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- //
- // Urho3D Engine
- // Copyright (c) 2008-2011 Lasse Öörni
- //
- // 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 "Connection.h"
- #include "Object.h"
- #include "VectorBuffer.h"
- #include <kNet/IMessageHandler.h>
- #include <kNet/INetworkServerListener.h>
- class MemoryBuffer;
- class Scene;
- /// Network subsystem. Manages joining to or hosting networked scenes.
- class Network : public Object, public kNet::IMessageHandler, public kNet::INetworkServerListener
- {
- OBJECT(Network);
-
- public:
- /// Construct
- Network(Context* context);
- /// Destruct
- ~Network();
-
- /// Handle a kNet message from either a client or the server
- virtual void HandleMessage(kNet::MessageConnection* source, kNet::message_id_t id, const char* data, size_t numBytes);
- /// Compute the content ID for a message
- virtual u32 ComputeContentID(kNet::message_id_t id, const char* data, size_t numBytes);
- /// Handle a new client connection
- virtual void NewConnectionEstablished(kNet::MessageConnection* connection);
- /// Handle a client disconnection
- virtual void ClientDisconnected(kNet::MessageConnection* connection);
-
- /// Connect to a server using UDP protocol. Return true if connection process successfully started
- bool Connect(const String& address, unsigned short port, Scene* scene, const VariantMap& identity = VariantMap());
- /// Disconnect the connection to the server. If wait time is non-zero, will block while waiting for disconnect to finish
- void Disconnect(int waitMSec = 0);
- /// Start a server on a port using UDP protocol. Return true if successful
- bool StartServer(unsigned short port);
- /// Stop the server
- void StopServer();
- /// Broadcast a message to all client connections
- void BroadcastMessage(int msgID, bool reliable, bool inOrder, const VectorBuffer& msg);
- /// Broadcast a message to all client connections
- void BroadcastMessage(int msgID, bool reliable, bool inOrder, const unsigned char* data, unsigned numBytes);
- /// Broadcast a message with content ID to all client connections
- void BroadcastMessage(int msgID, unsigned contentID, bool reliable, bool inOrder, const VectorBuffer& msg);
- /// Broadcast a message with content ID to all client connections
- void BroadcastMessage(int msgID, unsigned contentID, bool reliable, bool inOrder, const unsigned char* data, unsigned numBytes);
- /// Broadcast a remote event to all client connections
- void BroadcastRemoteEvent(StringHash eventType, bool inOrder, const VariantMap& eventData = VariantMap());
- /// Broadcast a remote event to all client connections in the specific scene
- void BroadcastRemoteEvent(Scene* scene, StringHash eventType, bool inOrder, const VariantMap& eventData = VariantMap());
- /// Broadcast a remote node event to all client connections in the scene with this node
- void BroadcastRemoteEvent(Node* receiver, StringHash eventType, bool inOrder, const VariantMap& eventData = VariantMap());
- /// Set network update FPS
- void SetUpdateFps(int fps);
- /// Update connections. Called by HandleBeginFrame
- void Update(float timeStep);
-
- /// Return network update FPS
- int GetUpdateFps() const { return updateFps_; }
- /// Return a client or server connection by kNet MessageConnection, or null if none exist
- Connection* GetConnection(kNet::MessageConnection* connection) const;
- /// Return the connection to the server. Null if not connected
- Connection* GetServerConnection() const;
- /// Return all client connections
- const Map<kNet::MessageConnection*, SharedPtr<Connection> > GetClientConnections() const { return clientConnections_; }
- /// Return whether the server is running
- bool IsServerRunning() const;
-
- private:
- /// Handle begin frame event
- void HandleBeginFrame(StringHash eventType, VariantMap& eventData);
- /// Handle server connection
- void OnServerConnected();
- /// Handle server disconnection
- void OnServerDisconnected();
-
- /// kNet Network instance
- kNet::Network* network_;
- /// Client's server connection
- SharedPtr<Connection> serverConnection_;
- /// Server's client connections
- Map<kNet::MessageConnection*, SharedPtr<Connection> > clientConnections_;
- /// Network update FPS
- int updateFps_;
- /// Network time interval
- float updateInterval_;
- /// Network update time accumulator
- float updateAcc_;
- };
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