NetworkPriority.h 2.9 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778
  1. //
  2. // Copyright (c) 2008-2017 the Urho3D project.
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to deal
  6. // in the Software without restriction, including without limitation the rights
  7. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  8. // copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  19. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  20. // THE SOFTWARE.
  21. //
  22. #pragma once
  23. #include "../Scene/Component.h"
  24. namespace Atomic
  25. {
  26. /// %Network interest management settings component.
  27. class ATOMIC_API NetworkPriority : public Component
  28. {
  29. ATOMIC_OBJECT(NetworkPriority, Component);
  30. public:
  31. /// Construct.
  32. NetworkPriority(Context* context);
  33. /// Destruct.
  34. virtual ~NetworkPriority();
  35. /// Register object factory.
  36. static void RegisterObject(Context* context);
  37. /// Set base priority. Default 100 (send updates at full frequency.)
  38. void SetBasePriority(float priority);
  39. /// Set priority reduction distance factor. Default 0 (no effect.)
  40. void SetDistanceFactor(float factor);
  41. /// Set minimum priority. Default 0 (no updates when far away enough.)
  42. void SetMinPriority(float priority);
  43. /// Set whether updates to owner should be sent always at full rate. Default true.
  44. void SetAlwaysUpdateOwner(bool enable);
  45. /// Return base priority.
  46. float GetBasePriority() const { return basePriority_; }
  47. /// Return priority reduction distance factor.
  48. float GetDistanceFactor() const { return distanceFactor_; }
  49. /// Return minimum priority.
  50. float GetMinPriority() const { return minPriority_; }
  51. /// Return whether updates to owner should be sent always at full rate.
  52. bool GetAlwaysUpdateOwner() const { return alwaysUpdateOwner_; }
  53. /// Increment and check priority accumulator. Return true if should update. Called by Connection.
  54. bool CheckUpdate(float distance, float& accumulator);
  55. private:
  56. /// Base priority.
  57. float basePriority_;
  58. /// Priority reduction distance factor.
  59. float distanceFactor_;
  60. /// Minimum priority.
  61. float minPriority_;
  62. /// Update owner at full rate flag.
  63. bool alwaysUpdateOwner_;
  64. };
  65. }