Shadowrun: Awakened 29 September 2011 - Build 871
Public Member Functions | Protected Member Functions | Protected Attributes | Friends
RakNet::ReplicaManager3 Class Reference

System to help automate game object construction, destruction, and serialization. More...

#include <ReplicaManager3.h>

Inheritance diagram for RakNet::ReplicaManager3:

List of all members.

Public Member Functions

virtual Connection_RM3AllocConnection (const SystemAddress &systemAddress, RakNetGUID rakNetGUID) const =0
 Implement to return a game specific derivation of Connection_RM3.
void BroadcastDestruction (Replica3 *replica, const SystemAddress &exclusionAddress)
void BroadcastDestructionList (DataStructures::Multilist< ML_STACK, Replica3 * > &replicaList, const SystemAddress &exclusionAddress)
void Clear (void)
virtual void DeallocConnection (Connection_RM3 *connection) const =0
 Implement to destroy a class instanced returned by AllocConnection()
void Dereference (RakNet::Replica3 *replica3)
 Removes a replicated object from the system.
void DereferenceList (DataStructures::Multilist< ML_STACK, Replica3 * > &replicaListIn)
 Removes multiple replicated objects from the system.
Connection_RM3GetConnectionAtIndex (unsigned index) const
 Returns a connection pointer previously added with PushConnection()
Connection_RM3GetConnectionByGUID (RakNetGUID guid) const
 Returns a connection pointer previously added with PushConnection.()
Connection_RM3GetConnectionBySystemAddress (const SystemAddress &sa) const
 Returns a connection pointer previously added with PushConnection()
DataStructures::DefaultIndexType GetConnectionCount (void) const
 Returns the number of connections.
void GetConnectionsThatHaveReplicaConstructed (Replica3 *replica, DataStructures::Multilist< ML_STACK, Connection_RM3 * > &connectionsThatHaveConstructedThisReplica)
 Return the connections that we think have an instance of the specified Replica3 instance.
PRO GetDefaultSendParameters (void) const
NetworkIDManagerGetNetworkIDManager (void) const
 Returns what was passed to SetNetworkIDManager(), or the instance on RakPeerInterface if unset.
void GetReferencedReplicaList (DataStructures::Multilist< ML_STACK, Replica3 * > &replicaListOut)
 Returns the entire list of Replicas that we know about.
Replica3GetReplicaAtIndex (unsigned index)
 Returns a replica by index.
unsigned GetReplicaCount (void) const
 Returns the number of replicas known about.
void GetReplicasCreatedByGuid (RakNetGUID guid, DataStructures::Multilist< ML_STACK, Replica3 * > &replicaListOut)
 Returns all objects originally created by a particular system.
void GetReplicasCreatedByMe (DataStructures::Multilist< ML_STACK, Replica3 * > &replicaListOut)
 Returns all objects originally created by your system.
unsigned char GetWorldID (void) const
RakNet::Connection_RM3PopConnection (RakNetGUID guid)
 Stop tracking a connection.
bool PushConnection (RakNet::Connection_RM3 *newConnection)
 Track a new Connection_RM3 instance.
void Reference (RakNet::Replica3 *replica3)
 Adds a replicated object to the system.
 ReplicaManager3 ()
void SetAutoManageConnections (bool autoCreate, bool autoDestroy)
 Enable or disable automatically assigning connections to new instances of Connection_RM3.
void SetAutoSerializeInterval (RakNet::Time intervalMS)
void SetDefaultOrderingChannel (char def)
void SetDefaultPacketPriority (PacketPriority def)
void SetDefaultPacketReliability (PacketReliability def)
void SetNetworkIDManager (NetworkIDManager *_networkIDManager)
void SetWorldID (unsigned char id)
 Defines the unique instance of ReplicaManager3 if multiple instances are on the same instance of RakPeerInterface.
virtual void Update (void)
 Call interfaces, send data.
virtual ~ReplicaManager3 ()

