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2 | |
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3 | This readme just gives some hints for the general network programming: |
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4 | |
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5 | ARCHITECTURE: |
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6 | The NetworkStream is in the center of this structure. |
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7 | |
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8 | |
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9 | UserId: |
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10 | ======= |
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11 | containing 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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13 | the 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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14 | |
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15 | There are some reserved id's, don't mess with them: |
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16 | 0 : Master Server |
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17 | 1 : First Proxy Server |
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18 | 2 : Second Proxy Server |
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19 | 3 : Third Proxy Server |
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20 | 4 : Fourth Proxy Server |
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21 | . |
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22 | . |
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23 | . |
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24 | NET_MAX_PROXY The maximal number of proxy servers |
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25 | NET_MAX... + 1 First Client |
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26 | NET_MAX... + 2 Second Client |
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27 | . |
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28 | . |
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29 | . |
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30 | NET_MAX_CONNECTION Last client |
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31 | |
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32 | The 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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33 | |
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34 | |
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35 | |
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36 | uniqueId: |
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37 | ========= |
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38 | uniqueId 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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39 | |
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40 | |
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41 | permissions: |
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42 | ============ |
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43 | Each synchronizeable variable has some write permissions. this permission systems allows to manage which network nodes are able to write the variables. |
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44 | PERMISSION_MASTER_SERVER : only the master server can write this variable |
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45 | PERMISSION_PROXY_SERVER : only the proxy server can write this variable |
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46 | PERMISSION_OWNER : only the owner can write this variable |
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47 | PERMISSION_ALL : all clients can write this variable |
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48 | |
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49 | |
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50 | |
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51 | |
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52 | |
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53 | NetworkStream PeerInfo list: (peers) |
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54 | ===================================== |
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55 | The 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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58 | |
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59 | |
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60 | UNSOLVED: |
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61 | ========= |
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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 |
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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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66 | |
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