/// \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 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 IDTree; #else NetworkIDObject **IDArray; #endif }; #endif