Protected Member Functions

Replica3GetReplicaByNetworkID (NetworkID networkId)
virtual void OnClosedConnection (const SystemAddress &systemAddress, RakNetGUID rakNetGUID, PI2_LostConnectionReason lostConnectionReason)
PluginReceiveResult OnConstruction (Packet *packet, unsigned char *packetData, int packetDataLength, RakNetGUID senderGuid, unsigned char packetDataOffset)
virtual void OnDetach (void)
 Called when the interface is detached.
PluginReceiveResult OnDownloadComplete (Packet *packet, unsigned char *packetData, int packetDataLength, RakNetGUID senderGuid, unsigned char packetDataOffset)
PluginReceiveResult OnDownloadStarted (Packet *packet, unsigned char *packetData, int packetDataLength, RakNetGUID senderGuid, unsigned char packetDataOffset)
virtual void OnNewConnection (const SystemAddress &systemAddress, RakNetGUID rakNetGUID, bool isIncoming)
virtual void OnRakPeerShutdown (void)
 Called when RakPeer is shutdown.
virtual PluginReceiveResult OnReceive (Packet *packet)
PluginReceiveResult OnSerialize (Packet *packet, unsigned char *packetData, int packetDataLength, RakNetGUID senderGuid, RakNet::Time timestamp, unsigned char packetDataOffset)
RakNet::Connection_RM3PopConnection (DataStructures::DefaultIndexType index)
DataStructures::DefaultIndexType ReferenceInternal (RakNet::Replica3 *replica3)

Protected Attributes

bool autoCreateConnections
bool autoDestroyConnections
RakNet::Time autoSerializeInterval
DataStructures::Multilist
< ML_STACK, Connection_RM3 * > 
connectionList
PRO defaultSendParameters
RakNet::Time lastAutoSerializeOccurance
NetworkIDManagernetworkIDManager
DataStructures::Multilist
< ML_STACK, Replica3 * > 
userReplicaList
unsigned char worldId

Friends

class Connection_RM3

Detailed Description

ReplicaManager3 tracks your game objects and automates the networking for replicating them across the network
As objects are created, destroyed, or serialized differently, those changes are pushed out to other systems.
To use:

  1. Derive from Connection_RM3 and implement Connection_RM3::AllocReplica(). This is a factory function where given a user-supplied identifier for a class (such as name) return an instance of that class. Should be able to return any networked object in your game.
  2. Derive from ReplicaManager3 and implement AllocConnection() and DeallocConnection() to return the class you created in step 1.
  3. Derive your networked game objects from Replica3. All pure virtuals have to be implemented, however defaults are provided for Replica3::QueryConstruction(), Replica3::QueryRemoteConstruction(), and Replica3::QuerySerialization() depending on your network architecture.
  4. When a new game object is created on the local system, pass it to ReplicaManager3::Reference().
  5. When a game object is destroyed on the local system, and you want other systems to know about it, call Replica3::BroadcastDestruction()


At this point, all new connections will automatically download, get construction messages, get destruction messages, and update serialization automatically.

Definition at line 68 of file ReplicaManager3.h.


Constructor & Destructor Documentation

RakNet::ReplicaManager3::ReplicaManager3 ( )
virtual RakNet::ReplicaManager3::~ReplicaManager3 ( ) [virtual]

Member Function Documentation

virtual Connection_RM3* RakNet::ReplicaManager3::AllocConnection ( const SystemAddress systemAddress,
RakNetGUID  rakNetGUID 
) const [pure virtual]

The connection object represents a remote system connected to you that is using the ReplicaManager3 system.
It has functions to perform operations per-connection.
AllocConnection() and DeallocConnection() are factory functions to create and destroy instances of the connection object.
It is used if autoCreate is true via SetAutoManageConnections() (true by default). Otherwise, the function is not called, and you will have to call PushConnection() manually

Note:
If you do not want a new network connection to immediately download game objects, SetAutoManageConnections() and PushConnection() are how you do this.
See also:
SetAutoManageConnections()
Parameters:
[in]systemAddressAddress of the system you are adding
[in]rakNetGUIDGUID of the system you are adding. See Packet::rakNetGUID or RakPeerInterface::GetGUIDFromSystemAddress()
Returns:
The new connection instance.
void RakNet::ReplicaManager3::BroadcastDestruction ( Replica3 replica,
const SystemAddress exclusionAddress 
)
void RakNet::ReplicaManager3::BroadcastDestructionList ( DataStructures::Multilist< ML_STACK, Replica3 * > &  replicaList,
const SystemAddress exclusionAddress 
)

