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| 2 |  | 
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| 3 |  | 
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| 4 | WORKING_STACK: | 
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| 5 | ============== | 
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| 6 |  - it works to connecto to a master server which is connected to a proxy itself | 
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| 7 |  | 
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| 8 |  | 
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| 9 |  | 
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| 10 | UNSOLVED: | 
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| 11 | ========= | 
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| 12 |  - 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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| 13 |  - actualy the whole message sending system won't work in this network topic. proxys have to relay messages to clients | 
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| 14 |  - the clients cant get its ip in the handleHandshakes without throuwing sigseg | 
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| 15 |  | 
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| 16 |  | 
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| 17 |  | 
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| 18 | This readme just gives some hints for the general network programming: | 
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| 19 |  | 
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| 20 | ARCHITECTURE: | 
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| 21 | The NetworkStream is in the center of this structure. | 
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| 22 |  | 
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| 23 |  | 
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| 24 | UserId: | 
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| 25 | ======= | 
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| 26 | 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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| 27 |  | 
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| 28 | 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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| 29 |  | 
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| 30 | There are some reserved id's, don't mess with them: | 
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| 31 | 0 :                  Master Server | 
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| 32 | 1 :                  First Proxy Server | 
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| 33 | 2 :                  Second Proxy Server | 
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| 34 | 3 :                  Third Proxy Server | 
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| 35 | 4 :                  Fourth Proxy Server | 
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| 36 | . | 
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| 37 | . | 
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| 38 | . | 
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| 39 | NET_MAX_PROXY        The maximal number of proxy servers | 
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| 40 | NET_MAX... + 1       First Client | 
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| 41 | NET_MAX... + 2       Second Client | 
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| 42 | . | 
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| 43 | . | 
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| 44 | . | 
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| 45 | NET_MAX_CONNECTION   Last client | 
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| 46 |  | 
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| 47 | 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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| 48 |  | 
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| 49 |  | 
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| 50 |  | 
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| 51 | uniqueId: | 
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| 52 | ========= | 
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| 53 | 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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| 54 |  | 
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| 55 |  | 
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| 56 | permissions: | 
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| 57 | ============ | 
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| 58 | 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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| 59 | PERMISSION_MASTER_SERVER       : only the master server can write this variable | 
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| 60 | PERMISSION_PROXY_SERVER        : only the proxy server can write this variable | 
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| 61 | PERMISSION_OWNER               : only the owner can write this variable | 
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| 62 | PERMISSION_ALL                 : all clients can write this variable | 
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| 63 |  | 
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| 64 |  | 
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| 65 |  | 
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| 66 |  | 
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| 67 |  | 
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| 68 | NetworkStream PeerInfo list: (peers) | 
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| 69 | ===================================== | 
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| 70 | 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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| 71 |  | 
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| 72 |  | 
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| 73 |  | 
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