject anywhere in the inheritance hierarchy
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/// \pre You must first call SetNetworkIDManager before using this function
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template <class returnType>
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returnType GET_OBJECT_FROM_ID(NetworkID x) {
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NetworkIDObject *nio = GET_BASE_OBJECT_FROM_ID(x);
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if (nio==0)
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return 0;
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if (nio->GetParent())
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return (returnType) nio->GetParent();
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return (returnType) nio;
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}
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protected:
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SystemAddress externalSystemAddress;
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unsigned short sharedNetworkID;
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bool isNetworkIDAuthority;
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bool calledSetIsNetworkIDAuthority;
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friend class NetworkIDObject;
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#if ! defined(NETWORK_ID_USE_PTR_TABLE) || defined(NETWORK_ID_USE_HASH)
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/// This AVL tree holds the pointer to NetworkID mappings
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DataStructures::AVLBalancedBinarySearchTree<NetworkIDNode> IDTree;
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#else
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NetworkIDObject **IDArray;
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#endif
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};
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#endif
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