Shadowrun: Awakened 29 September 2011 - Build 871
Classes | Public Member Functions | Static Public Member Functions | Protected Member Functions | Protected Attributes
RakNet::ReadyEvent Class Reference

Peer to peer synchronized ready and unready events. More...

#include <ReadyEvent.h>

Inheritance diagram for RakNet::ReadyEvent:

List of all members.

Classes

struct  ReadyEventNode
struct  RemoteSystem

Public Member Functions

bool AddToWaitList (int eventId, SystemAddress address)
bool DeleteEvent (int eventId)
bool ForceCompletion (int eventId)
int GetEventAtIndex (unsigned index) const
unsigned GetEventListSize (void) const
SystemAddress GetFromWaitListAtIndex (int eventId, unsigned index) const
ReadyEventSystemStatus GetReadyStatus (int eventId, SystemAddress address)
unsigned GetRemoteWaitListSize (int eventId) const
bool HasEvent (int eventId)
bool IsEventCompleted (int eventId) const
bool IsEventCompletionProcessing (int eventId) const
bool IsEventSet (int eventId)
bool IsInWaitList (int eventId, SystemAddress address)
 ReadyEvent ()
bool RemoveFromWaitList (int eventId, SystemAddress address)
bool SetEvent (int eventId, bool isReady)
void SetSendChannel (unsigned char newChannel)
virtual ~ReadyEvent ()

Static Public Member Functions

static void DestroyInstance (ReadyEvent *i)
static ReadyEventGetInstance (void)
static int ReadyEventNodeComp (const int &key, ReadyEvent::ReadyEventNode *const &data)
static int RemoteSystemCompBySystemAddress (const SystemAddress &key, const RemoteSystem &data)

Protected Member Functions

bool AddToWaitListInternal (unsigned eventIndex, SystemAddress address)
void BroadcastReadyUpdate (unsigned eventIndex, bool forceIfNotDefault)
void Clear (void)
unsigned CreateNewEvent (int eventId, bool isReady)
bool IsEventCompletedByIndex (unsigned eventIndex) const
virtual void OnClosedConnection (const SystemAddress &systemAddress, RakNetGUID rakNetGUID, PI2_LostConnectionReason lostConnectionReason)
virtual void OnRakPeerShutdown (void)
 Called when RakPeer is shutdown.
void OnReadyEventForceAllSet (Packet *packet)
void OnReadyEventPacketUpdate (Packet *packet)
void OnReadyEventQuery (Packet *packet)
virtual PluginReceiveResult OnReceive (Packet *packet)
void PushCompletionPacket (unsigned eventId)
void RemoveFromAllLists (SystemAddress address)
void SendReadyStateQuery (unsigned eventId, SystemAddress address)
void SendReadyUpdate (unsigned eventIndex, unsigned systemIndex, bool forceIfNotDefault)
bool SetEventByIndex (int eventIndex, bool isReady)
void UpdateReadyStatus (unsigned eventIndex)

Protected Attributes

unsigned char channel
DataStructures::OrderedList
< int, ReadyEventNode
*, ReadyEvent::ReadyEventNodeComp > 
readyEventNodeList

Detailed Description

For peer to peer networks in a fully connected mesh.
Solves the problem of how to tell if all peers, relative to all other peers, are in a certain ready state.
For example, if A is connected to B and C, A may see that B and C are ready, but does not know if B is ready to C, or vice-versa.
This plugin uses two stages to solve that problem, first, everyone I know about is ready. Second, everyone I know about is ready to everyone they know about.
The user will get ID_READY_EVENT_SET and ID_READY_EVENT_UNSET as the signal flag is set or unset
The user will get ID_READY_EVENT_ALL_SET when all systems are done waiting for all other systems, in which case the event is considered complete, and no longer tracked.

See also:
FullyConnectedMesh2

Definition at line 55 of file ReadyEvent.h.


Constructor & Destructor Documentation

RakNet::ReadyEvent::ReadyEvent ( )
virtual RakNet::ReadyEvent::~ReadyEvent ( ) [virtual]

Member Function Documentation

bool RakNet::ReadyEvent::AddToWaitList ( int  eventId,
SystemAddress  address 
)

Adds a system to wait for to signal an event before considering the event complete and returning ID_READY_EVENT_ALL_SET. As we add systems, if this event was previously set to true with SetEvent, these systems will get ID_READY_EVENT_SET. As these systems disconnect (directly or indirectly through the router) they are removed.

