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

Set and network team selection (supports peer to peer or client/server) More...

#include <TeamBalancer.h>

Inheritance diagram for RakNet::TeamBalancer:

List of all members.

Classes

struct  TeamMember

Public Types

enum  DefaultAssigmentAlgorithm { SMALLEST_TEAM, FILL_IN_ORDER }

Public Member Functions

void CancelRequestSpecificTeam (void)
TeamId GetMyTeam (void) const
void RequestAnyTeam (void)
bool RequestSpecificTeam (TeamId desiredTeam)
void SetAllowHostMigration (bool allow)
void SetDefaultAssignmentAlgorithm (DefaultAssigmentAlgorithm daa)
 Determine how players' teams will be set when they call RequestAnyTeam()
void SetForceEvenTeams (bool force)
 By default, teams can be unbalanced up to the team size limit defined by SetTeamSizeLimits()
void SetHostGuid (RakNetGUID _hostGuid)
 Define which system processes team communication and maintains the list of teams.
void SetLockTeams (bool lock)
 If set, calls to RequestSpecificTeam() and RequestAnyTeam() will return the team you are currently on.
void SetTeamSizeLimits (unsigned short *values, int valuesLength)
 Set the limit to the number of players on each team.
void SetTeamSizeLimits (const DataStructures::List< unsigned short > &_teamLimits)
 Set the limit to the number of players on each team.
 TeamBalancer ()
virtual ~TeamBalancer ()

Static Public Member Functions

static void DestroyInstance (TeamBalancer *i)
static TeamBalancerGetInstance (void)

Protected Member Functions

unsigned int AddTeamMember (const TeamMember &tm)
void EvenTeams (void)
TeamId GetFirstNonFullTeam (void) const
unsigned int GetMemberIndex (RakNetGUID guid)
unsigned int GetMemberIndexToSwitchTeams (const DataStructures::List< TeamId > &sourceTeamNumbers, TeamId targetTeamNumber)
void GetMinMaxTeamMembers (int &minMembersOnASingleTeam, int &maxMembersOnASingleTeam)
TeamId GetNextDefaultTeam (void)
void GetOverpopulatedTeams (DataStructures::List< TeamId > &overpopulatedTeams, int maxTeamSize)
TeamId GetSmallestNonFullTeam (void) const
void MoveMemberThatWantsToJoinTeam (TeamId teamId)
TeamId MoveMemberThatWantsToJoinTeamInternal (TeamId teamId)
void NotifyNoTeam (RakNetGUID target)
void NotifyTeamAssigment (unsigned int teamMemberIndex)
void NotifyTeamsLocked (RakNetGUID target, TeamId requestedTeam)
void NotifyTeamSwitchPending (RakNetGUID target, TeamId requestedTeam)
void OnCancelTeamRequest (Packet *packet)
virtual void OnClosedConnection (const SystemAddress &systemAddress, RakNetGUID rakNetGUID, PI2_LostConnectionReason lostConnectionReason)
virtual PluginReceiveResult OnReceive (Packet *packet)
void OnRequestAnyTeam (Packet *packet)
PluginReceiveResult OnRequestedTeamChangePending (Packet *packet)
void OnRequestSpecificTeam (Packet *packet)
void OnStatusUpdateToNewHost (Packet *packet)
PluginReceiveResult OnTeamAssigned (Packet *packet)
PluginReceiveResult OnTeamsLocked (Packet *packet)
void RemoveByGuid (RakNetGUID rakNetGUID)
void RemoveTeamMember (unsigned int index)
void SwapTeamMembersByRequest (unsigned int memberIndex1, unsigned int memberIndex2)
void SwitchMemberTeam (unsigned int teamMemberIndex, TeamId destinationTeam)
bool TeamsWouldBeEvenOnSwitch (TeamId t1, TeamId t2)
bool TeamWouldBeOverpopulatedOnAddition (TeamId teamId, unsigned int teamMemberSize)
bool TeamWouldBeUnderpopulatedOnLeave (TeamId teamId, unsigned int teamMemberSize)
bool WeAreHost (void) const

