Each remote system is represented by Connection_RM3. Used to allocate Replica3 and track which instances have been allocated.
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#include <ReplicaManager3.h>
Each remote system is represented by Connection_RM3. Used to allocate Replica3 and track which instances have been allocated.
Important function: AllocReplica() - must be overridden to create an object given an identifier for that object, which you define for all objects in your game
List of enumerations for how to get the list of valid objects for other systems.
- Enumerator:
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Class factory to create a Replica3 instance, given a user-defined identifier.
Identifier is returned by Replica3::WriteAllocationID() for what type of class to create.
This is called when you download a replica from another system.
See Replica3::Dealloc for the corresponding destruction message.
Return 0 if unable to create the intended object. Note, in that case the other system will still think we have the object and will try to serialize object updates to us. Generally, you should not send objects the other system cannot create.
- See Also
- Replica3::WriteAllocationID(). Sample implementation:
{RakNet::RakString typeName; allocationIdBitstream->Read(typeName); if (typeName=="Soldier") return new Soldier; return 0;}
- Parameters
-
[in] | allocationIdBitstream | user-defined bitstream uniquely identifying a game object type |
[in] | replicaManager3 | Instance of ReplicaManager3 that controls this connection |
- Returns
- The new replica instance
virtual void RakNet::Connection_RM3::DeserializeOnDownloadComplete |
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RakNet::BitStream * |
bitStream | ) |
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inlinevirtual |
virtual void RakNet::Connection_RM3::DeserializeOnDownloadStarted |
( |
RakNet::BitStream * |
bitStream | ) |
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inlinevirtual |
Get list of all replicas that are constructed for this connection.
- Parameters
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[out] | objectsTheyDoHave | Destination list. Returned in sorted ascending order, sorted on the value of the Replica3 pointer. |
bool RakNet::Connection_RM3::GetDownloadWasCompleted |
( |
void |
| ) |
const |
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inline |
- Returns
- True if ID_REPLICA_MANAGER_DOWNLOAD_COMPLETE arrived for this connection
RakNetGUID RakNet::Connection_RM3::GetRakNetGUID |
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void |
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const |
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inline |
- Returns
- Returns the RakNetGUID passed to the constructor of this object
SystemAddress RakNet::Connection_RM3::GetSystemAddress |
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void |
| ) |
const |
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inline |
- Returns
- The system address passed to the constructor of this object
bool RakNet::Connection_RM3::HasReplicaConstructed |
( |
RakNet::Replica3 * |
replica | ) |
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Returns true if we think this remote connection has this replica constructed
- Parameters
-
[in] | replica3 | Which replica we are querying |
- Returns
- True if constructed, false othewise
virtual ConstructionMode RakNet::Connection_RM3::QueryConstructionMode |
( |
void |
| ) |
const |
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inlinevirtual |
Queries how to get the list of objects that exist on remote systems.
The default of calling QueryConstruction for every known object is easy to use, but not efficient, especially for large worlds where many objects are outside of the player's circle of influence.
QueryDestruction is also not necessarily useful or efficient, as object destruction tends to happen in known cases, and can be accomplished by calling Replica3::BroadcastDestruction() QueryConstructionMode() allows you to specify more efficient algorithms than the default when overriden.
- Returns
- How to get the list of objects that exist on the remote system. You should always return the same value for a given connection
virtual bool RakNet::Connection_RM3::QueryGroupDownloadMessages |
( |
void |
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const |
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inlinevirtual |
Return whether or not downloads to our system should all be processed the same tick (call to RakPeer::Receive() )
Normally the system will send ID_REPLICA_MANAGER_DOWNLOAD_STARTED, ID_REPLICA_MANAGER_CONSTRUCTION for all downloaded objects, ID_REPLICA_MANAGER_SERIALIZE for each downloaded object, and lastly ID_REPLICA_MANAGER_DOWNLOAD_COMPLETE. This enables the application to show a downloading splash screen on ID_REPLICA_MANAGER_DOWNLOAD_STARTED, a progress bar, and to close the splash screen and activate all objects on ID_REPLICA_MANAGER_DOWNLOAD_COMPLETE However, if the application was not set up for this then it would result in incomplete objects spread out over time, and cause problems If you return true from QueryGroupDownloadMessages(), then these messages will be returned all in one tick, returned only when the download is complete
- Note
- ID_REPLICA_MANAGER_DOWNLOAD_STARTED calls the callback DeserializeOnDownloadStarted()
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ID_REPLICA_MANAGER_DOWNLOAD_COMPLETE calls the callback DeserializeOnDownloadComplete()
Callback used when QueryConstructionMode() returns QUERY_CONNECTION_FOR_REPLICA_LIST.
This advantage of this callback is if that there are many objects that a particular connection does not have, then we do not have to iterate through those objects calling QueryConstruction() for each of them.
BR> See GridSectorizer in the Source directory as a method to find all objects within a certain radius in a fast way.
BR>
- Parameters
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[out] | newReplicasToCreate | Anything in this list will be created on the remote system |
[out] | existingReplicasToDestroy | Anything in this list will be destroyed on the remote system |
Override which replicas to serialize and in what order for a connection for a ReplicaManager3::Update() cycle.
By default, Connection_RM3 will iterate through queryToSerializeReplicaList and call QuerySerialization() on each Replica in that list queryToSerializeReplicaList is populated in the order in which ReplicaManager3::Reference() is called for those objects. If you write to to replicasToSerialize and return true, you can control in what order and for which replicas to call QuerySerialization() Example use case: We have more data to send then the bandwidth supports, so want to prioritize sends. For example enemies shooting are more important than animation effects When QuerySerializationList(), sort objects by priority, and write the list to replicasToSerialize, optionally skipping objects with a lower serialization frequency If you hit your bandwidth limit when checking SerializeParameters::bitsWrittenSoFar, you can return RM3SR_DO_NOT_SERIALIZE for all remaining items
- Note
- Only replicas written to replicasToSerialize are transmitted. Even if you returned RM3SR_SERIALIZED_ALWAYS a prior ReplicaManager3::Update() cycle, the replica will not be transmitted if it is not in replicasToSerialize
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If you do not know what objects are candidates for serialization, you can use queryToSerializeReplicaList as a source for your filtering or sorting operations
- Parameters
-
[in] | replicasToSerialize | List of replicas to call QuerySerialization() on |
- Returns
- Return true to use replicasToSerialize (replicasToSerialize may be empty if desired). Otherwise return false.
virtual void RakNet::Connection_RM3::SerializeOnDownloadComplete |
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RakNet::BitStream * |
bitStream | ) |
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inlinevirtual |
virtual void RakNet::Connection_RM3::SerializeOnDownloadStarted |
( |
RakNet::BitStream * |
bitStream | ) |
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inlinevirtual |
The documentation for this class was generated from the following file: