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