libnative-utilities/include/raknet/NetworkIDObject.hpp

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/*
* Copyright (c) 2014, Oculus VR, Inc.
* All rights reserved.
*
* This source code is licensed under the BSD-style license found in the
* LICENSE file in the root directory of this source tree. An additional grant
* of patent rights can be found in the PATENTS file in the same directory.
*
*/
/// \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.
///
#if !defined(__NETWORK_ID_GENERATOR)
#define __NETWORK_ID_GENERATOR
#include "RakNetTypes.hpp"
#include "RakMemoryOverride.hpp"
#include "Export.hpp"
namespace RakNet
{
/// Forward declarations
class NetworkIDManager;
typedef uint32_t NetworkIDType;
/// \brief Unique shared ids for each object instance
/// \details 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 NetworkIDObject
{
public:
// Constructor. NetworkIDs, if IsNetworkIDAuthority() is true, are created here.
NetworkIDObject();
// Destructor. Used NetworkIDs, if any, are freed here.
virtual ~NetworkIDObject();
/// Sets the manager class from which to request unique network IDs
/// Unlike previous versions, the NetworkIDObject relies on a manager class to provide IDs, rather than using statics,
/// So you can have more than one set of IDs on the same system.
virtual void SetNetworkIDManager( NetworkIDManager *manager);
/// Returns what was passed to SetNetworkIDManager
virtual NetworkIDManager * GetNetworkIDManager( void ) const;
/// Returns the NetworkID that you can use to refer to this object over the network.
/// \pre You must first call SetNetworkIDManager before using this function
/// \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 NetworkIDObject, 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;
protected:
/// The network ID of this object
// networkID is assigned when networkIDManager is set.
NetworkID networkID;
NetworkIDManager *networkIDManager;
/// The parent set by SetParent()
void *parent;
/// \internal, used by NetworkIDManager
friend class NetworkIDManager;
NetworkIDObject *nextInstanceForNetworkIDManager;
};
} // namespace RakNet
#endif