SA-MP/raknet/ConnectionGraph.h
RD42 bcdbedc0be Revert RakNet source files back to the original v2.518 state
* Add RakNet source files to the VS project
2024-08-16 23:33:48 +08:00

166 lines
8.8 KiB
C++

/// \file
/// \brief Connection graph plugin. This maintains a graph of connections for the entire network, so every peer knows about every other peer.
///
/// 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.rakkarsoft.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 __CONNECTION_GRAPH_H
#define __CONNECTION_GRAPH_H
class RakPeerInterface;
#include "NetworkTypes.h"
#include "PluginInterface.h"
#include "DS_List.h"
#include "DS_WeightedGraph.h"
#include "GetTime.h"
#include "Export.h"
// If you need more than 255 groups just change this typedef
typedef unsigned char ConnectionGraphGroupID;
/// \defgroup CONNECTION_GRAPH_GROUP ConnectionGraph
/// \ingroup PLUGINS_GROUP
/// \ingroup CONNECTION_GRAPH_GROUP
/// \brief A connection graph. Each peer will know about all other peers.
class RAK_DLL_EXPORT ConnectionGraph : public PluginInterface
{
public:
ConnectionGraph();
~ConnectionGraph();
/// A node in the connection graph
struct RAK_DLL_EXPORT PlayerIdAndGroupId
{
PlayerIdAndGroupId();
~PlayerIdAndGroupId();
PlayerIdAndGroupId(PlayerID playerId, ConnectionGraphGroupID groupID);
PlayerID playerId;
ConnectionGraphGroupID groupId;
bool operator==( const PlayerIdAndGroupId& right ) const;
bool operator!=( const PlayerIdAndGroupId& right ) const;
bool operator > ( const PlayerIdAndGroupId& right ) const;
bool operator < ( const PlayerIdAndGroupId& right ) const;
};
// --------------------------------------------------------------------------------------------
// User functions
// --------------------------------------------------------------------------------------------
/// Plaintext encoding of the password, or 0 for none. If you use a password, use secure connections
void SetPassword(const char *password);
/// Returns the connection graph
/// \return The connection graph, stored as map of adjacency lists
DataStructures::WeightedGraph<ConnectionGraph::PlayerIdAndGroupId, unsigned short, false> *GetGraph(void);
/// Automatically add new connections to the connection graph
/// Defaults to true
/// If true, then the system will automatically add all new connections for you, assigning groupId 0 to these systems.
/// If you want more control, you should call SetAutoAddNewConnections(false);
/// When false, it is up to you to call RequestConnectionGraph and AddNewConnection to complete the graph
/// However, this way you can choose which nodes are on the graph for this system and can assign groupIds to those nodes
/// \param[in] autoAdd true to automatically add new connections to the connection graph. False to not do so.
void SetAutoAddNewConnections(bool autoAdd);
/// Requests the connection graph from another system
/// Only necessary to call if SetAutoAddNewConnections(false) is called.
/// You should call this sometime after getting ID_CONNECTION_REQUEST_ACCEPTED and \a playerId is or should be a node on the connection graph
/// \param[in] peer The instance of RakPeer to send through
/// \param[in] playerId The system to send to
void RequestConnectionGraph(RakPeerInterface *peer, PlayerID playerId);
/// Adds a new connection to the connection graph from this system to the specified system. Also assigns a group identifier for that system
/// Only used and valid when SetAutoAddNewConnections(false) is called.
/// Call this for this system sometime after getting ID_NEW_INCOMING_CONNECTION or ID_CONNECTION_REQUEST_ACCEPTED for systems that contain a connection graph
/// Groups are sets of one or more nodes in the total graph
/// We only add to the graph groups which we subscribe to
/// \param[in] peer The instance of RakPeer to send through
/// \param[in] playerId The system that is connected to us.
/// \param[in] groupId Just a number representing a group. Important: 0 is reserved to mean unassigned group ID and is assigned to all systems added with SetAutoAddNewConnections(true)
void AddNewConnection(RakPeerInterface *peer, PlayerID playerId, ConnectionGraphGroupID groupId);
/// Sets our own group ID
/// Only used and valid when SetAutoAddNewConnections(false) is called.
/// Defaults to 0
/// \param[in] groupId Our group ID
void SetGroupId(ConnectionGraphGroupID groupId);
/// Allows adding to the connection graph nodes with this groupId.
