FullyConnectedMesh2 Class Reference
[FullyConnectedMesh]

Fully connected mesh plugin, revision 2. More...

#include <FullyConnectedMesh2.h>

Inheritance diagram for FullyConnectedMesh2:

PluginInterface2

List of all members.

Public Member Functions

void SetConnectOnNewRemoteConnection (bool attemptConnection, RakNet::RakString pw)
RakNetGUID GetConnectedHost (void) const
 The connected host is whichever system we are connected to that has been running the longest.
RakNetGUID GetHostSystem (void) const
bool IsHostSystem (void) const
bool IsConnectedHost (void) const
void SetAutoparticipateConnections (bool b)
 Automatically add new connections to the fully connected mesh.
void ResetHostCalculation (void)
 Clear our own host order, and recalculate as if we had just reconnected.
void AddParticipant (RakNetGUID rakNetGuid)
 if SetAutoparticipateConnections() is called with false, then you need to use AddParticipant before these systems will be added to the mesh
virtual PluginReceiveResult OnReceive (Packet *packet)
virtual void OnRakPeerStartup (void)
 Called when RakPeer is initialized.
virtual void OnAttach (void)
virtual void OnRakPeerShutdown (void)
 Called when RakPeer is shutdown.
virtual void OnClosedConnection (SystemAddress systemAddress, RakNetGUID rakNetGUID, PI2_LostConnectionReason lostConnectionReason)
virtual void OnNewConnection (SystemAddress systemAddress, RakNetGUID rakNetGUID, bool isIncoming)

Protected Attributes

DataStructures::List
< FCM2Participant > 
participantList
 List of systems we know the FCM2Guid for.


Detailed Description

Fully connected mesh plugin, revision 2.

This will connect RakPeer to all connecting peers, and all peers the connecting peer knows about.
It will also calculate which system has been running longest, to find out who should be host, if you need one system to act as a host

Precondition:
You must also install the ConnectionGraph2 plugin

Member Function Documentation

void FullyConnectedMesh2::AddParticipant ( RakNetGUID  rakNetGuid  ) 

if SetAutoparticipateConnections() is called with false, then you need to use AddParticipant before these systems will be added to the mesh

Parameters:
[in] participant The new participant

RakNetGUID FullyConnectedMesh2::GetConnectedHost ( void   )  const

The connected host is whichever system we are connected to that has been running the longest.

Will return UNASSIGNED_RAKNET_GUID if we are not connected to anyone, or if we are connected and are calculating the host If includeCalculating is true, will return the estimated calculated host as long as the calculation is nearly complete includeCalculating should be true if you are taking action based on another system becoming host, because not all host calculations may compelte at the exact same time

Returns:
System address of whichever system is host.

RakNetGUID FullyConnectedMesh2::GetHostSystem ( void   )  const

Returns:
System address of whichever system is host. Always returns something, even though it may be our own system.

bool FullyConnectedMesh2::IsConnectedHost ( void   )  const

Parameters:
[in] includeCalculating If true, and we are currently calculating a new host, return the new host if the calculation is nearly complete
Returns:
If our system is host

bool FullyConnectedMesh2::IsHostSystem ( void   )  const

Returns:
If our system is host

virtual void FullyConnectedMesh2::OnAttach ( void   )  [virtual]

Called when the interface is attached

Parameters:
[in] peer the instance of RakPeer that is calling Receive

Reimplemented from PluginInterface2.

virtual void FullyConnectedMesh2::OnClosedConnection ( SystemAddress  systemAddress,
RakNetGUID  rakNetGUID,
PI2_LostConnectionReason  lostConnectionReason 
) [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 void FullyConnectedMesh2::OnNewConnection ( SystemAddress  systemAddress,
RakNetGUID  rakNetGUID,
bool  isIncoming 
) [virtual]

Called when we got a new connection

Parameters:
[in] systemAddress Address of the new connection
[in] rakNetGuid The guid of the specified system
[in] isIncoming If true, this is ID_NEW_INCOMING_CONNECTION, or the equivalent

Reimplemented from PluginInterface2.

virtual PluginReceiveResult FullyConnectedMesh2::OnReceive ( Packet packet  )  [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 FullyConnectedMesh2::SetAutoparticipateConnections ( bool  b  ) 

Automatically add new connections to the fully connected mesh.

Defaults to true.

Parameters:
[in] b As stated

void FullyConnectedMesh2::SetConnectOnNewRemoteConnection ( bool  attemptConnection,
RakNet::RakString  pw 
)

When the message ID_REMOTE_NEW_INCOMING_CONNECTION arrives, we try to connect to that system

Parameters:
[in] attemptConnection If true, we try to connect to any systems we are notified about with ID_REMOTE_NEW_INCOMING_CONNECTION, which comes from the ConnectionGraph2 plugin. Defaults to true.
[in] pw The password to use to connect with. Only used if attemptConnection is true


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

Generated on Fri Jul 22 08:28:34 2011 for RakNet by  doxygen 1.5.7.1