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bcdbedc0be
* Add RakNet source files to the VS project
166 lines
8.8 KiB
C++
166 lines
8.8 KiB
C++
/// \file
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/// \brief Connection graph plugin. This maintains a graph of connections for the entire network, so every peer knows about every other peer.
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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.rakkarsoft.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 __CONNECTION_GRAPH_H
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#define __CONNECTION_GRAPH_H
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class RakPeerInterface;
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#include "NetworkTypes.h"
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#include "PluginInterface.h"
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#include "DS_List.h"
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#include "DS_WeightedGraph.h"
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#include "GetTime.h"
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#include "Export.h"
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// If you need more than 255 groups just change this typedef
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typedef unsigned char ConnectionGraphGroupID;
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/// \defgroup CONNECTION_GRAPH_GROUP ConnectionGraph
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/// \ingroup PLUGINS_GROUP
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/// \ingroup CONNECTION_GRAPH_GROUP
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/// \brief A connection graph. Each peer will know about all other peers.
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class RAK_DLL_EXPORT ConnectionGraph : public PluginInterface
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{
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public:
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ConnectionGraph();
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~ConnectionGraph();
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/// A node in the connection graph
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struct RAK_DLL_EXPORT PlayerIdAndGroupId
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{
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PlayerIdAndGroupId();
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~PlayerIdAndGroupId();
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PlayerIdAndGroupId(PlayerID playerId, ConnectionGraphGroupID groupID);
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PlayerID playerId;
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ConnectionGraphGroupID groupId;
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bool operator==( const PlayerIdAndGroupId& right ) const;
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bool operator!=( const PlayerIdAndGroupId& right ) const;
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bool operator > ( const PlayerIdAndGroupId& right ) const;
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bool operator < ( const PlayerIdAndGroupId& right ) const;
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};
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// --------------------------------------------------------------------------------------------
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// User functions
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// --------------------------------------------------------------------------------------------
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/// Plaintext encoding of the password, or 0 for none. If you use a password, use secure connections
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void SetPassword(const char *password);
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/// Returns the connection graph
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/// \return The connection graph, stored as map of adjacency lists
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DataStructures::WeightedGraph<ConnectionGraph::PlayerIdAndGroupId, unsigned short, false> *GetGraph(void);
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/// Automatically add new connections to the connection graph
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/// Defaults to true
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/// If true, then the system will automatically add all new connections for you, assigning groupId 0 to these systems.
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/// If you want more control, you should call SetAutoAddNewConnections(false);
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/// When false, it is up to you to call RequestConnectionGraph and AddNewConnection to complete the graph
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/// However, this way you can choose which nodes are on the graph for this system and can assign groupIds to those nodes
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/// \param[in] autoAdd true to automatically add new connections to the connection graph. False to not do so.
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void SetAutoAddNewConnections(bool autoAdd);
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/// Requests the connection graph from another system
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/// Only necessary to call if SetAutoAddNewConnections(false) is called.
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/// You should call this sometime after getting ID_CONNECTION_REQUEST_ACCEPTED and \a playerId is or should be a node on the connection graph
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/// \param[in] peer The instance of RakPeer to send through
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/// \param[in] playerId The system to send to
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void RequestConnectionGraph(RakPeerInterface *peer, PlayerID playerId);
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/// Adds a new connection to the connection graph from this system to the specified system. Also assigns a group identifier for that system
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/// Only used and valid when SetAutoAddNewConnections(false) is called.
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/// Call this for this system sometime after getting ID_NEW_INCOMING_CONNECTION or ID_CONNECTION_REQUEST_ACCEPTED for systems that contain a connection graph
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/// Groups are sets of one or more nodes in the total graph
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/// We only add to the graph groups which we subscribe to
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/// \param[in] peer The instance of RakPeer to send through
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/// \param[in] playerId The system that is connected to us.
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/// \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)
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void AddNewConnection(RakPeerInterface *peer, PlayerID playerId, ConnectionGraphGroupID groupId);
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/// Sets our own group ID
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/// Only used and valid when SetAutoAddNewConnections(false) is called.
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/// Defaults to 0
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/// \param[in] groupId Our group ID
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void SetGroupId(ConnectionGraphGroupID groupId);
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/// Allows adding to the connection graph nodes with this groupId.