Protected Attributes

bool allowHostMigration
TeamId currentTeam
DefaultAssigmentAlgorithm defaultAssigmentAlgorithm
bool expectingToReceiveTeamNumber
bool forceTeamsToBeEven
RakNetGUID hostGuid
bool lockTeams
TeamId requestedTeam
DataStructures::List< unsigned
short > 
teamLimits
DataStructures::List< unsigned
short > 
teamMemberCounts
DataStructures::List< TeamMemberteamMembers

Detailed Description

Automatically handles transmission and resolution of team selection, including team switching and balancing.
Usage: TODO

Definition at line 41 of file TeamBalancer.h.


Member Enumeration Documentation

Enumerator:
SMALLEST_TEAM 

Among all the teams, join the team with the smallest number of players.

FILL_IN_ORDER 

Join the team with the lowest index that has open slots.

Definition at line 73 of file TeamBalancer.h.


Constructor & Destructor Documentation

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

Member Function Documentation

unsigned int RakNet::TeamBalancer::AddTeamMember ( const TeamMember tm) [protected]
void RakNet::TeamBalancer::CancelRequestSpecificTeam ( void  )

If ID_TEAM_BALANCER_REQUESTED_TEAM_CHANGE_PENDING is returned after a call to RequestSpecificTeam(), the request will stay in memory on the host and execute when available, or until the teams become locked. You can cancel the request by calling CancelRequestSpecificTeam(), in which case you will stay on your existing team.

Note:
Due to latency, even after calling CancelRequestSpecificTeam() you may still get ID_TEAM_BALANCER_SET_TEAM if the packet was already in transmission.
static void RakNet::TeamBalancer::DestroyInstance ( TeamBalancer i) [static]
void RakNet::TeamBalancer::EvenTeams ( void  ) [protected]
TeamId RakNet::TeamBalancer::GetFirstNonFullTeam ( void  ) const [protected]
static TeamBalancer* RakNet::TeamBalancer::GetInstance ( void  ) [static]
unsigned int RakNet::TeamBalancer::GetMemberIndex ( RakNetGUID  guid) [protected]
unsigned int RakNet::TeamBalancer::GetMemberIndexToSwitchTeams ( const DataStructures::List< TeamId > &  sourceTeamNumbers,
TeamId  targetTeamNumber 
) [protected]
void RakNet::TeamBalancer::GetMinMaxTeamMembers ( int &  minMembersOnASingleTeam,
int &  maxMembersOnASingleTeam 
) [protected]
TeamId RakNet::TeamBalancer::GetMyTeam ( void  ) const

Returns your team. As your team changes, you are notified through the ID_TEAM_BALANCER_TEAM_ASSIGNED packet in byte 1. Returns UNASSIGNED_TEAM_ID initially

