SA-MP/raknet/NetworkIDGenerator.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

135 lines
6.3 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.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.
#if !defined(__NETWORK_ID_GENERATOR)
#define __NETWORK_ID_GENERATOR
#include "DS_BinarySearchTree.h"
#include "NetworkTypes.h"
#include "Export.h"
class NetworkIDGenerator;
/// \internal
/// \brief A node in the AVL tree that holds the mapping between NetworkID and pointers.
struct RAK_DLL_EXPORT NetworkIDNode
{
NetworkID networkID;
NetworkIDGenerator *object;
NetworkIDNode();
NetworkIDNode( NetworkID _networkID, NetworkIDGenerator *_object );
bool operator==( const NetworkIDNode& right ) const;
bool operator > ( const NetworkIDNode& right ) const;
bool operator < ( const NetworkIDNode& right ) const;
};
/// \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 NetworkIDGenerator
{
public:
/// Constructor. NetworkIDs, if IsNetworkIDAuthority() is true, are created here.
NetworkIDGenerator();
/// Destructor. Used NetworkIDs, if any, are freed here.
virtual ~NetworkIDGenerator();
/// Returns the NetworkID that you can use to refer to this object over the network.
/// \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 NetworkIDGenerator, 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;
/// This AVL tree holds the pointer to NetworkID mappings
static DataStructures::AVLBalancedBinarySearchTree<NetworkIDNode> IDTree;
/// 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
static unsigned short GetStaticNetworkID( 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 NetworkIDGenerator reached.
static void SetStaticNetworkID( unsigned short i );
/// 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 enviroment, the system that creates unique IDs would be the server.
/// return true if this system is responsible for creating unique IDs (probably the server), return true. Otherwise return false.
virtual bool IsNetworkIDAuthority(void) const=0;
/// 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::GetExternalPlayerID) one time, the first time you make a connection.
/// \param[in] playerId Your external playerID
static void SetExternalPlayerID(PlayerID playerId);
static PlayerID GetExternalPlayerID(void);
/// 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;
/// If you use a parent, returns this instance rather than the parent object.
static void* GET_BASE_OBJECT_FROM_ID( NetworkID x );
/// Returns the parent object, or this instance if you don't use a parent.
static void* GET_OBJECT_FROM_ID( NetworkID x );
protected:
/// The network ID of this object
NetworkID networkID;
/// The parent set by SetParent()
void *parent;
/// 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;
private:
static PlayerID externalPlayerId;
static unsigned short staticItemID;
};
#endif