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TNL::NetObject Class Reference

Superclass for ghostable networked objects. More...

#include <tnlNetObject.h>

Inheritance diagram for TNL::NetObject:

TNL::Object List of all members.

Public Methods

virtual bool onGhostAdd (GhostConnection *theConnection)
 onGhostAdd is called on the client side of a connection after the constructor and after the first call to unpackUpdate (the initial call).

virtual void onGhostRemove ()
 onGhostRemove is called on the client side before the destructor when ghost has gone out of scope and is about to be deleted from the client.

virtual void onGhostAvailable (GhostConnection *theConnection)
 onGhostAvailable is called on the server side after the server knows that the ghost is available and addressable via the getGhostIndex().

void setMaskBits (U32 orMask)
 Notify the network system that one or more of this object's states have been changed.

void clearMaskBits (U32 orMask)
 Notify the network system that one or more of its states does not need to be updated.

virtual F32 getUpdatePriority (NetObject *scopeObject, U32 updateMask, S32 updateSkips)
 Called to determine the relative update priority of an object.

virtual U32 packUpdate (GhostConnection *connection, U32 updateMask, BitStream *stream)
 Write the object's state to a packet.

virtual void unpackUpdate (GhostConnection *connection, BitStream *stream)
 Unpack data written by packUpdate().

virtual void performScopeQuery (GhostConnection *connection)
 For a scope object, determine what is in scope.

U32 getNetIndex ()
 getNetIndex returns the index tag used to identify the server copy of a client object.

bool isGhost () const
 isGhost returns true if this object is a ghost of a server object.

bool isScopeLocal () const
 isScopeLocal returns true if this object is scoped always to the local client.

bool isGhostable () const
 isGhostable returns true if this object can be ghosted to any clients.

U32 getHashId () const
 Return a hash for this object.

void postRPCEvent (NetObjectRPCEvent *theEvent)
 Internal method called by NetObject RPC events when they are packed.


Static Public Methods

void collapseDirtyList ()
 collapseDirtyList pushes all the mDirtyMaskBits down into the GhostInfo's for each object, and clears out the dirty list.

GhostConnectiongetRPCSourceConnection ()
 Returns the connection from which the current RPC method originated, or NULL if not currently within the processing of an RPC method call.

void setRPCDestConnection (GhostConnection *destConnection)
 Sets the connection to which all NetObject RPCs will be destined.

GhostConnectiongetRPCDestConnection ()
 Returns the connection that serves as the destination of NetObject RPC method calls.


Protected Types

enum  NetFlag { IsGhost = BIT(1), ScopeLocal = BIT(2), Ghostable = BIT(3) }

Protected Methods

bool isInitialUpdate ()
 Returns true if this pack/unpackUpdate is the initial one for the object.


Protected Attributes

BitSet32 mNetFlags
 Flags field describing this object, from NetFlag.


Static Protected Attributes

GhostConnectionmRPCSourceConnection = NULL
 RPC method source connection.

GhostConnectionmRPCDestConnection = NULL
 NetObject RPC method destination connection.


Detailed Description

Superclass for ghostable networked objects.

Introduction To NetObject And Ghosting

One of the most powerful aspects of the Torque Network Library is its support for ghosting and prioritized, most-recent-state network updates. The way this works is a bit complex, but it is immensely efficient. Let's run through the steps that the server goes through for each client in this part of TNL's architecture:

There several significant advantages to using this networking system: An Example Implementation

The basis of the ghost implementation in TNL is NetObject. Each NetObject maintains an updateMask, a 32 bit word representing up to 32 independent states for the object. When a NetObject's state changes it calls the setMaskBits method to notify the network layer that the state has changed and needs to be updated on all clients that have that NetObject in scope.

