DarkflameServer/thirdparty/raknet/Source/NetworkIDObject.h
2021-12-05 18:54:36 +01:00

99 lines
4.6 KiB
C++

/// \file
/// \brief A class you can derive from to make it easier to represent every networked object with an integer. This way you can refer to objects over the network.
///
/// 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.
#if !defined(__NETWORK_ID_GENERATOR)
#define __NETWORK_ID_GENERATOR
#include "RakNetTypes.h"
#include "RakMemoryOverride.h"
#include "Export.h"
class NetworkIDManager;
/// \brief Unique shared ids for each object instance
///
/// A class you can derive from to make it easier to represent every networked object with an integer. This way you can refer to objects over the network.
/// One system should return true for IsNetworkIDAuthority() and the rest should return false. When an object needs to be created, have the the one system create the object.
/// Then have that system send a message to all other systems, and include the value returned from GetNetworkID() in that packet. All other systems should then create the same
/// class of object, and call SetNetworkID() on that class with the NetworkID in the packet.
/// \see the manual for more information on this.
class RAK_DLL_EXPORT NetworkIDObject : public RakNet::RakMemoryOverride
{
public:
/// Constructor. NetworkIDs, if IsNetworkIDAuthority() is true, are created here.
NetworkIDObject();
/// Destructor. Used NetworkIDs, if any, are freed here.
virtual ~NetworkIDObject();
/// Sets the manager class from which to request unique network IDs
/// Unlike previous versions, the NetworkIDObject relies on a manager class to provide IDs, rather than using statics,
/// So you can have more than one set of IDs on the same system.
virtual void SetNetworkIDManager( NetworkIDManager *manager);
/// Returns what was passed to SetNetworkIDManager
virtual NetworkIDManager * GetNetworkIDManager( void );
/// Returns the NetworkID that you can use to refer to this object over the network.
/// \pre You must first call SetNetworkIDManager before using this function
/// \retval UNASSIGNED_NETWORK_ID UNASSIGNED_NETWORK_ID is returned IsNetworkIDAuthority() is false and SetNetworkID() was not previously called. This is also returned if you call this function in the constructor.
/// \retval 0-65534 Any other value is a valid NetworkID. NetworkIDs start at 0 and go to 65534, wrapping at that point.
virtual NetworkID GetNetworkID( void );
/// Sets the NetworkID for this instance. Usually this is called by the clients and determined from the servers. However, if you save multiplayer games you would likely use
/// This on load as well.
virtual void SetNetworkID( NetworkID id );
/// Your class does not have to derive from NetworkIDObject, although that is the easiest way to implement this.
/// If you want this to be a member object of another class, rather than inherit, then call SetParent() with a pointer to the parent class instance.
/// GET_OBJECT_FROM_ID will then return the parent rather than this instance.
virtual void SetParent( void *_parent );
/// Return what was passed to SetParent
/// \return The value passed to SetParent, or 0 if it was never called.
virtual void* GetParent( void ) const;
/// Overload this function and return true if you require that SetParent is called before this object is used.
/// This is a safety check you should do this if you want this to be
/// a member object of another class rather than derive from this class.
virtual bool RequiresSetParent(void) const;
/// Used so I can compare pointers in the ReplicaManager
unsigned int GetAllocationNumber(void) const;
protected:
/// The network ID of this object
NetworkID networkID;
/// The parent set by SetParent()
void *parent;
/// Used so I can compare pointers in the ReplicaManager
static unsigned int nextAllocationNumber;
unsigned int allocationNumber;
/// Internal function to generate an ID when needed. This is deferred until needed and is not called from the constructor.
void GenerateID(void);
/// This is crap but is necessary because virtual functions don't work in the constructor
bool callGenerationCode;
NetworkIDManager *networkIDManager;
};
#endif