Unigine::Plugins::Syncker::Master Class
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Header: | #include <plugins/Unigine/Syncker/UnigineSyncker.h> |
Inherits from: | Syncker |
This class represents the master interface of the Syncker.
Syncker plugin must be loaded.
Master Class
Enums
CALLBACK_INDEX#
Callback types.SYNC_MASK#
Node synchronization mask.DEFAULT_SYNC_NODES#
Types of nodes that will be synchronized automatically after world loading.Name | 说明/描 述 |
---|---|
LIGHT_WORLD = 1 | World light. See the LightWorld class. |
WATER_GLOBAL = 1 << 1 | Global water. See the ObjectWaterGlobal class. |
CLOUD_LAYER = 1 << 2 | Cloud layer. See the ObjectCloudLayer class. |
OBJECT_PARTICLES = 1 << 3 | Particle system. See the ObjectParticles class. |
Members
int getNumSlaves ( ) #
Returns the total number of the slaves connected to the Master.Return value
Total number of slaves connected to the Master.const char * getSlaveAddress ( int num ) #
Returns the network address of the given slave computer.Arguments
- int num - Slave number.
Return value
Network address of the slave computer.int getSlavePort ( int num ) #
Returns the UDP port used by the slave with the specified number.Arguments
- int num - Slave number.
Return value
UDP port of the specified slave computer. 0 - means any unused port available.long long getSlaveID ( int num ) #
Returns the ID of the slave with the specified number. A unique Slave ID consists of two parts: IP (32 bits) + port (16 bits)Arguments
- int num - Slave number.
Return value
ID of the slave with the specified number.const char * getSlaveWorldName ( int num ) #
Returns the name of the world file currently loaded on the specified slave.Arguments
- int num - Slave number.
Return value
Name of the world file currently loaded on the specified slave.const char * getSlaveView ( int num, int display_num ) #
Returns the name of the display or projector stored in the configuration file and assigned to the given display of the given slave computer.Arguments
- int num - Slave number.
- int display_num - Display number.
Return value
Name of the display or projector.void setSyncPlayer ( bool enabled ) #
Enables synchronization of the current player's parameters via the UDP protocol:- Its transformation
- Projection matrix
- Viewport mask
- Mask for reflections
- Applied post-materials (if any)
Current player synchronization is used only when all slaves use the same camera.
Arguments
- bool enabled - true to enable synchronization; false - to disable it.
bool isSyncPlayer ( ) #
Returns a value indicating if synchronization of the current player is enabled.Current player synchronization is used only when all slaves use the same camera.
Return value
true if synchronization of the current player is enabled; otherwise, false.void setSyncRender ( bool enabled ) #
Enables synchronization of all render parameters via the UDP protocol: light scattering, occlusion, etc.When all slaves use the same rendering settings, synchronization of render parameters can be disabled.
Arguments
- bool enabled - true to enable synchronization; false - to disable it.
bool isSyncRender ( ) #
Returns a value indicating if synchronization of all render parameters is enabled.When all slaves use the same rendering settings, synchronization of render parameters can be disabled.
Return value
true if synchronization of all render parameters is enabled; otherwise, false.void addSyncNode ( const Ptr<Node> & node, unsigned char sync_mask = SYNC_MASK::NODE_FLAGS | SYNC_MASK::TRANSFORM ) #
Enables synchronization of parameters of the given node via the UDP protocol.Scene nodes are not synchronized by default, this method is used to add a particular node to the synchronization queue.
Arguments
void addSyncNodes ( const Vector< Ptr<Node> > & nodes, unsigned char sync_mask = SYNC_MASK::NODE_FLAGS | SYNC_MASK::TRANSFORM ) #
Enables synchronization of parameters of given nodes via the UDP protocol.Scene nodes are not synchronized by default, this method is used to add particular nodes to the synchronization queue.
Arguments
- const Vector< Ptr<Node> > & nodes - List of nodes to synchronize.
