# ReadyEvent Class Reference
[ReadyEvent]

Peer to peer synchronized ready and unready events. More...

`#include <ReadyEvent.h>`

Inheritance diagram for ReadyEvent:

List of all members.

## Public Member Functions
bool | SetEvent (int eventId, bool isReady)
bool | ForceCompletion (int eventId)
bool | DeleteEvent (int eventId)
bool | IsEventSet (int eventId)
bool | IsEventCompletionProcessing (int eventId) const
bool | IsEventCompleted (int eventId) const
bool | HasEvent (int eventId)
unsigned | GetEventListSize (void) const
int | GetEventAtIndex (unsigned index) const
bool | AddToWaitList (int eventId, SystemAddress address)
bool | RemoveFromWaitList (int eventId, SystemAddress address)
bool | IsInWaitList (int eventId, SystemAddress address)
unsigned | GetRemoteWaitListSize (int eventId) const
SystemAddress | GetFromWaitListAtIndex (int eventId, unsigned index) const
ReadyEventSystemStatus | GetReadyStatus (int eventId, SystemAddress address)
void | SetSendChannel (unsigned char newChannel)
## Protected Member Functions
virtual PluginReceiveResult | OnReceive (Packet *packet)
virtual void | OnClosedConnection (SystemAddress systemAddress, RakNetGUID rakNetGUID, PI2_LostConnectionReason lostConnectionReason)
virtual void | OnRakPeerShutdown (void)
| Called when RakPeer is shutdown.

## Detailed Description

Peer to peer synchronized ready and unready events.

For peer to peer networks in a fully connected mesh.
Solves the problem of how to tell if all peers, relative to all other peers, are in a certain ready state.
For example, if A is connected to B and C, A may see that B and C are ready, but does not know if B is ready to C, or vice-versa.
This plugin uses two stages to solve that problem, first, everyone I know about is ready. Second, everyone I know about is ready to everyone they know about.
The user will get ID_READY_EVENT_SET and ID_READY_EVENT_UNSET as the signal flag is set or unset
The user will get ID_READY_EVENT_ALL_SET when all systems are done waiting for all other systems, in which case the event is considered complete, and no longer tracked.

See also:
  FullyConnectedMesh2

## Member Function Documentation

bool ReadyEvent::AddToWaitList | ( | int | eventId,
|  | SystemAddress | address |
| ) |  |  |

Adds a system to wait for to signal an event before considering the event complete and returning ID_READY_EVENT_ALL_SET. As we add systems, if this event was previously set to true with SetEvent, these systems will get ID_READY_EVENT_SET. As these systems disconnect (directly or indirectly through the router) they are removed.

Note:
  If the event completion process has already started, you cannot add more systems, as this would cause the completion process to fail

Parameters:

  `[in]` | eventId | A user-defined number previously passed to SetEvent that has not yet completed
  `[in]` | addressArray | An address to wait for event replies from. Pass UNASSIGNED_SYSTEM_ADDRESS for all currently connected systems. Until all systems in this list have called SetEvent with this ID and true, and have this system in the list, we won't get ID_READY_EVENT_COMPLETE

Returns:
  True on success, false on unknown eventId (this should be considered an error), or if the completion process has already started.

bool ReadyEvent::DeleteEvent | ( | int | eventId | ) |

Deletes an event. We will no longer wait for this event, and any systems that we know have set the event will be forgotten. Call this to clear memory when events are completed and you know you will never need them again.

Parameters:

  `[in]` | eventId | A user-defined identifier

Returns:
  True on success. False (failure) on unknown eventId

bool ReadyEvent::ForceCompletion | ( | int | eventId | ) |

When systems can call SetEvent() with isReady==false, it is possible for one system to return true from IsEventCompleted() while the other systems return false This can occur if a system SetEvent() with isReady==false while the completion message is still being transmitted. If your game has the situation where some action should be taken on all systems when IsEventCompleted() is true for any system, then call ForceCompletion() when the action begins. This will force all systems to return true from IsEventCompleted().

Parameters:

  `[in]` | eventId | A user-defined identifier to immediately set as completed

int ReadyEvent::GetEventAtIndex | ( | unsigned | index | ) | const

Returns the event ID stored at a particular index. EventIDs are stored sorted from least to greatest.

Parameters:

  `[in]` | index | Index into the array, from 0 to GetEventListSize()

Returns:
  The event ID stored at a particular index

unsigned ReadyEvent::GetEventListSize | ( | void |  | ) | const

Returns the total number of events stored in the system.

Returns:
  The total number of events stored in the system.

SystemAddress ReadyEvent::GetFromWaitListAtIndex | ( | int | eventId,
|  | unsigned | index |
| ) |  |  | const

Returns the system address of a system at a particular index, for this event.