Precondition:
For this to return anything other than UNASSIGNED_TEAM_ID, connect to a properly initialized host and RequestSpecificTeam() or RequestAnyTeam() first
Returns:
UNASSIGNED_TEAM_ID for no team. Otherwise, the index should range from 0 to one less than the size of the list passed to SetTeamSizeLimits() on the host
TeamId RakNet::TeamBalancer::GetNextDefaultTeam ( void  ) [protected]
void RakNet::TeamBalancer::GetOverpopulatedTeams ( DataStructures::List< TeamId > &  overpopulatedTeams,
int  maxTeamSize 
) [protected]
TeamId RakNet::TeamBalancer::GetSmallestNonFullTeam ( void  ) const [protected]
void RakNet::TeamBalancer::MoveMemberThatWantsToJoinTeam ( TeamId  teamId) [protected]
TeamId RakNet::TeamBalancer::MoveMemberThatWantsToJoinTeamInternal ( TeamId  teamId) [protected]
void RakNet::TeamBalancer::NotifyNoTeam ( RakNetGUID  target) [protected]
void RakNet::TeamBalancer::NotifyTeamAssigment ( unsigned int  teamMemberIndex) [protected]
void RakNet::TeamBalancer::NotifyTeamsLocked ( RakNetGUID  target,
TeamId  requestedTeam 
) [protected]
void RakNet::TeamBalancer::NotifyTeamSwitchPending ( RakNetGUID  target,
TeamId  requestedTeam 
) [protected]
void RakNet::TeamBalancer::OnCancelTeamRequest ( Packet packet) [protected]
virtual void RakNet::TeamBalancer::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 PluginReceiveResult RakNet::TeamBalancer::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::TeamBalancer::OnRequestAnyTeam ( Packet packet) [protected]
PluginReceiveResult RakNet::TeamBalancer::OnRequestedTeamChangePending ( Packet packet) [protected]
void RakNet::TeamBalancer::OnRequestSpecificTeam ( Packet packet) [protected]
void RakNet::TeamBalancer::OnStatusUpdateToNewHost ( Packet packet) [protected]
PluginReceiveResult RakNet::TeamBalancer::OnTeamAssigned ( Packet packet) [protected]
PluginReceiveResult RakNet::TeamBalancer::OnTeamsLocked ( Packet packet) [protected]
void RakNet::TeamBalancer::RemoveByGuid ( RakNetGUID  rakNetGUID) [protected]
void RakNet::TeamBalancer::RemoveTeamMember ( unsigned int  index) [protected]
void RakNet::TeamBalancer::RequestAnyTeam ( void  )

Allow host to pick your team, based on whatever algorithm it uses for default team assignments. This only has an effect if you are not currently on a team (GetMyTeam() returns UNASSIGNED_TEAM_ID)

Precondition:
Call SetTeamSizeLimits() on the host and call SetHostGuid() on this system
bool RakNet::TeamBalancer::RequestSpecificTeam ( TeamId  desiredTeam)

Set your requested team. UNASSIGNED_TEAM_ID means no team. After enough time for network communication, ID_TEAM_BALANCER_SET_TEAM will be returned with your current team, or If team switch is not possible, ID_TEAM_BALANCER_REQUESTED_TEAM_CHANGE_PENDING or ID_TEAM_BALANCER_TEAMS_LOCKED will be returned. In the case of ID_TEAM_BALANCER_REQUESTED_TEAM_CHANGE_PENDING the request will stay in memory. ID_TEAM_BALANCER_SET_TEAM will be returned when someone on the desired team leaves or wants to switch to your team. If SetLockTeams(true) is called while you have a request pending, you will get ID_TEAM_BALANCER_TEAMS_LOCKED

Precondition:
Call SetTeamSizeLimits() on the host and call SetHostGuid() on this system. If the host is not running the TeamBalancer plugin or did not have SetTeamSizeLimits() called, then you will not get any response.
Parameters:
[in]desiredTeamAn index representing your team number. The index should range from 0 to one less than the size of the list passed to SetTeamSizeLimits() on the host. You can also pass UNASSIGNED_TEAM_ID to not be on any team (such as if spectating)
Returns:
True on request sent, false on SetHostGuid() was not called.
void RakNet::TeamBalancer::SetAllowHostMigration ( bool  allow)

Allow systems to change the host If true, this is a security hole, but needed for peer to peer For client server, set to false Defaults to true param[in] allow True to allow host migration, false to not allow

void RakNet::TeamBalancer::SetDefaultAssignmentAlgorithm ( DefaultAssigmentAlgorithm  daa)

Based on the specified enumeration, a player will join a team automatically Defaults to SMALLEST_TEAM This function is only used by the host

Parameters:
[in]daaEnumeration describing the algorithm to use
void RakNet::TeamBalancer::SetForceEvenTeams ( bool  force)

