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source: orxonox.OLD/trunk/src/lib/network/README.NETWORK @ 9543

Last change on this file since 9543 was 9494, checked in by bensch, 18 years ago

merged the proxy back

File size: 2.5 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 - what if the proxy server gets a new client and wants to add it to the game? There are some problems waiting in the network game manager
13 - actualy the whole message sending system won't work in this network topic. proxys have to relay messages to clients
14 - the clients cant get its ip in the handleHandshakes without throuwing sigseg
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[9396]18This readme just gives some hints for the general network programming:
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[9397]20ARCHITECTURE:
21The NetworkStream is in the center of this structure.
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[9396]24UserId:
[9494]25=======
[9396]26containing 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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[9494]28the 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.
[9396]29
[9494]30There are some reserved id's, don't mess with them:
310 :                  Master Server
321 :                  First Proxy Server
332 :                  Second Proxy Server
343 :                  Third Proxy Server
354 :                  Fourth Proxy Server
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39NET_MAX_PROXY        The maximal number of proxy servers
40NET_MAX... + 1       First Client
41NET_MAX... + 2       Second Client
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45NET_MAX_CONNECTION   Last client
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47The 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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[9400]51uniqueId:
[9494]52=========
[9400]53uniqueId 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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[9494]56permissions:
57============
58Each synchronizeable variable has some write permissions. this permission systems allows to manage which network nodes are able to write the variables.
59PERMISSION_MASTER_SERVER       : only the master server can write this variable
60PERMISSION_PROXY_SERVER        : only the proxy server can write this variable
61PERMISSION_OWNER               : only the owner can write this variable
62PERMISSION_ALL                 : all clients can write this variable
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[9396]68NetworkStream PeerInfo list: (peers)
[9494]69=====================================
70The 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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