- unsigned char sync_mask - Synchronization mask.
void setSyncNodeMask ( const Ptr<Node> & node, unsigned char sync_mask ) #
Sets a new synchronization mask for the specified node. Synchronization mask can be used for optimization reasons limiting the amount of data to be synchronized and thus reducing network load. For example, for moving parts of a helicopter we can set a mask to synchronize only node transformations:master->setSyncNodeMask(fan_small, Syncker::Master::TRANSFORM);
master->setSyncNodeMask(fan_big, Syncker::Master::TRANSFORM);
Arguments
- const Ptr<Node> & node - Node for which a new synchronization mask is to be set.
- unsigned char sync_mask - New synchronization mask to be set for the specified node.
unsigned char getSyncNodeMask ( const Ptr<Node> & node ) #
Returns the synchronization mask for the specified node.Arguments
Return value
Synchronization mask of the specified node.bool isSyncNode ( const Ptr<Node> & node ) #
Returns a value indicating if synchronization of the given node is enabled. Using this method you can quickly check if a node is monitored by the Syncker (node's states are dispatched to Slaves over the network).Arguments
Return value
true if synchronization of the given node is enabled; otherwise, false.int getNumSyncNodes ( ) #
Returns the total number of nodes in the synchronization queue.Return value
Total number of nodes in the synchronization queue.Ptr<Node> getSyncNode ( int num ) #
Returns the synchronized node with the given number.Arguments
- int num - Node number in the synchronization queue.
Return value
Synchronized node.void removeSyncNode ( int num ) #
Removes the specified node from the synchronization queue.Arguments
- int num - Node number in the synchronization queue.
void removeSyncNode ( const Ptr<Node> & node ) #
Removes the specified node from the synchronization queue.Arguments
void removeSyncNodeID ( int node_id ) #
Removes the specified node from the synchronization queue by its ID.Arguments
- int node_id - ID of the node to be removed from the synchronization queue.
void removeSyncNodes ( const Vector< Ptr<Node> > & nodes ) #
Removes the specified nodes from the synchronization queue.Arguments
void clearSyncNodes ( ) #
Removes all nodes from the synchronization queue.void addSyncMaterial ( const Ptr<Material> & material ) #
Enables synchronization of the given material via the UDP protocol.Scene materials are not synchronized by default, this method is used to add a particular material to the synchronization queue.
Arguments
void addSyncMaterials ( const Vector< Ptr<Material> > & materials ) #
Enables synchronization of given materials via the UDP protocol.Scene materials are not synchronized by default, this method is used to add particular materials to the synchronization queue.
Arguments
bool isSyncMaterial ( const Ptr<Material> & mat ) #
Returns a value indicating if synchronization of the given material is enabled. Using this method you can quickly check if a material is monitored by the Syncker (material's states are dispatched to Slaves over the network).Arguments
Return value
true if synchronization of the given material is enabled; otherwise, false.int getNumSyncMaterials ( ) #
Returns the total number of materials in the synchronization queue.Return value
Total number of materials in the synchronization queue.Ptr<Material> getSyncMaterial ( int num ) #
Returns the synchronized material with the given number.Arguments
- int num - Material number in the synchronization queue.
Return value
Synchronized material.void removeSyncMaterial ( int num ) #
Removes the material with the given number from the synchronization queue.Arguments
- int num - Material number in the synchronization queue.
void removeSyncMaterial ( const Ptr<Material> & material ) #
Removes the specified material from the synchronization queue.Arguments
void removeSyncMaterials ( const Vector< Ptr<Material> > & materials ) #
Removes the specified materials from the synchronization queue.Arguments
- const Vector< Ptr<Material> > & materials - List of materials to be removed from the synchronization queue.
void clearSyncMaterials ( ) #
Removes all materials from the synchronization queue.bool createNode ( const Ptr<Node> & node, unsigned char sync_mask = 0 ) #
Synchronizes creation of the given node on all Slaves. This method is to be called after node creation on the Master.It is recommended to use the loadNode() or loadNodereference() methods whenever possible as this approach allows adding nodes of all types, unlike the createNode() method that supports only a limited number of them.
