Changeset 9656 in orxonox.OLD for trunk/src/lib/network/README.NETWORK
- Timestamp:
- Aug 4, 2006, 11:01:28 PM (18 years ago)
- File:
-
- 1 edited
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trunk/src/lib/network/README.NETWORK
r9494 r9656 1 1 2 3 4 5 WORD 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! 2 8 3 9 4 10 WORKING_STACK: 5 11 ============== 6 - it works to connecto to a master server which is connected to a proxy itself 7 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 8 15 9 16 10 17 UNSOLVED: 11 18 ========= 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 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 15 23 16 24 … … 48 56 49 57 58 The 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) 59 60 The handshake sync has always the uniqueId == userId. This is why there are some reserved uniqueIds 61 50 62 51 63 uniqueId: 52 64 ========= 53 65 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 66 67 The handshake sync has always the uniqueId == userId. This is why there are some reserved uniqueIds 54 68 55 69 … … 62 76 PERMISSION_ALL : all clients can write this variable 63 77 78 Only the master server should have the permission to create new WorldEntities and to add them to the game 64 79 65 80 … … 72 87 73 88 89 MessageManager: 90 =============== 91 The message manager has special handling if its a master/proxy: the messages will simply be forwarded to the other server 92 93 94 Proxy Control: 95 ============== 96 The ProxyControl class manages the state of the network by exchanging state messages.
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