Send a network command to destroy one or more Replica3 instances Usually you won't need this, but use Replica3::BroadcastDestruction() instead. The objects are unaffected locally

Parameters:
[in]replicaListList of Replica3 objects to tell other systems to destroy.
[in]exclusionAddressWhich system to not send to. UNASSIGNED_SYSTEM_ADDRESS to send to all.
void RakNet::ReplicaManager3::Clear ( void  )
virtual void RakNet::ReplicaManager3::DeallocConnection ( Connection_RM3 connection) const [pure virtual]

Most likely just implement as {delete connection;}
It is used if autoDestroy is true via SetAutoManageConnections() (true by default). Otherwise, the function is not called and you would then be responsible for deleting your own connection objects.

Parameters:
[in]connectionThe pointer instance to delete
void RakNet::ReplicaManager3::Dereference ( RakNet::Replica3 replica3)

The object is not deallocated, it is up to the caller to do so.
This is called automatically from the destructor of Replica3, so you don't need to call it manually unless you want to stop tracking an object before it is destroyed.

Parameters:
[in]replica3The object to stop tracking
void RakNet::ReplicaManager3::DereferenceList ( DataStructures::Multilist< ML_STACK, Replica3 * > &  replicaListIn)

Same as Dereference(), but for a list of objects.
Useful with the lists returned by GetReplicasCreatedByGuid(), GetReplicasCreatedByMe(), or GetReferencedReplicaList().

Parameters:
[in]replicaListInList of objects
Connection_RM3* RakNet::ReplicaManager3::GetConnectionAtIndex ( unsigned  index) const
Parameters:
[in]indexAn index, from 0 to GetConnectionCount()-1.
Returns:
A Connection_RM3 pointer
Connection_RM3* RakNet::ReplicaManager3::GetConnectionByGUID ( RakNetGUID  guid) const
Parameters:
[in]guidThe guid of the connection to return
Returns:
A Connection_RM3 pointer, or 0 if not found
Connection_RM3* RakNet::ReplicaManager3::GetConnectionBySystemAddress ( const SystemAddress sa) const
Parameters:
[in]saThe system address of the connection to return
Returns:
A Connection_RM3 pointer, or 0 if not found
DataStructures::DefaultIndexType RakNet::ReplicaManager3::GetConnectionCount ( void  ) const

Returns the number of connections added with ReplicaManager3::PushConnection(), minus the number removed with ReplicaManager3::PopConnection()

Returns:
The number of registered connections
void RakNet::ReplicaManager3::GetConnectionsThatHaveReplicaConstructed ( Replica3 replica,
DataStructures::Multilist< ML_STACK, Connection_RM3 * > &  connectionsThatHaveConstructedThisReplica 
)

This can be wrong, for example if that system locally deleted the outside the scope of ReplicaManager3, if QueryRemoteConstruction() returned false, or if DeserializeConstruction() returned false.

Parameters:
[in]replicaThe replica to check against.
[out]connectionsThatHaveConstructedThisReplicaPopulated with connection instances that we believe have replica allocated
PRO RakNet::ReplicaManager3::GetDefaultSendParameters ( void  ) const
NetworkIDManager* RakNet::ReplicaManager3::GetNetworkIDManager ( void  ) const
void RakNet::ReplicaManager3::GetReferencedReplicaList ( DataStructures::Multilist< ML_STACK, Replica3 * > &  replicaListOut)

This is all Replica3 instances passed to Reference, as well as instances we downloaded and created via Connection_RM3::AllocReference()

Parameters:
[out]Listof Replica3 instances to be returned
Replica3* RakNet::ReplicaManager3::GetReplicaAtIndex ( unsigned  index)

Returns one of the items in the list that would be returned by GetReferencedReplicaList()

Parameters:
[in]indexAn index, from 0 to GetReplicaCount()-1.
Returns:
A Replica3 instance
Replica3* RakNet::ReplicaManager3::GetReplicaByNetworkID ( NetworkID  networkId) [protected]
unsigned RakNet::ReplicaManager3::GetReplicaCount ( void  ) const

Returns the size of the list that would be returned by GetReferencedReplicaList()

Returns:
How many replica objects are in the list of replica objects
void RakNet::ReplicaManager3::GetReplicasCreatedByGuid ( RakNetGUID  guid,
DataStructures::Multilist< ML_STACK, Replica3 * > &  replicaListOut 
)

Originally created is defined as the value of Replica3::creatingSystemGUID, which is automatically assigned in ReplicaManager3::Reference().
You do not have to be directly connected to that system to get the objects originally created by that system.

