[9396] | 1 | |
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| 2 | |
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[9494] | 3 | |
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| 4 | WORKING_STACK: |
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| 5 | ============== |
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| 6 | - it works to connecto to a master server which is connected to a proxy itself |
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| 7 | |
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| 8 | |
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| 9 | |
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| 10 | UNSOLVED: |
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| 11 | ========= |
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| 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 |
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| 13 | - actualy the whole message sending system won't work in this network topic. proxys have to relay messages to clients |
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| 14 | - the clients cant get its ip in the handleHandshakes without throuwing sigseg |
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| 17 | |
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[9396] | 18 | This readme just gives some hints for the general network programming: |
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| 19 | |
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[9397] | 20 | ARCHITECTURE: |
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| 21 | The NetworkStream is in the center of this structure. |
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| 22 | |
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| 23 | |
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[9396] | 24 | UserId: |
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[9494] | 25 | ======= |
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[9396] | 26 | containing 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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| 27 | |
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[9494] | 28 | the 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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[9396] | 29 | |
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[9494] | 30 | There are some reserved id's, don't mess with them: |
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| 31 | 0 : Master Server |
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| 32 | 1 : First Proxy Server |
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| 33 | 2 : Second Proxy Server |
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| 34 | 3 : Third Proxy Server |
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| 35 | 4 : Fourth Proxy Server |
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| 36 | . |
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| 37 | . |
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| 38 | . |
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| 39 | NET_MAX_PROXY The maximal number of proxy servers |
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| 40 | NET_MAX... + 1 First Client |
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| 41 | NET_MAX... + 2 Second Client |
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| 42 | . |
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| 43 | . |
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| 44 | . |
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| 45 | NET_MAX_CONNECTION Last client |
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| 46 | |
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| 47 | The 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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| 48 | |
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| 50 | |
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[9400] | 51 | uniqueId: |
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[9494] | 52 | ========= |
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[9400] | 53 | uniqueId 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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| 54 | |
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| 55 | |
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[9494] | 56 | permissions: |
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| 57 | ============ |
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| 58 | Each synchronizeable variable has some write permissions. this permission systems allows to manage which network nodes are able to write the variables. |
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| 59 | PERMISSION_MASTER_SERVER : only the master server can write this variable |
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| 60 | PERMISSION_PROXY_SERVER : only the proxy server can write this variable |
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| 61 | PERMISSION_OWNER : only the owner can write this variable |
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| 62 | PERMISSION_ALL : all clients can write this variable |
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| 63 | |
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| 67 | |
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[9396] | 68 | NetworkStream PeerInfo list: (peers) |
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[9494] | 69 | ===================================== |
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| 70 | The 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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| 73 | |
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