If SetForceEvenTeams(true) is called on the host, then teams cannot be unbalanced by more than 1 player If teams are uneven at the time that SetForceEvenTeams(true) is called, players at randomly will be switched, and will be notified of ID_TEAM_BALANCER_TEAM_ASSIGNED If players disconnect from the host such that teams would not be even, and teams are not locked, then a player from the largest team is randomly moved to even the teams. Defaults to false

Note:
SetLockTeams(true) takes priority over SetForceEvenTeams(), so if teams are currently locked, this function will have no effect until teams become unlocked.
Parameters:
[in]forceTrue to force even teams. False to allow teams to not be evenly matched
void RakNet::TeamBalancer::SetHostGuid ( RakNetGUID  _hostGuid)

One system is responsible for maintaining the team list and determining which system is on which team. For a client/server system, this would be the server. For a peer to peer system, this would be one of the peers. If using FullyConnectedMesh2, this would be called with the value returned by FullyConnectedMesh2::GetHostSystem(). Update when you get ID_FCM2_INFORM_FCMGUID

See also:
SetAllowHostMigration()
Parameters:
[in]_hostGuidOne system we are connected to that will resolve team assignments.
void RakNet::TeamBalancer::SetLockTeams ( bool  lock)

However, if those functions are called and you do not have a team, then you will be assigned to a default team according to SetDefaultAssignmentAlgorithm() and possibly SetForceEvenTeams(true) If lock is false, and SetForceEvenTeams() was called with force as true, and teams are currently uneven, they will be made even, and those players randomly moved will get ID_TEAM_BALANCER_TEAM_ASSIGNED Defaults to false

Parameters:
[in]lockTrue to lock teams, false to unlock
void RakNet::TeamBalancer::SetTeamSizeLimits ( const DataStructures::List< unsigned short > &  _teamLimits)

SetTeamSizeLimits() must be called on the host, so the host can enforce the maximum number of players on each team. SetTeamSizeLimits() can be called on all systems if desired - for example, in a P2P environment you may wish to call it on all systems in advanced in case you become host. Calling this function when teams have already been created does not affect existing teams.

Parameters:
[in]teamLimitsThe maximum number of people per team, by index. For example, a list of size 3 with values 1,2,3 would allow 1 person on team 0, 2 people on team 1, adn 3 people on team 2.
void RakNet::TeamBalancer::SetTeamSizeLimits ( unsigned short *  values,
int  valuesLength 
)

SetTeamSizeLimits() must be called on the host, so the host can enforce the maximum number of players on each team. SetTeamSizeLimits() can be called on all systems if desired - for example, in a P2P environment you may wish to call it on all systems in advanced in case you become host. Calling this function when teams have already been created does not affect existing teams.

Parameters:
[in]valuesThe maximum number of people per team, by index. For example, a list of size 3 with values 1,2,3 would allow 1 person on team 0, 2 people on team 1, adn 3 people on team 2.
[in]valuesLengthLength of the values array
void RakNet::TeamBalancer::SwapTeamMembersByRequest ( unsigned int  memberIndex1,
unsigned int  memberIndex2 
) [protected]
void RakNet::TeamBalancer::SwitchMemberTeam ( unsigned int  teamMemberIndex,
TeamId  destinationTeam 
) [protected]
bool RakNet::TeamBalancer::TeamsWouldBeEvenOnSwitch ( TeamId  t1,
TeamId  t2 
) [protected]
bool RakNet::TeamBalancer::TeamWouldBeOverpopulatedOnAddition ( TeamId  teamId,
unsigned int  teamMemberSize 
) [protected]
bool RakNet::TeamBalancer::TeamWouldBeUnderpopulatedOnLeave ( TeamId  teamId,
unsigned int  teamMemberSize 
) [protected]
bool RakNet::TeamBalancer::WeAreHost ( void  ) const [protected]

Member Data Documentation

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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.

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