mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-12-23 14:03:34 +00:00
0545adfac3
Have fun!
123 lines
5.1 KiB
C++
123 lines
5.1 KiB
C++
/// \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
|