Using a NetObject is very simple; let's go through a simple example implementation:

    class SimpleNetObject : public NetObject
    {
    public:
      typedef NetObject Parent;
      TNL_DECLARE_CLASS(SimpleNetObject);

Above is the standard boilerplate code for a NetObject subclass.

       char message1[256];
       char message2[256];
       enum States {
          Message1Mask = BIT(0),
          Message2Mask = BIT(1),
       };

The example class has two object "states" that each instance keeps track of, message1 and message2. A real game object might have states for health, velocity and position, or some other set of fields. Each class has 32 bits to work with, so it's possible to be very specific when defining states. In general, individual state bits should be assigned only to things that are updated independently - so if you update the position field and the velocity at the same time always, you could use a single bit to represent that state change.

       SimpleNetObject()
       {
          // in order for an object to be considered by the network system,
          // the Ghostable net flag must be set.
          // the ScopeAlways flag indicates that the object is always scoped
          // on all active connections.
          mNetFlags.set(ScopeAlways | Ghostable);
          strcpy(message1, "Hello World 1!");
          strcpy(message2, "Hello World 2!");
       }

Here is the constructor. The code initializes the net flags, indicating that the SimpleNetObject should always be scoped, and that it can be ghosted to remote hosts

       U32 packUpdate(GhostConnection *, U32 mask, BitStream *stream)
       {
          // check which states need to be updated, and write updates
          if(stream->writeFlag(mask & Message1Mask))
             stream->writeString(message1);
          if(stream->writeFlag(mask & Message2Mask))
             stream->writeString(message2);
   
          // the return value from packUpdate can set which states still
          // need to be updated for this object.
          return 0;
       }

Here's half of the meat of the networking code, the packUpdate() function. (The other half, unpackUpdate(), is shown below.) The comments in the code pretty much explain everything, however, notice that the code follows a pattern of if(writeFlag(mask & StateMask)) { ... write data ... }. The packUpdate()/unpackUpdate() functions are responsible for reading and writing the update flags to the BitStream. This means the GhostConnection doesn't have to send the 32 bit updateMask with every packet.

       void unpackUpdate(GhostConnection *, BitStream *stream)
       {
          // the unpackUpdate function must be symmetrical to packUpdate
          if(stream->readFlag())
          {
             stream->readString(message1);
             logprintf("Got message1: %s", message1);
          }
          if(stream->readFlag())
          {
             stream->readString(message2);
             logprintf("Got message2: %s", message2);
          }
       }

The other half of the networking code in any NetObject, unpackUpdate(). In SimpleNetObject, all the code does is print the new messages to the log; however, in a more advanced object, the code might trigger animations, update complex object properties, or even spawn new objects, based on what packet data is unpacked.

       void setMessage1(const char *msg)
       {
          setMaskBits(Message1Mask);
          strcpy(message1, msg);
       }
       void setMessage2(const char *msg)
       {
          setMaskBits(Message2Mask);
          strcpy(message2, msg);
       }

Here are the accessors for the two properties. It is good to encapsulate state variables, so that you don't have to remember to make a call to setMaskBits every time you change anything; the accessors can do it for you. In a more complex object, you might need to set multiple mask bits when you change something; this can be done using the | operator, for instance, setMaskBits( Message1Mask | Message2Mask ); if you changed both messages.

    TNL_IMPLEMENT_NETOBJECT(SimpleNetObject);

Finally, we use the NetObject implementation macro, TNL_IMPLEMENT_NETOBJECT(), to implement our NetObject. It is important that we use this, as it makes TNL perform certain initialization tasks that allow us to send the object over the network. TNL_IMPLEMENT_CLASS() doesn't perform these tasks, see the documentation on NetClassRep for more details.

Definition at line 201 of file tnlNetObject.h.


Member Enumeration Documentation

enum TNL::NetObject::NetFlag [protected]
 

Enumeration values:
IsGhost  Set if this is a ghost.
ScopeLocal  If set, this object ghosts only to the local client.
Ghostable  Set if this object can ghost at all.

Definition at line 221 of file tnlNetObject.h.


Member Function Documentation

void TNL::NetObject::clearMaskBits U32    orMask
 

Notify the network system that one or more of its states does not need to be updated.

