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bcdbedc0be
* Add RakNet source files to the VS project
135 lines
6.3 KiB
C++
135 lines
6.3 KiB
C++
/// \file
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/// \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.
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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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#if !defined(__NETWORK_ID_GENERATOR)
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#define __NETWORK_ID_GENERATOR
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#include "DS_BinarySearchTree.h"
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#include "NetworkTypes.h"
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#include "Export.h"
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class NetworkIDGenerator;
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/// \internal
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/// \brief A node in the AVL tree that holds the mapping between NetworkID and pointers.
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struct RAK_DLL_EXPORT NetworkIDNode
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{
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NetworkID networkID;
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NetworkIDGenerator *object;
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NetworkIDNode();
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NetworkIDNode( NetworkID _networkID, NetworkIDGenerator *_object );
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bool operator==( const NetworkIDNode& right ) const;
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bool operator > ( const NetworkIDNode& right ) const;
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bool operator < ( const NetworkIDNode& right ) const;
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};
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/// \brief Unique shared ids for each object instance
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///
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/// 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.
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/// 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.
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/// 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
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/// class of object, and call SetNetworkID() on that class with the NetworkID in the packet.
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/// \see the manual for more information on this.
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class RAK_DLL_EXPORT NetworkIDGenerator
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{
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public:
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/// Constructor. NetworkIDs, if IsNetworkIDAuthority() is true, are created here.
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NetworkIDGenerator();
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/// Destructor. Used NetworkIDs, if any, are freed here.
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virtual ~NetworkIDGenerator();
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/// Returns the NetworkID that you can use to refer to this object over the network.
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/// \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.
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/// \retval 0-65534 Any other value is a valid NetworkID. NetworkIDs start at 0 and go to 65534, wrapping at that point.
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virtual NetworkID GetNetworkID( void );
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/// 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
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/// This on load as well.
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virtual void SetNetworkID( NetworkID id );
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/// Your class does not have to derive from NetworkIDGenerator, although that is the easiest way to implement this.
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/// 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.
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/// GET_OBJECT_FROM_ID will then return the parent rather than this instance.
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virtual void SetParent( void *_parent );
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/// Return what was passed to SetParent
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/// \return The value passed to SetParent, or 0 if it was never called.
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virtual void* GetParent( void ) const;
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/// This AVL tree holds the pointer to NetworkID mappings
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static DataStructures::AVLBalancedBinarySearchTree<NetworkIDNode> IDTree;
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/// These function is only meant to be used when saving games as you
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/// should save the HIGHEST value staticItemID has achieved upon save
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/// and reload it upon load. Save AFTER you've created all the items
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/// derived from this class you are going to create.
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/// \return the HIGHEST Object Id currently used
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static unsigned short GetStaticNetworkID( void );
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/// These function is only meant to be used when loading games. Load
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/// BEFORE you create any new objects that are not SetIDed based on
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/// the save data.
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/// \param[in] i the highest number of NetworkIDGenerator reached.
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static void SetStaticNetworkID( unsigned short i );
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/// For every group of systems, one system needs to be responsible for creating unique IDs for all objects created on all systems.
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/// 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).
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/// In a client/server enviroment, the system that creates unique IDs would be the server.
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/// return true if this system is responsible for creating unique IDs (probably the server), return true. Otherwise return false.
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virtual bool IsNetworkIDAuthority(void) const=0;
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/// Necessary for peer to peer, as NetworkIDs are then composed of your external player Id (doesn't matter which, as long as unique)
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/// plus the usual object ID number.
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/// Get this from RakPeer::GetExternalPlayerID) one time, the first time you make a connection.
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/// \param[in] playerId Your external playerID
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static void SetExternalPlayerID(PlayerID playerId);
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static PlayerID GetExternalPlayerID(void);
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/// Overload this function and return true if you require that SetParent is called before this object is used.
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/// This is a safety check you should do this if you want this to be
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/// a member object of another class rather than derive from this class.
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virtual bool RequiresSetParent(void) const;
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/// If you use a parent, returns this instance rather than the parent object.
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static void* GET_BASE_OBJECT_FROM_ID( NetworkID x );
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/// Returns the parent object, or this instance if you don't use a parent.
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static void* GET_OBJECT_FROM_ID( NetworkID x );
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protected:
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/// The network ID of this object
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NetworkID networkID;
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/// The parent set by SetParent()
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void *parent;
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/// Internal function to generate an ID when needed. This is deferred until needed and is not called from the constructor.
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void GenerateID(void);
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/// This is crap but is necessary because virtual functions don't work in the constructor
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bool callGenerationCode;
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private:
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static PlayerID externalPlayerId;
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static unsigned short staticItemID;
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};
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#endif
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