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source: orxonox.OLD/trunk/src/lib/network/README.NETWORK @ 10497

Last change on this file since 10497 was 9656, checked in by bensch, 18 years ago

orxonox/trunk: merged the proxy bache back with no conflicts

File size: 3.7 KB
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5WORD OF WARNING:
6================
7 - Allways keep the network_settings.conf file from the data repos up-to-date!! Its very important, that the user numbers are synchronized!
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10WORKING_STACK:
11==============
12 - removed compiler warnings in some modules
13 - totaly rework of the permission system
14 - introduced a new PERMISSION layer: PERMISSION_SERVER which gives the nearest server the authority to handle
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17UNSOLVED:
18=========
19 - the clients cant get its ip in the handleHandshakes without throwing sigseg
20 - 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.
21 - Permissions: Proxy Servers shouldn't be able to create new eneitites on the server
22 - the nick name must be handled new
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26This readme just gives some hints for the general network programming:
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28ARCHITECTURE:
29The NetworkStream is in the center of this structure.
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32UserId:
33=======
34containing 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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36the 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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38There are some reserved id's, don't mess with them:
390 :                  Master Server
401 :                  First Proxy Server
412 :                  Second Proxy Server
423 :                  Third Proxy Server
434 :                  Fourth Proxy Server
44.
45.
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47NET_MAX_PROXY        The maximal number of proxy servers
48NET_MAX... + 1       First Client
49NET_MAX... + 2       Second Client
50.
51.
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53NET_MAX_CONNECTION   Last client
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55The 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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58The 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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60The handshake sync has always the uniqueId == userId. This is why there are some reserved uniqueIds
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63uniqueId:
64=========
65uniqueId 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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67The handshake sync has always the uniqueId == userId. This is why there are some reserved uniqueIds
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70permissions:
71============
72Each synchronizeable variable has some write permissions. this permission systems allows to manage which network nodes are able to write the variables.
73PERMISSION_MASTER_SERVER       : only the master server can write this variable
74PERMISSION_PROXY_SERVER        : only the proxy server can write this variable
75PERMISSION_OWNER               : only the owner can write this variable
76PERMISSION_ALL                 : all clients can write this variable
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78Only the master server should have the permission to create new WorldEntities and to add them to the game
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83NetworkStream PeerInfo list: (peers)
84=====================================
85The 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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89MessageManager:
90===============
91The message manager has special handling if its a master/proxy: the messages will simply be forwarded to the other server
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94Proxy Control:
95==============
96The ProxyControl class manages the state of the network by exchanging state messages.
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