Parameters:

  `[in]` | eventId | A user-defined identifier
  `[in]` | index | Index into the array, from 0 to GetWaitListSize()

Returns:
  The system address of a system at a particular index, for this event.

ReadyEventSystemStatus ReadyEvent::GetReadyStatus | ( | int | eventId,
|  | SystemAddress | address |
| ) |  |  |

For a remote system, find out what their ready status is (waiting, signaled, complete).

Parameters:

  `[in]` | eventId | A user-defined identifier
  `[in]` | address | Which system we are checking up on

Returns:
  The status of this system, for this particular event.

See also:
  ReadyEventSystemStatus

unsigned ReadyEvent::GetRemoteWaitListSize | ( | int | eventId | ) | const

Returns the total number of systems we are waiting on for this event. Does not include yourself

Parameters:

  `[in]` | eventId | A user-defined identifier

Returns:
  The total number of systems we are waiting on for this event.

bool ReadyEvent::HasEvent | ( | int | eventId | ) |

Returns if this is a known event. Events may be known even if we never ourselves referenced them with SetEvent, because other systems created them via ID_READY_EVENT_SET.

Parameters:

  `[in]` | eventId | A user-defined identifier

Returns:
  true if we have this event, false otherwise

bool ReadyEvent::IsEventCompleted | ( | int | eventId | ) | const

Returns if the wait list is a subset of the completion list. Call this after all systems you want to wait for have been added with AddToWaitList If you are waiting for a specific number of systems (such as players later connecting), also check GetRemoteWaitListSize(eventId) to be equal to 1 less than the total number of participants.

Parameters:

  `[in]` | eventId | A user-defined identifier

Returns:
  True on completion. False (failure) on unknown eventId, or the set is not completed.

bool ReadyEvent::IsEventCompletionProcessing | ( | int | eventId | ) | const

Returns if the event is about to be ready and we are negotiating the final packets. This will usually only be true for a very short time, after which IsEventCompleted should return true. While this is true you cannot add to the wait list, or SetEvent() isReady to false anymore.

Parameters:

  `[in]` | eventId | A user-defined identifier

Returns:
  True if any other system has completed processing. Will always be true if IsEventCompleted() is true

bool ReadyEvent::IsEventSet | ( | int | eventId | ) |

Returns what was passed to SetEvent()

Returns:
  The value of isReady passed to SetEvent(). Also returns false on unknown event.

bool ReadyEvent::IsInWaitList | ( | int | eventId,
|  | SystemAddress | address |
| ) |  |  |

Returns if a particular system is waiting on a particular event.

Parameters:

  `[in]` | eventId | A user-defined identifier
  `[in]` | The | address of the system we are checking up on

Returns:
  True if this system is waiting on this event, false otherwise.

virtual void ReadyEvent::OnClosedConnection | ( | SystemAddress | systemAddress,
|  | RakNetGUID | rakNetGUID,
|  | PI2_LostConnectionReason | lostConnectionReason |
| ) |  |  | `[protected, 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 PluginReceiveResult ReadyEvent::OnReceive | ( | Packet * | packet | ) | `[protected, 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.

bool ReadyEvent::RemoveFromWaitList | ( | int | eventId,
|  | SystemAddress | address |
| ) |  |  |

Removes systems from the wait list, which should have been previously added with AddToWaitList

Note:
  Systems that directly or indirectly disconnect from us are automatically removed from the wait list

Parameters:

  `[in]` | address | The system to remove from the wait list. Pass UNASSIGNED_SYSTEM_ADDRESS for all currently connected systems.

Returns:
  True on success, false on unknown eventId (this should be considered an error)

bool ReadyEvent::SetEvent | ( | int | eventId,
|  | bool | isReady |
| ) |  |  |

Sets or updates the initial ready state for our local system. If eventId is an unknown event the event is created. If eventId was previously used and you want to reuse it, call DeleteEvent first, or else you will keep the same event signals from before Systems previously or later added through AddToWaitList() with the same eventId when isReady=true will get ID_READY_EVENT_SET Systems previously added through AddToWaitList with the same eventId will get ID_READY_EVENT_UNSET For both ID_READY_EVENT_SET and ID_READY_EVENT_UNSET, eventId is encoded in bytes 1 through 1+sizeof(int)

Parameters:

  `[in]` | eventId | A user-defined identifier to wait on. This can be a sequence counter, an event identifier, or anything else you want.
  `[in]` | isReady | True to signal we are ready to proceed with this event, false to unsignal

Returns:
  True on success. False (failure) on unknown eventId

void ReadyEvent::SetSendChannel | ( | unsigned char | newChannel | ) |

This channel will be used for all RakPeer::Send calls

Parameters:

  `[in]` | newChannel | The channel to use for internal RakPeer::Send calls from this system. Defaults to 0.

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

- d:/RakNet-3.x/Source/ReadyEvent.h