DEFINE(Armagetron, Armagetron)
Introduction | Layer One | Layer Two | Layer Three |
Layer three (files:netobject.h
and netobject.C
)
uses layer two to define a base class for classes of network
aware objects (NAOs). When a NAO is created on one of the computers in
the network game, copies of it will be created on the other
computers. If the state of the original changes, it can send sync messages
to it's copies, making the same changes on them. Every NAO has an unique ID
number (shared with it's copies) and an owner (usually the computer which
created the original NAO, or the computer the player controlling the NAO
is using). If desired, a security system (against cheating)
allows the original NAO only
to reside on the server, and sync messages only to flow from the
server to the clients. Only the NAO's owner is then allowed to send
control messages to the original NAO on the server, which will send back
sync messages reporting the changes made. Confused? Let's look at it
again:
NAO class with security disabled
That's the easy part. Any computer can create/delete such an NAO and automatically owns it. Copies of the NAO will spawn/be deleted on all the other computers. The owner is allowed to change the NAO (i.e. move it one meter to the left) and issue sync commands; then, sync messages will be sent to all other computers in the game (if the NAO was created on a client, they will be directed through the server) transferring the NAO's new state. Control messages ("move one meter to the left") may be sent from the owner to the NAO's copy at the server which may interpret them, change it's (or some other NAO's) state and send syncs about the change to all clients.
Here, only the server is allowed to create an NAO. The owner may still be one of the clients. As above, copies of the NAO will spawn on all clients. Only the server is allowed to change the NAO and issue sync commands, sending sync messages to the clients. The only way the NAO's owner has influence on it are the control messages it may send to the server.
The use of the security mode simply is: the server has full control over the objects. Otherwise, people in an ego shooter could just teleport themselves at will through the arena or make themselves invincible by simple modifications to the game (that's even an issue in closed source games; look at Diabolo!).
A sample program defining a class of NAOs is
l3_demo.cpp
from the source directory. Compile it with make
l3_demo
; the syntax is l3_demo
to start it in
server mode, just listening to clients, or l3_demo
servername
to start it in client mode connecting to the server
given by servername
; it will first show you how to
synchronize the NAO with sync messages, then how to control it with
control messages. Try connecting multiple clients to the server!
You'll see how easy it is; it's best to read this document and the
sample program in parallel.
your_NAO
),
you derive a class from the base class
netobject
and declare some member functions:
virtual void write_sync(netmessage &m); virtual void read_sync(netmessage &m);where
read_sync()
should read exactly the information
from m
that write_sync()
writes to it, and
if necessary a function deciding whether a sync message should be
accepted:
virtual bool sync_is_new(netmessage &m);
virtual void write_create(netmessage &m);and the remote constructor
your_NAO(netmessage &m);again reading exactly the information from
m
that
write_create()
wrote to it, and eventually a post-creation
function
virtual void init_after_creation();being called after an object has been remotely created.
virtual bool accept_client_sync() const;returning true if security is to be disabled. (Default: security is on.)
class net_initialisator<your_NAO>;to give your class a unique identification across the network (the constructor takes the name of your class as a string argument) and the member function
virtual netdescriptor &creator_descriptor() const;returning a reference to that object (
net_initialisator<your_NAO>
is derived from the class netdescriptor
).
virtual void receive_control(netmessage &m);and of course some sending function.
The constructor
has to call call netobject
's constructor
netobject::netobject(int owner=-1);
where the argument is the user ID of the object's owner; leave it
blank or at -1
if the creating computer itself should be
the owner.
All in all, your constructor should look something like this:
your_NAO::your_NAO(...) :netobject(owner) { // normal initialisation ... }
Whenever you feel like your NAO's copies need to be synchronised with the original (i.e. every time you change the original, or every .1 seconds), call the original's member function
void request_sync(bool ack=true);
(inherited form netobject
).
ack
determines whether the sync message is guaranteed to
arrive; If the synchronisation is not vital
(like updates of a constantly changing position where it is not fatal
if one update is missed), you can set
ack
to false.
To really send the sync messages, you need to call the static function
netobject::sync_all();
every once in a while (best immediately before receive()
from
layer two). Shortly after your call of request_sync()
, during
one of your calls to netobject::sync_all();
the network subsystem will call your original's member
function your_NAO::write_sync(netmessage &m)
and broadcast the message m
.
When the other computers receive m
, they
will simply call your NAO's copy's member function
your_NAO::read_sync(netmessage &m)
.
So your sync functions should read something like
virtual void write_sync(netmessage &m){ // proper heritage: netobject::write_sync(m); // write all the possibly changing // information form your object to m: m << ... } virtual void read_sync(netmessage &m){ // heritage: netobject::read_sync(m); // read the information exactly in the same // order as it was written in write_sync: m >> .... }
If you detect an error during your read_sync()
, caused by
the message being in a wrong format, feel free to kick the message's
sender by throwing a killhim
-exception.
Since sync messages may get lost or arrive in the wrong order, it is not
a good idea to write just the information that really changed in
write_sync()
; if you decide to do that kind of
bandwidth optimisation anyway, think exactly about what you are doing!
