blender/source/gameengine/Network/NG_NetworkScene.h
2002-10-30 02:07:20 +00:00

104 lines
2.9 KiB
C++

/*
* $Id$
*
* ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version. The Blender
* Foundation also sells licenses for use in proprietary software under
* the Blender License. See http://www.blender.org/BL/ for information
* about this.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL/BL DUAL LICENSE BLOCK *****
* NetworkSceneManagement generic class
*/
#ifndef __NG_NETWORKSCENE_H
#define __NG_NETWORKSCENE_H
#include "GEN_Map.h"
#include "STR_HashedString.h"
#include <vector>
class NG_NetworkDeviceInterface;
class NG_NetworkScene
{
class NG_NetworkDeviceInterface *m_networkdevice;
GEN_Map<STR_HashedString, class NG_NetworkObject *> m_networkObjects;
// GEN_Maps used as a 'Bloom' filter
typedef GEN_Map<STR_HashedString, std::vector<class NG_NetworkMessage*>* > TMessageMap;
TMessageMap m_messagesByDestinationName;
TMessageMap m_messagesBySenderName;
TMessageMap m_messagesBySubject;
public:
NG_NetworkScene(NG_NetworkDeviceInterface *nic);
~NG_NetworkScene();
/**
* progress one frame, handle all network traffic
*/
void proceed(double curtime, double deltatime);
/**
* add a networkobject to the scene
*/
void AddObject(NG_NetworkObject* object);
/**
* remove a networkobject to the scene
*/
void RemoveObject(NG_NetworkObject* object);
/**
* remove all objects at once
*/
void RemoveAllObjects();
/**
* send a message (ascii text) over the network
*/
void SendMessage(const STR_String& to,const STR_String& from,const STR_String& subject,const STR_String& message);
/**
* find an object by name
*/
NG_NetworkObject* FindNetworkObject(const STR_String& objname);
bool ConstraintsAreValid(const STR_String& from,const STR_String& subject,class NG_NetworkMessage* message);
vector<NG_NetworkMessage*> FindMessages(const STR_String& to,const STR_String& from,const STR_String& subject,bool spamallowed);
protected:
/**
* Releases messages in message map members.
*/
void ClearAllMessageMaps(void);
/**
* Releases messages for the given message map.
* @param map Message map with messages.
*/
void ClearMessageMap(TMessageMap& map);
};
#endif //__NG_NETWORKSCENE_H