Note:
If the event completion process has already started, you cannot add more systems, as this would cause the completion process to fail
Parameters:
[in]eventIdA user-defined number previously passed to SetEvent that has not yet completed
[in]addressArrayAn address to wait for event replies from. Pass UNASSIGNED_SYSTEM_ADDRESS for all currently connected systems. Until all systems in this list have called SetEvent with this ID and true, and have this system in the list, we won't get ID_READY_EVENT_COMPLETE
Returns:
True on success, false on unknown eventId (this should be considered an error), or if the completion process has already started.
bool RakNet::ReadyEvent::AddToWaitListInternal ( unsigned  eventIndex,
SystemAddress  address 
) [protected]
void RakNet::ReadyEvent::BroadcastReadyUpdate ( unsigned  eventIndex,
bool  forceIfNotDefault 
) [protected]
void RakNet::ReadyEvent::Clear ( void  ) [protected]
unsigned RakNet::ReadyEvent::CreateNewEvent ( int  eventId,
bool  isReady 
) [protected]
bool RakNet::ReadyEvent::DeleteEvent ( int  eventId)

Deletes an event. We will no longer wait for this event, and any systems that we know have set the event will be forgotten. Call this to clear memory when events are completed and you know you will never need them again.

Parameters:
[in]eventIdA user-defined identifier
Returns:
True on success. False (failure) on unknown eventId
static void RakNet::ReadyEvent::DestroyInstance ( ReadyEvent i) [static]
bool RakNet::ReadyEvent::ForceCompletion ( int  eventId)

When systems can call SetEvent() with isReady==false, it is possible for one system to return true from IsEventCompleted() while the other systems return false This can occur if a system SetEvent() with isReady==false while the completion message is still being transmitted. If your game has the situation where some action should be taken on all systems when IsEventCompleted() is true for any system, then call ForceCompletion() when the action begins. This will force all systems to return true from IsEventCompleted().

Parameters:
[in]eventIdA user-defined identifier to immediately set as completed
int RakNet::ReadyEvent::GetEventAtIndex ( unsigned  index) const

Returns the event ID stored at a particular index. EventIDs are stored sorted from least to greatest.

Parameters:
[in]indexIndex into the array, from 0 to GetEventListSize()
Returns:
The event ID stored at a particular index
unsigned RakNet::ReadyEvent::GetEventListSize ( void  ) const

Returns the total number of events stored in the system.

Returns:
The total number of events stored in the system.
SystemAddress RakNet::ReadyEvent::GetFromWaitListAtIndex ( int  eventId,
unsigned  index 
) const

Returns the system address of a system at a particular index, for this event.

Parameters:
[in]eventIdA user-defined identifier
[in]indexIndex into the array, from 0 to GetWaitListSize()
Returns:
The system address of a system at a particular index, for this event.
static ReadyEvent* RakNet::ReadyEvent::GetInstance ( void  ) [static]
ReadyEventSystemStatus RakNet::ReadyEvent::GetReadyStatus ( int  eventId,
SystemAddress  address 
)

For a remote system, find out what their ready status is (waiting, signaled, complete).

Parameters:
[in]eventIdA user-defined identifier
[in]addressWhich system we are checking up on
Returns:
The status of this system, for this particular event.
See also:
ReadyEventSystemStatus
unsigned RakNet::ReadyEvent::GetRemoteWaitListSize ( int  eventId) const

Returns the total number of systems we are waiting on for this event. Does not include yourself

Parameters:
[in]eventIdA user-defined identifier
Returns:
The total number of systems we are waiting on for this event.
bool RakNet::ReadyEvent::HasEvent ( int  eventId)

Returns if this is a known event. Events may be known even if we never ourselves referenced them with SetEvent, because other systems created them via ID_READY_EVENT_SET.

Parameters:
[in]eventIdA user-defined identifier
Returns:
true if we have this event, false otherwise
bool RakNet::ReadyEvent::IsEventCompleted ( int  eventId) const

Returns if the wait list is a subset of the completion list. Call this after all systems you want to wait for have been added with AddToWaitList If you are waiting for a specific number of systems (such as players later connecting), also check GetRemoteWaitListSize(eventId) to be equal to 1 less than the total number of participants.

Parameters:
[in]eventIdA user-defined identifier
Returns:
True on completion. False (failure) on unknown eventId, or the set is not completed.
bool RakNet::ReadyEvent::IsEventCompletedByIndex ( unsigned  eventIndex) const [protected]
bool RakNet::ReadyEvent::IsEventCompletionProcessing ( int  eventId) const

Returns if the event is about to be ready and we are negotiating the final packets. This will usually only be true for a very short time, after which IsEventCompleted should return true. While this is true you cannot add to the wait list, or SetEvent() isReady to false anymore.

Parameters:
[in]eventIdA user-defined identifier
Returns:
True if any other system has completed processing. Will always be true if IsEventCompleted() is true
bool RakNet::ReadyEvent::IsEventSet ( int  eventId)

Returns what was passed to SetEvent()

Returns:
The value of isReady passed to SetEvent(). Also returns false on unknown event.
bool RakNet::ReadyEvent::IsInWaitList ( int  eventId,
SystemAddress  address 
)

Returns if a particular system is waiting on a particular event.

