NetworkPriority.h 2.8 KB

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  1. //
  2. // Urho3D Engine
  3. // Copyright (c) 2008-2011 Lasse Öörni
  4. //
  5. // Permission is hereby granted, free of charge, to any person obtaining a copy
  6. // of this software and associated documentation files (the "Software"), to deal
  7. // in the Software without restriction, including without limitation the rights
  8. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  9. // copies of the Software, and to permit persons to whom the Software is
  10. // furnished to do so, subject to the following conditions:
  11. //
  12. // The above copyright notice and this permission notice shall be included in
  13. // all copies or substantial portions of the Software.
  14. //
  15. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  16. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  17. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  18. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  19. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  20. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  21. // THE SOFTWARE.
  22. //
  23. #pragma once
  24. #include "Component.h"
  25. /// %Network interest management settings component.
  26. class NetworkPriority : public Component
  27. {
  28. OBJECT(NetworkPriority);
  29. public:
  30. /// Construct.
  31. NetworkPriority(Context* context);
  32. /// Destruct.
  33. ~NetworkPriority();
  34. /// Register object factory.
  35. static void RegisterObject(Context* context);
  36. /// %Set base priority. Default 100 (send updates at full frequency.)
  37. void SetBasePriority(float priority);
  38. /// %Set priority reduction distance factor. Default 0 (no effect.)
  39. void SetDistanceFactor(float factor);
  40. /// %Set minimum priority. Default 0 (no updates when far away enough.)
  41. void SetMinPriority(float priority);
  42. /// %Set whether updates to owner should be sent always at full rate. Default true.
  43. void SetAlwaysUpdateOwner(bool enable);
  44. /// Return base priority.
  45. float GetBasePriority() const { return basePriority_; }
  46. /// Return priority reduction distance factor.
  47. float GetDistanceFactor() const { return distanceFactor_; }
  48. /// Return minimum priority.
  49. float GetMinPriority() const { return minPriority_; }
  50. /// Return whether updates to owner should be sent always at full rate.
  51. bool GetAlwaysUpdateOwner() const { return alwaysUpdateOwner_; }
  52. /// Increment and check priority accumulator. Return true if should update. Called by Connection.
  53. bool CheckUpdate(float distance, float& accumulator);
  54. private:
  55. /// Base priority.
  56. float basePriority_;
  57. /// Priority reduction distance factor.
  58. float distanceFactor_;
  59. /// Minimum priority.
  60. float minPriority_;
  61. /// Update owner at full rate flag.
  62. bool alwaysUpdateOwner_;
  63. };