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- //
- // 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_;
- };
- }
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