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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.h"
- #include "RakMemoryOverride.h"
- #include "Export.h"
- 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
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