/// By default, you subscribe to group 0, which are all systems automatically added with SetAutoAddNewConnections(true)
/// Calling this does not add nodes which were previously rejected due to an unsubscribed group - it only allows addition of nodes after the fact
/// \param[in] groupId Just a number representing a group. 0 is reserved to mean unassigned group ID, automatically added with SetAutoAddNewConnections(true)
void SubscribeToGroup(ConnectionGraphGroupID groupId);
/// Disables addition of graph nodes with this groupId
/// Calling this does not add remove nodes with this groupId which are already present in the graph. It only disables addition of nodes after the fact
/// \param[in] groupId Just a number representing a group. 0 is reserved to mean unassigned group ID, automatically added with SetAutoAddNewConnections(true)
void UnsubscribeFromGroup(ConnectionGraphGroupID groupId);
// --------------------------------------------------------------------------------------------
// Packet handling functions
// --------------------------------------------------------------------------------------------
/// \internal
virtual void OnDisconnect(RakPeerInterface *peer);
/// \internal
virtual void Update(RakPeerInterface *peer);
/// \internal
virtual PluginReceiveResult OnReceive(RakPeerInterface *peer, Packet *packet);
/// \internal
virtual void OnCloseConnection(RakPeerInterface *peer, PlayerID playerId);
protected:
void HandleDroppedConnection(RakPeerInterface *peer, PlayerID playerId, unsigned char packetId);
void DeleteFromPeerList(PlayerID playerId);
void OnNewIncomingConnection(RakPeerInterface *peer, Packet *packet);
void OnConnectionRequestAccepted(RakPeerInterface *peer, Packet *packet);
void OnConnectionGraphRequest(RakPeerInterface *peer, Packet *packet);
void OnConnectionGraphReply(RakPeerInterface *peer, Packet *packet);
void OnConnectionGraphUpdate(RakPeerInterface *peer, Packet *packet);
void OnNewConnection(RakPeerInterface *peer, Packet *packet);
bool OnConnectionLost(RakPeerInterface *peer, Packet *packet, unsigned char packetId);
void OnConnectionAddition(RakPeerInterface *peer, Packet *packet);
void OnConnectionRemoval(RakPeerInterface *peer, Packet *packet);
void SendConnectionGraph(PlayerID target, unsigned char packetId, RakPeerInterface *peer);
void SerializeWeightedGraph(RakNet::BitStream *out, const DataStructures::WeightedGraph<ConnectionGraph::PlayerIdAndGroupId, unsigned short, false> &g) const;
bool DeserializeWeightedGraph(RakNet::BitStream *inBitstream, RakPeerInterface *peer);
void AddAndRelayConnection(DataStructures::OrderedList<PlayerID,PlayerID> &ignoreList, const PlayerIdAndGroupId &conn1, const PlayerIdAndGroupId &conn2, unsigned short ping, RakPeerInterface *peer);
bool RemoveAndRelayConnection(DataStructures::OrderedList<PlayerID,PlayerID> &ignoreList, unsigned char packetId, const PlayerID node1, const PlayerID node2, RakPeerInterface *peer);
void RemoveParticipant(PlayerID playerId);
void AddParticipant(PlayerID playerId);
void BroadcastGraphUpdate(DataStructures::OrderedList<PlayerID,PlayerID> &ignoreList, RakPeerInterface *peer);
void NotifyUserOfRemoteConnection(const PlayerIdAndGroupId &conn1, const PlayerIdAndGroupId &conn2,unsigned short ping, RakPeerInterface *peer);
bool IsNewRemoteConnection(const PlayerIdAndGroupId &conn1, const PlayerIdAndGroupId &conn2,RakPeerInterface *peer);
bool DeserializeIgnoreList(DataStructures::OrderedList<PlayerID,PlayerID> &ignoreList, RakNet::BitStream *inBitstream );
void SerializeIgnoreListAndBroadcast(RakNet::BitStream *outBitstream, DataStructures::OrderedList<PlayerID,PlayerID> &ignoreList, RakPeerInterface *peer);
RakNetTime nextWeightUpdate;
char *pw;
DataStructures::OrderedList<PlayerID, PlayerID> participantList;
DataStructures::WeightedGraph<ConnectionGraph::PlayerIdAndGroupId, unsigned short, false> graph;
bool autoAddNewConnections;
ConnectionGraphGroupID myGroupId;
DataStructures::OrderedList<ConnectionGraphGroupID, ConnectionGraphGroupID> subscribedGroups;
// Used to broadcast new connections after some time so the pings are correct
//RakNetTime forceBroadcastTime;
};
#endif