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📁 用来介绍ZIG Library游戏网络引擎的文档
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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"><html><head><meta http-equiv="Content-Type" content="text/html;charset=iso-8859-1"><title>peer.h Source File</title><link href="doxygen.css" rel="stylesheet" type="text/css"></head><body><!-- Generated by Doxygen 1.2.18 --><center><a class="qindex" href="index.html">Main Page</a> &nbsp; <a class="qindex" href="hierarchy.html">Class Hierarchy</a> &nbsp; <a class="qindex" href="annotated.html">Compound List</a> &nbsp; <a class="qindex" href="files.html">File List</a> &nbsp; <a class="qindex" href="functions.html">Compound Members</a> &nbsp; <a class="qindex" href="globals.html">File Members</a> &nbsp; </center><hr><h1>peer.h</h1><div class="fragment"><pre>00001 <span class="comment">/*</span>00002 <span class="comment">    ZIG - An extendable, portable game engine focused on networking &amp; scripting</span>00003 <span class="comment">    Project Home: http://zige.sourceforge.net</span>00004 <span class="comment">    Copyright (C) 2002  F醔io Reis Cecin &lt;fcecin AT inf DOT ufrgs DOT br&gt;</span>00005 <span class="comment"></span>00006 <span class="comment">    This library is free software; you can redistribute it and/or</span>00007 <span class="comment">    modify it under the terms of the GNU Lesser General Public</span>00008 <span class="comment">    License as published by the Free Software Foundation; either</span>00009 <span class="comment">    version 2.1 of the License, or (at your option) any later version.</span>00010 <span class="comment"></span>00011 <span class="comment">    This library is distributed in the hope that it will be useful,</span>00012 <span class="comment">    but WITHOUT ANY WARRANTY; without even the implied warranty of</span>00013 <span class="comment">    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU</span>00014 <span class="comment">    Lesser General Public License for more details.</span>00015 <span class="comment"></span>00016 <span class="comment">    You should have received a copy of the GNU Lesser General Public</span>00017 <span class="comment">    License along with this library; if not, write to the Free Software</span>00018 <span class="comment">    Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA   </span>00019 <span class="comment">*/</span>00020 <span class="comment">/*</span>00021 <span class="comment"></span>00022 <span class="comment">        main "client" class for ZIG's peer-to-peer protocol</span>00023 <span class="comment"></span>00024 <span class="comment">        to be introduced in ZIG 1.4.0 beta, someday...</span>00025 <span class="comment"></span>00026 <span class="comment">        FIXME: this is EXPERIMENTAL and generally NON-WORKING -- DO NOT include this </span>00027 <span class="comment">               on the 1.3.x releases!</span>00028 <span class="comment"></span>00029 <span class="comment">  THREAD-SAFETY NOTE: peer_c and remote_peer_c are NOT THREAD SAFE. all peer-to-peer </span>00030 <span class="comment">        game classes are designed to work with "non-blocking" network/etc operation.</span>00031 <span class="comment"></span>00032 <span class="comment">*/</span>00033 00034 <span class="preprocessor">#ifndef _ZIG_HEADER_PEER_H_</span>00035 <span class="preprocessor"></span><span class="preprocessor">#define _ZIG_HEADER_PEER_H_</span>00036 <span class="preprocessor"></span>00037 <span class="preprocessor">#include &lt;map&gt;</span>00038 <span class="preprocessor">#include "address.h"</span>00039 <span class="preprocessor">#include "station.h"</span>00040 <span class="preprocessor">#include "leet.h"</span>00041 00042 <span class="comment">// remote peer class: represents a remote "peer_c" instante</span>00043 <span class="keyword">class </span>peer_c;00044 <span class="keyword">class </span>remote_peer_c {00045 <span class="keyword">public</span>:00046 00047         <span class="comment">//reference to owner peer_c</span>00048         peer_c *peer;00049 00050         <span class="comment">//the remote peer's id</span>00051         <span class="keywordtype">int</span> id;00052 00053         <span class="comment">//the remote peer's address</span>00054         <a class="code" href="classaddress__c.html">address_c</a> remote_addr;00055         00056         <span class="comment">//RUDP socket</span>00057         station_c       station;00058         00059         <span class="comment">// time of last packet received from this peer. to check peer timeouts.</span>00060         <span class="keywordtype">double</span> last_received_packet;00061 00062         <span class="comment">// keeps copies of the last record updates (and update sequence) received from this peer </span>00063         <span class="comment">// &lt;record id --&gt; (buffer data)&gt;</span>00064         std::map&lt;int, buffer_c&gt; records;00065         std::map&lt;int, NLubyte&gt; updseq;00066 00067         <span class="comment">// IMPORTANT: for EACH remote peer, must keep the set of update sequences of my LOCAL updates</span>00068         <span class="comment">// that are acked by that peer</span>00069         std::map&lt;int, NLubyte&gt; received_updseq;00070 00071         <span class="comment">//ctor</span>00072         remote_peer_c(peer_c *pr, <a class="code" href="classconsole__c.html">console_c</a> *conio = 0) {00073                 peer = pr;00074                 station.set_console(conio);00075 00076                 last_received_packet = <a class="code" href="utils_8h.html#a13">get_time</a>();00077         }00078 00079         <span class="comment">//dtor</span>00080         <span class="keyword">virtual</span> ~remote_peer_c() {00081         }00082 };00083 00084 <span class="comment">// peer class</span>00085 <span class="keyword">class </span>peer_c : <span class="keyword">public</span> leet_c, <span class="keyword">public</span> station_callback_i {00086 <span class="keyword">public</span>:00087 00088         <span class="comment">// ctor</span>00089         peer_c(<a class="code" href="classconsole__c.html">console_c</a> *conio = 0);00090 00091         <span class="comment">// dtor</span>00092         <span class="keyword">virtual</span> ~peer_c();00093 00094         <span class="comment">// called beafter run_nonblocking()</span>00095 <span class="comment">//      virtual void init() = 0;</span>00096 00097         <span class="comment">// called before stop()</span>00098 <span class="comment">//      virtual void finish() = 0;</span>00099 00100         <span class="comment">// -----------------------------------------------------------------------</span>00101         <span class="comment">//  main methods - session management</span>00102         <span class="comment">// -----------------------------------------------------------------------</span>00103 00104         <span class="comment">// process networking etc. tasks asynchronously. does nothing if no active session </span>00105         <span class="comment">// (started with host() or connect()). MUST CALL PERIODICALLY, e.g. somewhere on </span>00106         <span class="comment">// the game main loop.</span>00107         <span class="keywordtype">void</span> process_nonblocking();00108 00109         <span class="comment">// start hosting a game</span>00110         <span class="keywordtype">void</span> host(<span class="keywordtype">int</span> port_num, <span class="keywordtype">int</span> max_players);00111 00112         <span class="comment">// connect to a host</span>00113         <span class="keywordtype">void</span> connect(<a class="code" href="classaddress__c.html">address_c</a> &amp;host_addr);00114 

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