RakNet::TeamBalancer Class Reference
[TeamBalancer]

Set and network team selection (supports peer to peer or client/server). More...

#include <TeamBalancer.h>

Inheritance diagram for RakNet::TeamBalancer:

PluginInterface2

List of all members.

Public Types

enum  DefaultAssigmentAlgorithm { SMALLEST_TEAM, FILL_IN_ORDER }

Public Member Functions

void SetHostGuid (RakNetGUID _hostGuid)
 Define which system processes team communication and maintains the list of teams.
void SetTeamSizeLimits (const DataStructures::List< unsigned short > &_teamLimits)
 Set the limit to the number of players on each team.
void SetTeamSizeLimits (unsigned short *values, int valuesLength)
 Set the limit to the number of players on each team.
void SetDefaultAssignmentAlgorithm (DefaultAssigmentAlgorithm daa)
 Determine how players' teams will be set when they call RequestAnyTeam().
void SetForceEvenTeams (bool force)
 By default, teams can be unbalanced up to the team size limit defined by SetTeamSizeLimits().
void SetLockTeams (bool lock)
 If set, calls to RequestSpecificTeam() and RequestAnyTeam() will return the team you are currently on.
bool RequestSpecificTeam (TeamId desiredTeam)
void CancelRequestSpecificTeam (void)
void RequestAnyTeam (void)
TeamId GetMyTeam (void) const
void SetAllowHostMigration (bool allow)

Protected Member Functions

virtual PluginReceiveResult OnReceive (Packet *packet)
virtual void OnClosedConnection (SystemAddress systemAddress, RakNetGUID rakNetGUID, PI2_LostConnectionReason lostConnectionReason)


Detailed Description

Set and network team selection (supports peer to peer or client/server).

Automatically handles transmission and resolution of team selection, including team switching and balancing.
Usage: TODO


Member Enumeration Documentation

Enumerator:
SMALLEST_TEAM  Among all the teams, join the team with the smallest number of players.
FILL_IN_ORDER  Join the team with the lowest index that has open slots.


Member Function Documentation

void RakNet::TeamBalancer::CancelRequestSpecificTeam ( void   ) 

If ID_TEAM_BALANCER_REQUESTED_TEAM_CHANGE_PENDING is returned after a call to RequestSpecificTeam(), the request will stay in memory on the host and execute when available, or until the teams become locked. You can cancel the request by calling CancelRequestSpecificTeam(), in which case you will stay on your existing team.

Note:
Due to latency, even after calling CancelRequestSpecificTeam() you may still get ID_TEAM_BALANCER_SET_TEAM if the packet was already in transmission.

TeamId RakNet::TeamBalancer::GetMyTeam ( void   )  const

Returns your team. As your team changes, you are notified through the ID_TEAM_BALANCER_TEAM_ASSIGNED packet in byte 1. Returns UNASSIGNED_TEAM_ID initially

Precondition:
For this to return anything other than UNASSIGNED_TEAM_ID, connect to a properly initialized host and RequestSpecificTeam() or RequestAnyTeam() first
Returns:
UNASSIGNED_TEAM_ID for no team. Otherwise, the index should range from 0 to one less than the size of the list passed to SetTeamSizeLimits() on the host

virtual void RakNet::TeamBalancer::OnClosedConnection ( SystemAddress  systemAddress,
RakNetGUID  rakNetGUID,
PI2_LostConnectionReason  lostConnectionReason 
) [protected, virtual]

Called when a connection is dropped because the user called RakPeer::CloseConnection() for a particular system

Parameters:
[in] systemAddress The system whose connection was closed
[in] rakNetGuid The guid of the specified system
[in] lostConnectionReason How the connection was closed: manually, connection lost, or notification of disconnection

Reimplemented from PluginInterface2.

virtual PluginReceiveResult RakNet::TeamBalancer::OnReceive ( Packet packet  )  [protected, virtual]

OnReceive is called for every packet.

Parameters:
[in] packet the packet that is being returned to the user
Returns:
True to allow the game and other plugins to get this message, false to absorb it

Reimplemented from PluginInterface2.

void RakNet::TeamBalancer::RequestAnyTeam ( void   ) 

Allow host to pick your team, based on whatever algorithm it uses for default team assignments. This only has an effect if you are not currently on a team (GetMyTeam() returns UNASSIGNED_TEAM_ID)

Precondition:
Call SetTeamSizeLimits() on the host and call SetHostGuid() on this system

bool RakNet::TeamBalancer::RequestSpecificTeam ( TeamId  desiredTeam  ) 

Set your requested team. UNASSIGNED_TEAM_ID means no team. After enough time for network communication, ID_TEAM_BALANCER_SET_TEAM will be returned with your current team, or If team switch is not possible, ID_TEAM_BALANCER_REQUESTED_TEAM_CHANGE_PENDING or ID_TEAM_BALANCER_TEAMS_LOCKED will be returned. In the case of ID_TEAM_BALANCER_REQUESTED_TEAM_CHANGE_PENDING the request will stay in memory. ID_TEAM_BALANCER_SET_TEAM will be returned when someone on the desired team leaves or wants to switch to your team. If SetLockTeams(true) is called while you have a request pending, you will get ID_TEAM_BALANCER_TEAMS_LOCKED