NodePtr node = NodeDummy::create();
master->createNode(node);
Arguments
Return value
true if the node was created successfully; otherwise, false.void deleteNode ( const Ptr<Node> & node ) #
Synchronizes deletion of the given node (with all its children) on the Master and all Slaves. Similar to calling deleteLater() for the node.Arguments
bool isNodeCreatedBySyncker ( const Ptr<Node> & node ) #
Returns a value indicating if the given node was created via the createNode() method. Using this method you can quickly check if a node is in the run-time objects creation buffer.Arguments
Return value
true if the given node was created via the createNode() method; otherwise, false.bool setSlavePlayer ( int num, const Ptr<Player> & player ) #
Sets the specified player for the specified Slave.Synchronization of the main master camera is disabled.
Arguments
- int num - Slave number in the range from to the total number of slaves.
- const Ptr<Player> & player - Player to be set.
Return value
true if the specified player was successfully set for the specified Slave; otherwise, false.bool setSlavePlayer ( const char * view, const Ptr<Player> & player ) #
Sets the specified player for all Slave computers using the specified view (see the sync_view argument).Synchronization of the main master camera is disabled.
Arguments
- const char * view - Name of the view (display or projector).
- const Ptr<Player> & player - Player to be set.
Return value
true if the specified player was successfully set for all Slave computers using the specified view; otherwise, false.void setSendRate ( float rate ) #
Sets the frequency of sending packets to Slaves. Use this method when network load is too high and slows down the whole IG system. It is recommended to use this method with interpolation enabled.
//On the Master
master->setSendRate(15.0f); // send packets 15 times per second
//Both on the Master and all Slaves
syncker->setInterpolationPeriod(0.1f); // 100 ms delay
Arguments
- float rate - Frequency of sending packets to Slaves. The default value is -1 (every frame).
The value should not be less than 1 / getInterpolationPeriod(), otherwise the image shall be "stuttering".
float getSendRate ( ) #
Returns the current frequency of sending packets to Slaves. Use this method when network load is too high and slows down the whole IG system. It is recommended to use this method with interpolation enabled.Return value
Frequency of sending packets to Slaves.void setAllowExtraSlaves ( bool slaves ) #
Sets a value indicating if new Slaves can connect to the Master after starting the session. This can be used, for example, to connect a Slave which is used as a tool for configuring projections and does not operate as an IG.Arguments
- bool slaves - true to permit new Slaves connecting to the Master after starting the session; false - to forbid it.
bool isAllowExtraSlaves ( ) #
Returns a value indicating if new Slaves can connect to the Master after starting the session. This can be used, for example, to connect a Slave which is used as a tool for configuring projections and does not operate as an IG.Return value
true if new Slaves can connect to the Master after starting the session; otherwise, false.void setViewOffset ( const Math::vec3 & offset ) #
Sets a new player's head position on the Master.Arguments
- const Math::vec3 & offset - New player's head position coordinates to be set.
void setSyncViewOffset ( bool offset ) #
Enables synchronization of view offset for projections via the UDP protocol.Arguments
- bool offset - true to enable synchronization; false - to disable it.
bool isSyncViewOffset ( ) #
Returns a value indicating if synchronization of view offset for projections is enabled.Return value
true if synchronization of view offset for projections is enabled; otherwise, false.void setSyncWorldLoad ( bool load ) #
Enables synchronization of world loading via the UDP protocol.Arguments
- bool load - true to enable synchronization; false - to disable it.
