RakNet::Connection_RM3 Class Reference
[ReplicaManager3]

Each remote system is represented by Connection_RM3. Used to allocate Replica3 and track which instances have been allocated. More...

#include <ReplicaManager3.h>

List of all members.

Public Types

enum  ConstructionMode { QUERY_REPLICA_FOR_CONSTRUCTION, QUERY_REPLICA_FOR_CONSTRUCTION_AND_DESTRUCTION, QUERY_CONNECTION_FOR_REPLICA_LIST }
 List of enumerations for how to get the list of valid objects for other systems. More...

Public Member Functions

virtual Replica3AllocReplica (RakNet::BitStream *allocationIdBitstream, ReplicaManager3 *replicaManager3)=0
 Class factory to create a Replica3 instance, given a user-defined identifier.
virtual void GetConstructedReplicas (DataStructures::List< Replica3 * > &objectsTheyDoHave)
 Get list of all replicas that are constructed for this connection.
bool HasReplicaConstructed (RakNet::Replica3 *replica)
virtual void SerializeOnDownloadStarted (RakNet::BitStream *bitStream)
virtual void DeserializeOnDownloadStarted (RakNet::BitStream *bitStream)
virtual void SerializeOnDownloadComplete (RakNet::BitStream *bitStream)
virtual void DeserializeOnDownloadComplete (RakNet::BitStream *bitStream)
SystemAddress GetSystemAddress (void) const
RakNetGUID GetRakNetGUID (void) const
virtual bool QueryGroupDownloadMessages (void) const
 Return whether or not downloads to our system should all be processed the same tick (call to RakPeer::Receive() ).
virtual ConstructionMode QueryConstructionMode (void) const
 Queries how to get the list of objects that exist on remote systems.
virtual void QueryReplicaList (DataStructures::List< Replica3 * > newReplicasToCreate, DataStructures::List< Replica3 * > existingReplicasToDestroy)
 Callback used when QueryConstructionMode() returns QUERY_CONNECTION_FOR_REPLICA_LIST.


Detailed Description

Each remote system is represented by Connection_RM3. Used to allocate Replica3 and track which instances have been allocated.

Important function: AllocReplica() - must be overridden to create an object given an identifier for that object, which you define for all objects in your game


Member Enumeration Documentation

List of enumerations for how to get the list of valid objects for other systems.

Enumerator:
QUERY_REPLICA_FOR_CONSTRUCTION  For every object that does not exist on the remote system, call Replica3::QueryConstruction() every tick. Do not call Replica3::QueryDestruction() Do not call Connection_RM3::QueryReplicaList()
QUERY_REPLICA_FOR_CONSTRUCTION_AND_DESTRUCTION  For every object that does not exist on the remote system, call Replica3::QueryConstruction() every tick. Based on the call, the object may be sent to the other system. For every object that does exist on the remote system, call Replica3::QueryDestruction() every tick. Based on the call, the object may be deleted on the other system. Do not call Connection_RM3::QueryReplicaList()
QUERY_CONNECTION_FOR_REPLICA_LIST  Do not call Replica3::QueryConstruction() or Replica3::QueryDestruction() Call Connection_RM3::QueryReplicaList() to determine which objects exist on remote systems This can be faster than QUERY_REPLICA_FOR_CONSTRUCTION and QUERY_REPLICA_FOR_CONSTRUCTION_AND_DESTRUCTION for large worlds See GridSectorizer.h under /Source for code that can help with this


Member Function Documentation

virtual Replica3* RakNet::Connection_RM3::AllocReplica ( RakNet::BitStream allocationIdBitstream,
ReplicaManager3 replicaManager3 
) [pure virtual]

Class factory to create a Replica3 instance, given a user-defined identifier.

Identifier is returned by Replica3::WriteAllocationID() for what type of class to create.
This is called when you download a replica from another system.
See Replica3::Dealloc for the corresponding destruction message.
Return 0 if unable to create the intended object. Note, in that case the other system will still think we have the object and will try to serialize object updates to us. Generally, you should not send objects the other system cannot create.

See also:
Replica3::WriteAllocationID(). Sample implementation:
{RakNet::RakString typeName; allocationIdBitstream->Read(typeName); if (typeName=="Soldier") return new Soldier; return 0;}
Parameters:
[in] allocationIdBitstream user-defined bitstream uniquely identifying a game object type
[in] replicaManager3 Instance of ReplicaManager3 that controls this connection
Returns:
The new replica instance

virtual void RakNet::Connection_RM3::DeserializeOnDownloadComplete ( RakNet::BitStream bitStream  )  [inline, virtual]

Receives whatever was written in DeserializeOnDownloadComplete()

Parameters:
[in] bitStream Written in SerializeOnDownloadComplete()

virtual void RakNet::Connection_RM3::DeserializeOnDownloadStarted ( RakNet::BitStream bitStream  )  [inline, virtual]

Receives whatever was written in SerializeOnDownloadStarted()

Parameters:
[in] bitStream Written in SerializeOnDownloadStarted()

virtual void RakNet::Connection_RM3::GetConstructedReplicas ( DataStructures::List< Replica3 * > &  objectsTheyDoHave  )  [virtual]

Get list of all replicas that are constructed for this connection.