Precondition:
Call SetTeamSizeLimits() on the host and call SetHostGuid() on this system. If the host is not running the TeamBalancer plugin or did not have SetTeamSizeLimits() called, then you will not get any response.
Parameters:
[in] desiredTeam An index representing your team number. The index should range from 0 to one less than the size of the list passed to SetTeamSizeLimits() on the host. You can also pass UNASSIGNED_TEAM_ID to not be on any team (such as if spectating)
Returns:
True on request sent, false on SetHostGuid() was not called.

void RakNet::TeamBalancer::SetAllowHostMigration ( bool  allow  ) 

Allow systems to change the host If true, this is a security hole, but needed for peer to peer For client server, set to false Defaults to true param[in] allow True to allow host migration, false to not allow

void RakNet::TeamBalancer::SetDefaultAssignmentAlgorithm ( DefaultAssigmentAlgorithm  daa  ) 

Determine how players' teams will be set when they call RequestAnyTeam().

Based on the specified enumeration, a player will join a team automatically Defaults to SMALLEST_TEAM This function is only used by the host

Parameters:
[in] daa Enumeration describing the algorithm to use

void RakNet::TeamBalancer::SetForceEvenTeams ( bool  force  ) 

By default, teams can be unbalanced up to the team size limit defined by SetTeamSizeLimits().

If SetForceEvenTeams(true) is called on the host, then teams cannot be unbalanced by more than 1 player If teams are uneven at the time that SetForceEvenTeams(true) is called, players at randomly will be switched, and will be notified of ID_TEAM_BALANCER_TEAM_ASSIGNED If players disconnect from the host such that teams would not be even, and teams are not locked, then a player from the largest team is randomly moved to even the teams. Defaults to false

Note:
SetLockTeams(true) takes priority over SetForceEvenTeams(), so if teams are currently locked, this function will have no effect until teams become unlocked.
Parameters:
[in] force True to force even teams. False to allow teams to not be evenly matched

void RakNet::TeamBalancer::SetHostGuid ( RakNetGUID  _hostGuid  ) 

Define which system processes team communication and maintains the list of teams.

One system is responsible for maintaining the team list and determining which system is on which team. For a client/server system, this would be the server. For a peer to peer system, this would be one of the peers. If using FullyConnectedMesh2, this would be called with the value returned by FullyConnectedMesh2::GetHostSystem(). Update when you get ID_FCM2_INFORM_FCMGUID

See also:
SetAllowHostMigration()
Parameters:
[in] _hostGuid One system we are connected to that will resolve team assignments.

void RakNet::TeamBalancer::SetLockTeams ( bool  lock  ) 

If set, calls to RequestSpecificTeam() and RequestAnyTeam() will return the team you are currently on.

However, if those functions are called and you do not have a team, then you will be assigned to a default team according to SetDefaultAssignmentAlgorithm() and possibly SetForceEvenTeams(true) If lock is false, and SetForceEvenTeams() was called with force as true, and teams are currently uneven, they will be made even, and those players randomly moved will get ID_TEAM_BALANCER_TEAM_ASSIGNED Defaults to false

Parameters:
[in] lock True to lock teams, false to unlock

void RakNet::TeamBalancer::SetTeamSizeLimits ( unsigned short *  values,
int  valuesLength 
)

Set the limit to the number of players on each team.

SetTeamSizeLimits() must be called on the host, so the host can enforce the maximum number of players on each team. SetTeamSizeLimits() can be called on all systems if desired - for example, in a P2P environment you may wish to call it on all systems in advanced in case you become host. Calling this function when teams have already been created does not affect existing teams.

Parameters:
[in] values The maximum number of people per team, by index. For example, a list of size 3 with values 1,2,3 would allow 1 person on team 0, 2 people on team 1, adn 3 people on team 2.
[in] valuesLength Length of the values array

void RakNet::TeamBalancer::SetTeamSizeLimits ( const DataStructures::List< unsigned short > &  _teamLimits  ) 

Set the limit to the number of players on each team.

SetTeamSizeLimits() must be called on the host, so the host can enforce the maximum number of players on each team. SetTeamSizeLimits() can be called on all systems if desired - for example, in a P2P environment you may wish to call it on all systems in advanced in case you become host. Calling this function when teams have already been created does not affect existing teams.

Parameters:
[in] teamLimits The maximum number of people per team, by index. For example, a list of size 3 with values 1,2,3 would allow 1 person on team 0, 2 people on team 1, adn 3 people on team 2.


The documentation for this class was generated from the following file:

Generated on Fri Jul 22 08:28:37 2011 for RakNet by  doxygen 1.5.7.1