bool isSyncWorldLoad ( ) #
Returns a value indicating if synchronization of world loading is enabled.Return value
true if synchronization of world loading is enabled; otherwise, false.void setDefaultSyncNodes ( unsigned char nodes ) #
Sets a new mask defining types of nodes that will be synchronized automatically after world loading. This mask can be used for optimization reasons limiting the number of nodes to be synchronized and thus reducing network load. For example, you can restrict automatic synchronization to global water, and clouds only:master->setDefaultSyncNodes(Syncker::Master::WATER_GLOBAL | Syncker::Master::CLOUD_LAYER);
Arguments
- unsigned char nodes - Mask defining types of nodes that will be synchronized automatically after world loading.
unsigned char getDefaultSyncNodes ( ) #
Returns the current mask defining types of nodes that will be synchronized automatically after world loading. This mask can be used for optimization reasons limiting the number of nodes to be synchronized and thus reducing network load.Return value
Current mask defining types of nodes that will be synchronized automatically after world loading.void loadWorld ( const char * name ) #
Loads a world from the specified file on the Master and all Slaves. Syncker is able to automatically synchronize the current world, but it works as follows: Slaves shall only start loading a new world after it is completely loaded on the Master. This method provides a 2x speedup of world loading process, as it forces all hosts to start loading the world almost simultaneously.Arguments
- const char * name - Path to the *.world file to be loaded.
Ptr<Node> loadNode ( const char * name, unsigned char sync_mask = 0, Math::Mat4 & init_transform ) #
Loads a node from the specified file to the world on the Master and all Slaves and places it to the specified ititial transformation. This is a network analogue of the loadNode() method of the World class. By default, the loaded node is not synchronized, which is suitable for static objects at run time and at the same time saves performance. For dynamic objects to be synchronized, the suitable synchronization mask should be set.Arguments
- const char * name - Path to the *.node file.
- unsigned char sync_mask - Synchronization mask, one of the SYNC_MASK values.
- Math::Mat4 & init_transform - Initial transformation of the node.
Return value
Loaded node or nullptr if an error has occurred.Ptr<Node> loadNode ( const char * name, unsigned char sync_mask = 0 ) #
Loads a node from the specified file to the world on the Master and all Slaves and places it at the origin with the default transformation. This is a network analogue of the loadNode() method of the World class. By default, the loaded node is not synchronized, which is suitable for static objects at run time and at the same time saves performance. For dynamic objects to be synchronized, the suitable synchronization mask should be set.Arguments
- const char * name - Path to the *.node file.
- unsigned char sync_mask - Synchronization mask, one of the SYNC_MASK values.
Return value
Loaded node or nullptr if an error has occurred.Ptr<NodeReference> loadNodeReference ( const char * name, unsigned char sync_mask = 0, Math::Mat4 & init_transform ) #
Loads a node reference from the specified file to the world on the Master and all Slaves and places it to the specified ititial transformation. This is a network analogue of the NodeReference class constructor. By default, the loaded node is not synchronized, which is suitable for static objects at run time and at the same time saves performance. For dynamic objects to be synchronized, the suitable synchronization mask should be set.Arguments
- const char * name - Path to the *.node file.
- unsigned char sync_mask - Synchronization mask, one of the SYNC_MASK values.
- Math::Mat4 & init_transform - Initial transformation of the node.
Return value
Node Reference instance if it was loaded successfully; otherwise nullptr.Ptr<NodeReference> loadNodeReference ( const char * name, unsigned char sync_mask = 0 ) #
Loads a node reference from the specified file to the world on the Master and all Slaves and places it to the origin with default transformation. This is a network analogue of the NodeReference class constructor. By default, the loaded node is not synchronized, which is suitable for static objects at run time and at the same time saves performance. For dynamic objects to be synchronized, the suitable synchronization mask should be set.Arguments
- const char * name - Path to the *.node file.
- unsigned char sync_mask - Synchronization mask, one of the SYNC_MASK values.