What happens now if a sync message is lost, sent again, lost again....
and receives the other computers way too late? Without protection measurements,
this will i.e. cause your racing car to be set back on the track until the
next sync packet arrives, correcting the mistake. This is not fatal, but
disturbing, and something needs to be done. Therefore, before calling
your NAO's read_sync()
, the network subsystem calls
your NAO's member function
virtual bool sync_is_new(netmessage &m);
where you can read out m
just like in read_sync()
and do some checks whether you really wish to accept the sync; i.e. with
every write_sync
, you could include a time stamp (you should do
that anyway in a real time game) sync_is_new()
may check;
if the timestamp is too old, you should reject the message. Only if
sync_is_new()
returns true
, read_sync()
is called. As the class netobject
already implements a rudimentary
check in netobject::sync_is_new(netmessage &m)
, guaranteeing
that each accepted sync message is newer than the one before,
you do not need to write your own check in most cases. If you do, it should
look like
virtual bool sync_is_new(netmessage &m){ // heritage: if (!netobject::sync_is_new(m)) return false; // your own checks, reading EXACTLY // the same information as read_sync() // (important for derived classes) m >> .... return result; }
What happens now if you create a NAO with the
normal constructor?
During one of the next calls of netobject::sync_all()
,
remote creation messages will be sent to the other computers. They contain
all the information of a sync message, plus a bit more:
The sync messages are only intended to transport the part of the
NAO's information that is changing during the game; other parts of
the information may be fixed, i.e. the object's name, or a character's
race in a RPG. This information has to be written only once, and it would
be a waste of bandwidth to transmit it with every sync message. Therefore,
you should write all this fixed information in your NAO's member function
virtual void write_create(netmessage &m){ // again: heritage netobject::write_create(m); // your fixed information m << .... }
So, when preparing a remote creation message,
netobject::sync_all()
first lets your NAO write it's fixed
information with write_create()
to it, then the changing
information with write_sync()
. After that the message is
broadcasted and guaranteed to be received by the other computers.
They will then call your remote constructor which should look like
your_NAO(netmessage &m) :netobject(m) // heritage { // read the fixed information m >> .... }
and after that your NAO's read_sync()
. Since you may
need some of the variable information read by that function to completely
initiate your NAO, it's member function
virtual void init_after_creation();
is called after that where you can finish the construction. Again, if
an error occurs, kick the message's sender by throwing a
killhim
-exception.
No big deal here: just write
static net_initialisator<your_NAO> your_NAO_init("your_NAO");
somewhere in your code file, declare the member function
virtual netdescriptor &creator_descriptor() const;
and define it as
netdescriptor &your_NAO::creator_descriptor() const{ return your_NAO_init; }
That's it. You have to repeat that for every NAO class you define.
Control messages can go from the owner of the NAO (a client) to the
server only. Do with them what you want, but they are mainly intended
to transport the user input to the server. Before sending a control
message, you'll have to create it using your NAO's member function
(inherited from netobject
)
netmessage *new_control_message();
Then, write to it whatever you want and send it to the server. The server will call your NAO's member function
virtual void receive_control(netmessage &m);
which can then read and interpret the message. Of course, if you do
any changes to your NAO, you should call request_sync()
at the end. It is advisable to encapsulate the sending
process in an own member function (as
new_control_message
has protected heritage, you are
forced to do that :-) ). As you can see, you have much freedom here
(and are basically on your own).
NOTE: This section is still subject to change. Many of the things you have to do manually now will be automated in future versions of armagetron.
You will come to a point where you define a class of NAOs containing pointers to other NAOs that need to be transmitted. The first problem:
Obviously, you can't just transfer them like integers. Instead of writing a pointer to a NAO to a netmessage, simply write it's ID with
m << object->my_id();
when receiving the id, it can be retransformed to a pointer with
unsigned short id; m >> id; netobject *obj=netobject::object(id);
In case the netobject with ID id
has not yet been created,
netobject::object(id)
will wait for it to spawn; with a
bit of luck, it will be created remotely shortly. That brings us to
the next problem: what if we're not lucky? There may easily be lockups
if i.e. the server waits for one of the client's NAOs to spawn, while
the client is waiting for some other message from the server (of
course, there is a timeout in netobject::object()
.
But after that timeout, the connection is closed). An alternative
routine doing about the same job is netobject
's
static member function
static netobject *object_dangerous(int id);
If the NAO labelled id
does not exist, it will simply
return NULL
.
Sometimes, before you send a network message transferring a pointer to a NAO, you want to make sure the NAO has been created remotely at the message's receiver before sending the message; that avoids the problems mentioned above. The NAO's member function
bool has_been_transmitted(int user) const;
(inherited form netobject
) does exactly this check.
For example, such checks should be done before a NAO depending on
another NAO (like, the rider of a horse...) is created remotely: you
want to be absolutely sure the horse is there before the rider
arrives. For exactly this situation, you can use your NAO's
member function
virtual bool clear_to_transmit(int user) const;
It should return false if the NAO is not yet ready to be remotely
created at the computer with user ID user
.
In our example, the rider's function should be defined as
bool rider::clear_to_transmit(int user) const{ return netobject::clear_to_transmit() && // heritage, as always... horse->has_been_transmitted(user); }
Another problem arises with remote destruction: It is to be avoided that a NAO is destroyed while there are still pointers to it. Therefore, each NAO has a reference counter you need to set manually: call the member function
void reg();
every time you set a pointer to a NAO, and
void unreg();
every time you delete the pointer or let it point elsewhere.
This Page was created by Manuel Moos( ).
Last modification: Tue Oct 14 09:46:43 CEST 2003
Introduction | Layer One | Layer Two | Layer Three |