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Changeset 9656 in orxonox.OLD for trunk/src/lib/network/README.NETWORK


Ignore:
Timestamp:
Aug 4, 2006, 11:01:28 PM (18 years ago)
Author:
bensch
Message:

orxonox/trunk: merged the proxy bache back with no conflicts

File:
1 edited

Legend:

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  • trunk/src/lib/network/README.NETWORK

    r9494 r9656  
    11
     2
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     4
     5WORD OF WARNING:
     6================
     7 - Allways keep the network_settings.conf file from the data repos up-to-date!! Its very important, that the user numbers are synchronized!
    28
    39
    410WORKING_STACK:
    511==============
    6  - it works to connecto to a master server which is connected to a proxy itself
    7 
     12 - removed compiler warnings in some modules
     13 - totaly rework of the permission system
     14 - introduced a new PERMISSION layer: PERMISSION_SERVER which gives the nearest server the authority to handle
    815
    916
    1017UNSOLVED:
    1118=========
    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
    13  - actualy the whole message sending system won't work in this network topic. proxys have to relay messages to clients
    14  - the clients cant get its ip in the handleHandshakes without throuwing sigseg
     19 - the clients cant get its ip in the handleHandshakes without throwing sigseg
     20 - MessageManager: proxy/server forward the messages always. Perhaps there is a case, where messages get forwarded forever if there is a loop in the network. think about it again.
     21 - Permissions: Proxy Servers shouldn't be able to create new eneitites on the server
     22 - the nick name must be handled new
    1523
    1624
     
    4856
    4957
     58The ids are created by the master/proxy servers. Each server receives an address space of 1000 nodes where it is able to assign nodes to. This address space could be extended quite easely, since we got plenty of numbers in 4bytes (integer)
     59
     60The handshake sync has always the uniqueId == userId. This is why there are some reserved uniqueIds
     61
    5062
    5163uniqueId:
    5264=========
    5365uniqueId 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
     66
     67The handshake sync has always the uniqueId == userId. This is why there are some reserved uniqueIds
    5468
    5569
     
    6276PERMISSION_ALL                 : all clients can write this variable
    6377
     78Only the master server should have the permission to create new WorldEntities and to add them to the game
    6479
    6580
     
    7287
    7388
     89MessageManager:
     90===============
     91The message manager has special handling if its a master/proxy: the messages will simply be forwarded to the other server
     92
     93
     94Proxy Control:
     95==============
     96The ProxyControl class manages the state of the network by exchanging state messages.
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