Return value
Node Reference instance if it was loaded successfully; otherwise nullptr.bool isNodeLoadedBySyncker ( const Ptr<Node> & node ) #
Returns a value indicating if the given node was loaded by the Syncker via the loadNode() or the loadNodeReference() method.Arguments
Return value
true if the given node was created via the createNode() method; otherwise, false.void * addCallback ( Master::CALLBACK_INDEX callback, Unigine::CallbackBase * func ) #
Adds a callback of the specified type. Callback functions can be used to determine actions to be performed when sending or receiving user messages, as well as when changing settings on the Master or a Slave. The signature of the callback function can be one of the following:// for the Syncker::Master::SESSION_STARTED type
void callback_function_name(void);
// for the Syncker::Master::SESSION_FINISHED type
void callback_function_name(void);
// for the Syncker::Master::SLAVE_CONNECTED type
void callback_function_name(int slave_num);
// for the Syncker::Master::SLAVE_DISCONNECTED type
void callback_function_name(int slave_num);
// for the Syncker::Master::MASTER_SETUP_CHANGED type
void callback_function_name(void);
// for the Syncker::Master::SLAVE_SETUP_CHANGED type
void callback_function_name(int slave_num);
Arguments
- Master::CALLBACK_INDEX callback - Callback type. One of the following values:
- Unigine::CallbackBase * func - Callback pointer.
Return value
Number of the last added callback of the specified type, if the callback was added successfully; otherwise, -1.bool removeCallback ( Master::CALLBACK_INDEX callback, void * func ) #
Removes a given callback from the list of callbacks of the specified type. Callback functions can be used to determine actions to be performed when sending or receiving user messages, as well as when changing settings on the Master or a Slave.Arguments
- Master::CALLBACK_INDEX callback - Callback type. One of the following values:
- void * func - Callback pointer.
Return value
true if the position callback with the given ID was removed successfully; otherwise false.void clearCallbacks ( Master::CALLBACK_INDEX callback ) #
Clears all added callbacks of the specified type. Callback functions can be used to determine actions to be performed when sending or receiving user messages, as well as when changing settings on the Master or a Slave.Arguments
- Master::CALLBACK_INDEX callback - Callback type. One of the following values:
int addMessageToBuffer ( const char * channel, const Ptr<Blob> & message ) #
Adds a message to the buffer to be received by additional slaves as soon as they connect.Arguments
- const char * channel - Channel name. Multiple systems may use Syncker's network simultaneously (e.g. IG and user's application). For convenience, all messages are sent and received via named channels.
- const Ptr<Blob> & message - Buffer containing the user message.
Return value
Message ID.int getNumBufferedMessages ( const char * channel ) const#
Returns the total number of buffered messages.Arguments
- const char * channel - Channel name. Multiple systems may use Syncker's network simultaneously (e.g. IG and user's application). For convenience, all messages are sent and received via named channels.
Return value
Total number of buffered messages.int getBufferedMessageID ( const char * channel, int index ) const#
Returns the ID of the buffered message by its index.Arguments
- const char * channel - Channel name. Multiple systems may use Syncker's network simultaneously (e.g. IG and user's application). For convenience, all messages are sent and received via named channels.
- int index - Message index number.
Return value
Message ID.Ptr<Blob> getBufferedMessage ( const char * channel, int id ) const#
Returns the buffer containing the message.Arguments
- const char * channel - Channel name. Multiple systems may use Syncker's network simultaneously (e.g. IG and user's application). For convenience, all messages are sent and received via named channels.
- int id - Message ID.
Return value
Buffer containing the user message.void removeBufferedMessage ( const char * channel, int id ) #
Removes the specified message from the buffer.Arguments
- const char * channel - Channel name. Multiple systems may use Syncker's network simultaneously (e.g. IG and user's application). For convenience, all messages are sent and received via named channels.
- int id - Message ID.
void clearBufferedMessages ( const char * channel ) #
Removes all messages from the buffer.Arguments
- const char * channel - Channel name. Multiple systems may use Syncker's network simultaneously (e.g. IG and user's application). For convenience, all messages are sent and received via named channels.
Last update:
2023-06-23
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