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source: orxonox.OLD/branches/proxy/src/lib/network/README.NETWORK @ 9479

Last change on this file since 9479 was 9474, checked in by patrick, 18 years ago

the hybrid mode should work now in a very closed setup

File size: 2.4 KB
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3This readme just gives some hints for the general network programming:
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5ARCHITECTURE:
6The NetworkStream is in the center of this structure.
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9UserId:
10=======
11containing the id of a user (==client). This id must be unique within a orxonox network its used especialy in the NetworkStream for node identification and also in the Synchronizeable base class for permissions checking (PERMISSION_OWNER)
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13the connections belonging tu toe userId's are stored in the NetworkStream::peers std::map. As a keyvalue the userId's are used. Therefore the usage of this peers map is very delicate. Don't ever try to add anything you are not sure about the id stuff.
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15There are some reserved id's, don't mess with them:
160 :                  Master Server
171 :                  First Proxy Server
182 :                  Second Proxy Server
193 :                  Third Proxy Server
204 :                  Fourth Proxy Server
21.
22.
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24NET_MAX_PROXY        The maximal number of proxy servers
25NET_MAX... + 1       First Client
26NET_MAX... + 2       Second Client
27.
28.
29.
30NET_MAX_CONNECTION   Last client
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32The proxy server ids are assigned as stated in the data/trunk/config/network_settings.conf, the first proxy server in the list gets the id NET_ID_PROXY_01 and so on.
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36uniqueId:
37=========
38uniqueId is an id (unique :D) for each synchronizeable to be identified in a network. the number space for uniqueIds goes from 0 to maxplayers - 1
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41permissions:
42============
43Each synchronizeable variable has some write permissions. this permission systems allows to manage which network nodes are able to write the variables.
44PERMISSION_MASTER_SERVER       : only the master server can write this variable
45PERMISSION_PROXY_SERVER        : only the proxy server can write this variable
46PERMISSION_OWNER               : only the owner can write this variable
47PERMISSION_ALL                 : all clients can write this variable
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53NetworkStream PeerInfo list: (peers)
54=====================================
55The network node with the offset 0 is always the server to which the client must connect to (in case there are connections to other hosts at the same time).
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60UNSOLVED:
61=========
62 - what if the proxy server gets a new client and wants to add it to the game? There are some problems waiting in the network game manager
63 - actualy the whole message sending system won't work in this network topic. proxys have to relay messages to clients
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