Parameters:
[out] objectsTheyDoHave Destination list. Returned in sorted ascending order, sorted on the value of the Replica3 pointer.

RakNetGUID RakNet::Connection_RM3::GetRakNetGUID ( void   )  const [inline]

Returns:
Returns the RakNetGUID passed to the constructor of this object

SystemAddress RakNet::Connection_RM3::GetSystemAddress ( void   )  const [inline]

Returns:
The system address passed to the constructor of this object

bool RakNet::Connection_RM3::HasReplicaConstructed ( RakNet::Replica3 replica  ) 

Returns true if we think this remote connection has this replica constructed

Parameters:
[in] replica3 Which replica we are querying
Returns:
True if constructed, false othewise

virtual ConstructionMode RakNet::Connection_RM3::QueryConstructionMode ( void   )  const [inline, virtual]

Queries how to get the list of objects that exist on remote systems.

The default of calling QueryConstruction for every known object is easy to use, but not efficient, especially for large worlds where many objects are outside of the player's circle of influence.
QueryDestruction is also not necessarily useful or efficient, as object destruction tends to happen in known cases, and can be accomplished by calling Replica3::BroadcastDestruction() QueryConstructionMode() allows you to specify more efficient algorithms than the default when overriden.

Returns:
How to get the list of objects that exist on the remote system. You should always return the same value for a given connection

virtual bool RakNet::Connection_RM3::QueryGroupDownloadMessages ( void   )  const [inline, virtual]

Return whether or not downloads to our system should all be processed the same tick (call to RakPeer::Receive() ).

Normally the system will send ID_REPLICA_MANAGER_DOWNLOAD_STARTED, ID_REPLICA_MANAGER_CONSTRUCTION for all downloaded objects, ID_REPLICA_MANAGER_SERIALIZE for each downloaded object, and lastly ID_REPLICA_MANAGER_DOWNLOAD_COMPLETE. This enables the application to show a downloading splash screen on ID_REPLICA_MANAGER_DOWNLOAD_STARTED, a progress bar, and to close the splash screen and activate all objects on ID_REPLICA_MANAGER_DOWNLOAD_COMPLETE However, if the application was not set up for this then it would result in incomplete objects spread out over time, and cause problems If you return true from QueryGroupDownloadMessages(), then these messages will be returned all in one tick, returned only when the download is complete

Note:
ID_REPLICA_MANAGER_DOWNLOAD_STARTED calls the callback DeserializeOnDownloadStarted()

ID_REPLICA_MANAGER_DOWNLOAD_COMPLETE calls the callback DeserializeOnDownloadComplete()

virtual void RakNet::Connection_RM3::QueryReplicaList ( DataStructures::List< Replica3 * >  newReplicasToCreate,
DataStructures::List< Replica3 * >  existingReplicasToDestroy 
) [inline, virtual]

Callback used when QueryConstructionMode() returns QUERY_CONNECTION_FOR_REPLICA_LIST.

This advantage of this callback is if that there are many objects that a particular connection does not have, then we do not have to iterate through those objects calling QueryConstruction() for each of them.
BR> The following code uses a sorted merge sort to quickly find new and deleted objects, given a list of objects we know should exist.
BR> DataStructures::List<Replica3*> objectsTheyShouldHave; // You have to fill in this list
DataStructures::List<Replica3*> objectsTheyCurrentlyHave,objectsTheyStillHave,existingReplicasToDestro,newReplicasToCreatey;
GetConstructedReplicas(objectsTheyCurrentlyHave);
DataStructures::Multilist::FindIntersection(objectsTheyCurrentlyHave, objectsTheyShouldHave, objectsTheyStillHave, existingReplicasToDestroy, newReplicasToCreate);
BR> See GridSectorizer in the Source directory as a method to find all objects within a certain radius in a fast way.
BR>

Parameters:
[out] newReplicasToCreate Anything in this list will be created on the remote system
[out] existingReplicasToDestroy Anything in this list will be destroyed on the remote system

virtual void RakNet::Connection_RM3::SerializeOnDownloadComplete ( RakNet::BitStream bitStream  )  [inline, virtual]

When a new connection connects, after constructing and serialization all objects, SerializeOnDownloadComplete() is called

Parameters:
[out] bitStream Passed to DeserializeOnDownloadComplete()

virtual void RakNet::Connection_RM3::SerializeOnDownloadStarted ( RakNet::BitStream bitStream  )  [inline, virtual]

When a new connection connects, before sending any objects, SerializeOnDownloadStarted() is called

Parameters:
[out] bitStream Passed to DeserializeOnDownloadStarted()


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

Generated on Wed Feb 1 13:33:48 2012 for RakNet by  doxygen 1.5.7.1