Parameters:
[in]eventIdA user-defined identifier
[in]Theaddress of the system we are checking up on
Returns:
True if this system is waiting on this event, false otherwise.
virtual void RakNet::ReadyEvent::OnClosedConnection ( const SystemAddress systemAddress,
RakNetGUID  rakNetGUID,
PI2_LostConnectionReason  lostConnectionReason 
) [protected, virtual]

Called when a connection is dropped because the user called RakPeer::CloseConnection() for a particular system

Parameters:
[in]systemAddressThe system whose connection was closed
[in]rakNetGuidThe guid of the specified system
[in]lostConnectionReasonHow the connection was closed: manually, connection lost, or notification of disconnection

Reimplemented from RakNet::PluginInterface2.

virtual void RakNet::ReadyEvent::OnRakPeerShutdown ( void  ) [protected, virtual]

Reimplemented from RakNet::PluginInterface2.

void RakNet::ReadyEvent::OnReadyEventForceAllSet ( Packet packet) [protected]
void RakNet::ReadyEvent::OnReadyEventPacketUpdate ( Packet packet) [protected]
void RakNet::ReadyEvent::OnReadyEventQuery ( Packet packet) [protected]
virtual PluginReceiveResult RakNet::ReadyEvent::OnReceive ( Packet packet) [protected, virtual]

OnReceive is called for every packet.

Parameters:
[in]packetthe packet that is being returned to the user
Returns:
True to allow the game and other plugins to get this message, false to absorb it

Reimplemented from RakNet::PluginInterface2.

void RakNet::ReadyEvent::PushCompletionPacket ( unsigned  eventId) [protected]
static int RakNet::ReadyEvent::ReadyEventNodeComp ( const int &  key,
ReadyEvent::ReadyEventNode *const &  data 
) [static]
static int RakNet::ReadyEvent::RemoteSystemCompBySystemAddress ( const SystemAddress key,
const RemoteSystem data 
) [static]
void RakNet::ReadyEvent::RemoveFromAllLists ( SystemAddress  address) [protected]
bool RakNet::ReadyEvent::RemoveFromWaitList ( int  eventId,
SystemAddress  address 
)

Removes systems from the wait list, which should have been previously added with AddToWaitList

Note:
Systems that directly or indirectly disconnect from us are automatically removed from the wait list
Parameters:
[in]addressThe system to remove from the wait list. Pass UNASSIGNED_SYSTEM_ADDRESS for all currently connected systems.
Returns:
True on success, false on unknown eventId (this should be considered an error)
void RakNet::ReadyEvent::SendReadyStateQuery ( unsigned  eventId,
SystemAddress  address 
) [protected]
void RakNet::ReadyEvent::SendReadyUpdate ( unsigned  eventIndex,
unsigned  systemIndex,
bool  forceIfNotDefault 
) [protected]
bool RakNet::ReadyEvent::SetEvent ( int  eventId,
bool  isReady 
)

Sets or updates the initial ready state for our local system. If eventId is an unknown event the event is created. If eventId was previously used and you want to reuse it, call DeleteEvent first, or else you will keep the same event signals from before Systems previously or later added through AddToWaitList() with the same eventId when isReady=true will get ID_READY_EVENT_SET Systems previously added through AddToWaitList with the same eventId will get ID_READY_EVENT_UNSET For both ID_READY_EVENT_SET and ID_READY_EVENT_UNSET, eventId is encoded in bytes 1 through 1+sizeof(int)

Parameters:
[in]eventIdA user-defined identifier to wait on. This can be a sequence counter, an event identifier, or anything else you want.
[in]isReadyTrue to signal we are ready to proceed with this event, false to unsignal
Returns:
True on success. False (failure) on unknown eventId
bool RakNet::ReadyEvent::SetEventByIndex ( int  eventIndex,
bool  isReady 
) [protected]
void RakNet::ReadyEvent::SetSendChannel ( unsigned char  newChannel)

This channel will be used for all RakPeer::Send calls

Parameters:
[in]newChannelThe channel to use for internal RakPeer::Send calls from this system. Defaults to 0.
void RakNet::ReadyEvent::UpdateReadyStatus ( unsigned  eventIndex) [protected]

Member Data Documentation

unsigned char RakNet::ReadyEvent::channel [protected]

Definition at line 227 of file ReadyEvent.h.

DataStructures::OrderedList<int, ReadyEventNode*, ReadyEvent::ReadyEventNodeComp> RakNet::ReadyEvent::readyEventNodeList [protected]

Definition at line 226 of file ReadyEvent.h.


The documentation for this class was generated from the following file:

Copyright © 2007-2010 by The Shadowrun: Awakened Team. This work is licensed under the GNU Lesser General Public License 3.

GNU Lesser General Public License 3 Sourceforge.net