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