Parameters:
[in]guidGUID of the system we are referring to. Originally passed as the guid parameter to ReplicaManager3::AllocConnection()
[out]Listof Replica3 instances to be returned
void RakNet::ReplicaManager3::GetReplicasCreatedByMe ( DataStructures::Multilist< ML_STACK, Replica3 * > &  replicaListOut)

Calls GetReplicasCreatedByGuid() for your own system guid.

Parameters:
[out]Listof Replica3 instances to be returned
unsigned char RakNet::ReplicaManager3::GetWorldID ( void  ) const
Returns:
Whatever was passed to SetWorldID(), or 0 if it was never called.
virtual void RakNet::ReplicaManager3::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.

PluginReceiveResult RakNet::ReplicaManager3::OnConstruction ( Packet packet,
unsigned char *  packetData,
int  packetDataLength,
RakNetGUID  senderGuid,
unsigned char  packetDataOffset 
) [protected]
virtual void RakNet::ReplicaManager3::OnDetach ( void  ) [protected, virtual]

Reimplemented from RakNet::PluginInterface2.

PluginReceiveResult RakNet::ReplicaManager3::OnDownloadComplete ( Packet packet,
unsigned char *  packetData,
int  packetDataLength,
RakNetGUID  senderGuid,
unsigned char  packetDataOffset 
) [protected]
PluginReceiveResult RakNet::ReplicaManager3::OnDownloadStarted ( Packet packet,
unsigned char *  packetData,
int  packetDataLength,
RakNetGUID  senderGuid,
unsigned char  packetDataOffset 
) [protected]
virtual void RakNet::ReplicaManager3::OnNewConnection ( const SystemAddress systemAddress,
RakNetGUID  rakNetGUID,
bool  isIncoming 
) [protected, virtual]

Called when we got a new connection

Parameters:
[in]systemAddressAddress of the new connection
[in]rakNetGuidThe guid of the specified system
[in]isIncomingIf true, this is ID_NEW_INCOMING_CONNECTION, or the equivalent

Reimplemented from RakNet::PluginInterface2.

virtual void RakNet::ReplicaManager3::OnRakPeerShutdown ( void  ) [protected, virtual]

Reimplemented from RakNet::PluginInterface2.

virtual PluginReceiveResult RakNet::ReplicaManager3::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.

PluginReceiveResult RakNet::ReplicaManager3::OnSerialize ( Packet packet,
unsigned char *  packetData,
int  packetDataLength,
RakNetGUID  senderGuid,
RakNet::Time  timestamp,
unsigned char  packetDataOffset 
) [protected]
RakNet::Connection_RM3* RakNet::ReplicaManager3::PopConnection ( RakNetGUID  guid)

On call, for each replica returned by GetReplicasCreatedByGuid(), QueryActionOnPopConnection() will be called. Depending on the return value, this may delete the corresponding replica.
If autoDestroy is true in the call to SetAutoManageConnections() (true by default) then this is called automatically when the connection is lost. In that case, the returned connection instance is deleted.

Parameters:
[in]guidof the connection to get. Passed to ReplicaManager3::AllocConnection() originally.
RakNet::Connection_RM3* RakNet::ReplicaManager3::PopConnection ( DataStructures::DefaultIndexType  index) [protected]
bool RakNet::ReplicaManager3::PushConnection ( RakNet::Connection_RM3 newConnection)

If autoCreate is false for SetAutoManageConnections(), then you need this function to add new instances of Connection_RM3 yourself.
You don't need to track this pointer yourself, you can get it with GetConnectionAtIndex(), GetConnectionByGUID(), or GetConnectionBySystemAddress().