Note:
This is a server side call. It has no meaning for ghosts.

Definition at line 84 of file netObject.cpp.

References TNL::GhostInfo::connection, TNL::GhostConnection::ghostPushToZero(), mNextDirtyList, mPrevDirtyList, TNL::GhostInfo::nextObjectRef, TNL::U32, and TNL::GhostInfo::updateMask.

U32 TNL::NetObject::getHashId   [inline]
 

Return a hash for this object.

Note:
This is based on its location in memory.

Definition at line 361 of file tnlNetObject.h.

References TNL::U32.

Referenced by TNL::GhostConnection::detachObject(), TNL::GhostConnection::getGhostIndex(), TNL::GhostConnection::objectInScope(), TNL::GhostConnection::objectLocalClearAlways(), and TNL::GhostConnection::objectLocalScopeAlways().

F32 TNL::NetObject::getUpdatePriority NetObject *    scopeObject,
U32    updateMask,
S32    updateSkips
[virtual]
 

Called to determine the relative update priority of an object.

All objects that are in scope and that have out of date states are queried and sorted by priority before being updated. If there is not enough room in a single packet for all out of date objects, the skipped objects will have an incremented updateSkips the next time that connection prepares to send a packet. Typically the update priority is scaled by updateSkips so that as data becomes stale, it becomes more of a priority to update.

Definition at line 166 of file netObject.cpp.

References TNL::F32, and TNL::U32.

Referenced by TNL::GhostConnection::writePacket().

bool TNL::NetObject::onGhostAdd GhostConnection   theConnection [virtual]
 

onGhostAdd is called on the client side of a connection after the constructor and after the first call to unpackUpdate (the initial call).

Returning true signifies no error - returning false causes the connection to abort.

Definition at line 150 of file netObject.cpp.

Referenced by TNL::GhostConnection::readPacket().

U32 TNL::NetObject::packUpdate GhostConnection   connection,
U32    updateMask,
BitStream   stream
[virtual]
 

Write the object's state to a packet.

packUpdate is called on an object when it is to be written into a packet stream for transmission to the client. The updateMask parameter contains the out-of-date state mask for the object. The initial update mask for any object to a client will always be 0xFFFFFFFF, signifying that all states are out of date. It is often useful to check for this mask, to write one-time initialization information for that object.

Definition at line 173 of file netObject.cpp.

References TNL::U32.

Referenced by TNL::GhostConnection::writePacket().

void TNL::NetObject::performScopeQuery GhostConnection   connection [virtual]
 

For a scope object, determine what is in scope.

performScopeQuery is called on a NetConnection's scope object to determine which objects in the world are in scope for that connection.

Definition at line 182 of file netObject.cpp.

References TNL::GhostConnection::objectInScope().

void TNL::NetObject::setMaskBits U32    orMask
 

Notify the network system that one or more of this object's states have been changed.

Note:
This is a server side call. It has no meaning for ghosts.

Definition at line 66 of file netObject.cpp.

References mPrevDirtyList, and TNL::U32.

void TNL::NetObject::setRPCDestConnection GhostConnection   destConnection [inline, static]
 

Sets the connection to which all NetObject RPCs will be destined.

Calling this function with a NULL value will target NetObject RPCs to every connection for which that object is currently ghosted.

Definition at line 255 of file tnlNetObject.h.

void TNL::NetObject::unpackUpdate GhostConnection   connection,
BitStream   stream
[virtual]
 

Unpack data written by packUpdate().

unpackUpdate is called on the client to read an update out of a packet's bit stream. Because the update mask is not encoded by the network system directly, each unpack update function will have to determine from the bit stream which states are being updated.

Definition at line 178 of file netObject.cpp.

Referenced by TNL::GhostConnection::readPacket().


The documentation for this class was generated from the following files:
Generated on Thu Aug 18 16:03:39 2005 for Robin Hood: Thieves & Knights by doxygen1.2.18