/* * 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