Parameters:
[in]newConnectionThe new connection instance to track.
void RakNet::ReplicaManager3::Reference ( RakNet::Replica3 replica3)

Anytime you create a new object that derives from Replica3, and you want ReplicaManager3 to use it, pass it to Reference().
Remote systems already connected will potentially download this object the next time ReplicaManager3::Update() is called, which happens every time you call RakPeerInterface::Receive().
You can also call ReplicaManager3::Update() manually to send referenced objects right away

Parameters:
[in]replica3The object to start tracking
DataStructures::DefaultIndexType RakNet::ReplicaManager3::ReferenceInternal ( RakNet::Replica3 replica3) [protected]
void RakNet::ReplicaManager3::SetAutoManageConnections ( bool  autoCreate,
bool  autoDestroy 
)

ReplicaManager3 can automatically create and/or destroy Connection_RM3 as systems connect or disconnect from RakPeerInterface.
By default this is on, to make the system easier to learn and setup.
If you don't want all connections to take part in the game, or you want to delay when a connection downloads the game, set autoCreate to false.
If you want to delay deleting a connection that has dropped, set autoDestroy to false. If you do this, then you must call PopConnection() to remove that connection from being internally tracked. You'll also have to delete the connection instance on your own.

Parameters:
[in]autoCreateAutomatically call ReplicaManager3::AllocConnection() for each new connection. Defaults to true.
[in]autoDestroyAutomatically call ReplicaManager3::DeallocConnection() for each dropped connection. Defaults to true.
void RakNet::ReplicaManager3::SetAutoSerializeInterval ( RakNet::Time  intervalMS)

Every intervalMS milliseconds, Connection_RM3::OnAutoserializeInterval() will be called.
Defaults to 30.
Pass with <0 to disable. Pass 0 to Serialize() every time RakPeer::Recieve() is called
If you want to control the update interval with more granularity, use the return values from Replica3::Serialize().

Parameters:
[in]intervalMSHow frequently to autoserialize all objects. This controls the maximum number of game object updates per second.
void RakNet::ReplicaManager3::SetDefaultOrderingChannel ( char  def)
Parameters:
[in]Defaultordering channel to use for object creation, destruction, and serializations
void RakNet::ReplicaManager3::SetDefaultPacketPriority ( PacketPriority  def)
Parameters:
[in]Defaultpacket priority to use for object creation, destruction, and serializations
void RakNet::ReplicaManager3::SetDefaultPacketReliability ( PacketReliability  def)
Parameters:
[in]Defaultpacket reliability to use for object creation, destruction, and serializations
void RakNet::ReplicaManager3::SetNetworkIDManager ( NetworkIDManager _networkIDManager)

Sets the networkIDManager instance that this plugin relys upon.
Uses whatever instance is attached to RakPeerInterface if unset.
To support multiple worlds, you should set it to a different manager for each instance of the plugin

Parameters:
[in]_networkIDManagerThe externally allocated NetworkIDManager instance for this plugin to use.
void RakNet::ReplicaManager3::SetWorldID ( unsigned char  id)

ReplicaManager3 supports multiple instances of itself attached to the same instance of rakPeer, in case your game has multiple worlds.
Call SetWorldID with a different number for each instance.
The default worldID is 0.
To use multiple worlds, you will also need to call ReplicaManager3::SetNetworkIDManager() to have a different NetworkIDManager instance per world

virtual void RakNet::ReplicaManager3::Update ( void  ) [virtual]

Reimplemented from RakNet::PluginInterface2.


Friends And Related Function Documentation

friend class Connection_RM3 [friend]

Definition at line 269 of file ReplicaManager3.h.


Member Data Documentation

Definition at line 267 of file ReplicaManager3.h.

Definition at line 267 of file ReplicaManager3.h.

Definition at line 263 of file ReplicaManager3.h.

Definition at line 259 of file ReplicaManager3.h.

Definition at line 262 of file ReplicaManager3.h.

Definition at line 264 of file ReplicaManager3.h.

Definition at line 266 of file ReplicaManager3.h.

Definition at line 260 of file ReplicaManager3.h.

unsigned char RakNet::ReplicaManager3::worldId [protected]

Definition at line 265 of file ReplicaManager3.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