// // Copyright (c) 2008-2017 the Urho3D project. // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal // in the Software without restriction, including without limitation the rights // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell // copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN // THE SOFTWARE. // #pragma once #include "../Scene/Component.h" namespace Atomic { /// %Network interest management settings component. class ATOMIC_API NetworkPriority : public Component { ATOMIC_OBJECT(NetworkPriority, Component); public: /// Construct. NetworkPriority(Context* context); /// Destruct. virtual ~NetworkPriority(); /// Register object factory. static void RegisterObject(Context* context); /// Set base priority. Default 100 (send updates at full frequency.) void SetBasePriority(float priority); /// Set priority reduction distance factor. Default 0 (no effect.) void SetDistanceFactor(float factor); /// Set minimum priority. Default 0 (no updates when far away enough.) void SetMinPriority(float priority); /// Set whether updates to owner should be sent always at full rate. Default true. void SetAlwaysUpdateOwner(bool enable); /// Return base priority. float GetBasePriority() const { return basePriority_; } /// Return priority reduction distance factor. float GetDistanceFactor() const { return distanceFactor_; } /// Return minimum priority. float GetMinPriority() const { return minPriority_; } /// Return whether updates to owner should be sent always at full rate. bool GetAlwaysUpdateOwner() const { return alwaysUpdateOwner_; } /// Increment and check priority accumulator. Return true if should update. Called by Connection. bool CheckUpdate(float distance, float& accumulator); private: /// Base priority. float basePriority_; /// Priority reduction distance factor. float distanceFactor_; /// Minimum priority. float minPriority_; /// Update owner at full rate flag. bool alwaysUpdateOwner_; }; }