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/// By default, you subscribe to group 0, which are all systems automatically added with SetAutoAddNewConnections(true)
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/// Calling this does not add nodes which were previously rejected due to an unsubscribed group - it only allows addition of nodes after the fact
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/// \param[in] groupId Just a number representing a group. 0 is reserved to mean unassigned group ID, automatically added with SetAutoAddNewConnections(true)
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void SubscribeToGroup(ConnectionGraphGroupID groupId);
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/// Disables addition of graph nodes with this groupId
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/// 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
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/// \param[in] groupId Just a number representing a group. 0 is reserved to mean unassigned group ID, automatically added with SetAutoAddNewConnections(true)
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void UnsubscribeFromGroup(ConnectionGraphGroupID groupId);
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// --------------------------------------------------------------------------------------------
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// Packet handling functions
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// --------------------------------------------------------------------------------------------
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/// \internal
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virtual void OnDisconnect(RakPeerInterface *peer);
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/// \internal
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virtual void Update(RakPeerInterface *peer);
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/// \internal
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virtual PluginReceiveResult OnReceive(RakPeerInterface *peer, Packet *packet);
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/// \internal
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virtual void OnCloseConnection(RakPeerInterface *peer, PlayerID playerId);
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protected:
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void HandleDroppedConnection(RakPeerInterface *peer, PlayerID playerId, unsigned char packetId);
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void DeleteFromPeerList(PlayerID playerId);
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void OnNewIncomingConnection(RakPeerInterface *peer, Packet *packet);
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void OnConnectionRequestAccepted(RakPeerInterface *peer, Packet *packet);
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void OnConnectionGraphRequest(RakPeerInterface *peer, Packet *packet);
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void OnConnectionGraphReply(RakPeerInterface *peer, Packet *packet);
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void OnConnectionGraphUpdate(RakPeerInterface *peer, Packet *packet);
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void OnNewConnection(RakPeerInterface *peer, Packet *packet);
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bool OnConnectionLost(RakPeerInterface *peer, Packet *packet, unsigned char packetId);
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void OnConnectionAddition(RakPeerInterface *peer, Packet *packet);
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void OnConnectionRemoval(RakPeerInterface *peer, Packet *packet);
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void SendConnectionGraph(PlayerID target, unsigned char packetId, RakPeerInterface *peer);
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void SerializeWeightedGraph(RakNet::BitStream *out, const DataStructures::WeightedGraph<ConnectionGraph::PlayerIdAndGroupId, unsigned short, false> &g) const;
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bool DeserializeWeightedGraph(RakNet::BitStream *inBitstream, RakPeerInterface *peer);
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void AddAndRelayConnection(DataStructures::OrderedList<PlayerID,PlayerID> &ignoreList, const PlayerIdAndGroupId &conn1, const PlayerIdAndGroupId &conn2, unsigned short ping, RakPeerInterface *peer);
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bool RemoveAndRelayConnection(DataStructures::OrderedList<PlayerID,PlayerID> &ignoreList, unsigned char packetId, const PlayerID node1, const PlayerID node2, RakPeerInterface *peer);
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void RemoveParticipant(PlayerID playerId);
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void AddParticipant(PlayerID playerId);
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void BroadcastGraphUpdate(DataStructures::OrderedList<PlayerID,PlayerID> &ignoreList, RakPeerInterface *peer);
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void NotifyUserOfRemoteConnection(const PlayerIdAndGroupId &conn1, const PlayerIdAndGroupId &conn2,unsigned short ping, RakPeerInterface *peer);
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bool IsNewRemoteConnection(const PlayerIdAndGroupId &conn1, const PlayerIdAndGroupId &conn2,RakPeerInterface *peer);
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bool DeserializeIgnoreList(DataStructures::OrderedList<PlayerID,PlayerID> &ignoreList, RakNet::BitStream *inBitstream );
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void SerializeIgnoreListAndBroadcast(RakNet::BitStream *outBitstream, DataStructures::OrderedList<PlayerID,PlayerID> &ignoreList, RakPeerInterface *peer);
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RakNetTime nextWeightUpdate;
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char *pw;
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DataStructures::OrderedList<PlayerID, PlayerID> participantList;
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DataStructures::WeightedGraph<ConnectionGraph::PlayerIdAndGroupId, unsigned short, false> graph;
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bool autoAddNewConnections;
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ConnectionGraphGroupID myGroupId;
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DataStructures::OrderedList<ConnectionGraphGroupID, ConnectionGraphGroupID> subscribedGroups;
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// Used to broadcast new connections after some time so the pings are correct
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//RakNetTime forceBroadcastTime;
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};
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#endif
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