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lib-game-delta3d-sdk-examples-testNetwork-mynetwork.h / h



  /* -*-c++-*-
   * testNetwork - mynetwork (.h & .cpp) - Using 'The MIT License'
   * Copyright (C) 2006-2008, MOVES Institute
   *
   * Permission is hereby granted, free of charge, to any person obtaining a copy
   * of this software and associated documentation files (the "Software"), to deal
   * in the Software without restriction, including without limitation the rights
   * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
   * copies of the Software, and to permit persons to whom the Software is
   * furnished to do so, subject to the following conditions:
   *
   * The above copyright notice and this permission notice shall be included in
   * all copies or substantial portions of the Software.
   *
   * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
   * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
   * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
   * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
   * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
   * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
   * THE SOFTWARE.
   */
  ifndef MYNETWORK_INCLUDE
  define MYNETWORK_INCLUDE
  
  include <dtNet/netmgr.h>
  include <dtCore/refptr.h>
  include <dtCore/object.h>
  include <dtCore/scene.h>
  
  
Deriving from NetMgr will allow use to overwrite some virtual methods. We'll use these methods for controlling our network connections.

  
  class MyNetwork : public dtNet::NetMgr
  {
  public:
     MyNetwork(dtCore::Scene* scene);
     virtual ~MyNetwork() {}
  
     virtual void OnReceive(GNE::Connection& conn);
     virtual void OnExit(GNE::Connection& conn);
     virtual void OnDisconnect(GNE::Connection& conn);
  
     void PreFrame(const double deltaFrameTime);
  
  private:
     dtCore::RefPtr< dtCore::Scene >              mScene;
     std::queue< dtCore::RefPtr<dtCore::Object> > mObjectsToAdd;
     std::queue< std::string >                    mIDsToRemove;
  
  
a map of player ID strings and their corresponding Object typedef std::map<std::string, dtCore::RefPtr<dtCore::Object> > StringObjectMap; StringObjectMap mOtherPlayerMap;

     void MakePlayer(const std::string& ownerID);
     GNE::Mutex mMutex;
  };
  
  endif // _DEBUG
  


(C) Æliens 04/09/2009

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