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source: orxonox.OLD/branches/proxy/src/lib/network/README.NETWORK @ 9567

Last change on this file since 9567 was 9564, checked in by patrick, 18 years ago

nick name handling

File size: 3.4 KB
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4WORKING_STACK:
5==============
6 - it works to connecto to a master server which is connected to a proxy itself
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10UNSOLVED:
11=========
12 - the clients cant get its ip in the handleHandshakes without throuwing sigseg
13 - MessageManager: proxy/server forward the messages always. Perhaps there is a case, where messages get forwarded forever if there is a loop in the network. think about it again.
14 - Permissions: Proxy Servers shouldn't be able to create new eneitites on the server
15 - the nick name must be handled new
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19This readme just gives some hints for the general network programming:
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21ARCHITECTURE:
22The NetworkStream is in the center of this structure.
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25UserId:
26=======
27containing the id of a user (==client). This id must be unique within a orxonox network its used especialy in the NetworkStream for node identification and also in the Synchronizeable base class for permissions checking (PERMISSION_OWNER)
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29the connections belonging tu toe userId's are stored in the NetworkStream::peers std::map. As a keyvalue the userId's are used. Therefore the usage of this peers map is very delicate. Don't ever try to add anything you are not sure about the id stuff.
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31There are some reserved id's, don't mess with them:
320 :                  Master Server
331 :                  First Proxy Server
342 :                  Second Proxy Server
353 :                  Third Proxy Server
364 :                  Fourth Proxy Server
37.
38.
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40NET_MAX_PROXY        The maximal number of proxy servers
41NET_MAX... + 1       First Client
42NET_MAX... + 2       Second Client
43.
44.
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46NET_MAX_CONNECTION   Last client
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48The proxy server ids are assigned as stated in the data/trunk/config/network_settings.conf, the first proxy server in the list gets the id NET_ID_PROXY_01 and so on.
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51The ids are created by the master/proxy servers. Each server receives an address space of 1000 nodes where it is able to assign nodes to. This address space could be extended quite easely, since we got plenty of numbers in 4bytes (integer)
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53The handshake sync has always the uniqueId == userId. This is why there are some reserved uniqueIds
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56uniqueId:
57=========
58uniqueId is an id (unique :D) for each synchronizeable to be identified in a network. the number space for uniqueIds goes from 0 to maxplayers - 1
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60The handshake sync has always the uniqueId == userId. This is why there are some reserved uniqueIds
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63permissions:
64============
65Each synchronizeable variable has some write permissions. this permission systems allows to manage which network nodes are able to write the variables.
66PERMISSION_MASTER_SERVER       : only the master server can write this variable
67PERMISSION_PROXY_SERVER        : only the proxy server can write this variable
68PERMISSION_OWNER               : only the owner can write this variable
69PERMISSION_ALL                 : all clients can write this variable
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71Only the master server should have the permission to create new WorldEntities and to add them to the game
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76NetworkStream PeerInfo list: (peers)
77=====================================
78The network node with the offset 0 is always the server to which the client must connect to (in case there are connections to other hosts at the same time).
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82MessageManager:
83===============
84The message manager has special handling if its a master/proxy: the messages will simply be forwarded to the other server
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87Proxy Control:
88==============
89The ProxyControl class manages the state of the network by exchanging state messages.
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