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source: code/archive/shader/src/network/GameStateManager.h @ 10634

Last change on this file since 10634 was 1505, checked in by rgrieder, 16 years ago

f* svn: It doesn't even inform you if you attempt to set a non existing property. It is svn:eol-style and not eol-style when using the command by the way…

  • Property svn:eol-style set to native
File size: 3.1 KB
Line 
1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      Oliver Scheuss, (C) 2007
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29//
30// C++ Interface: GameStateManager
31//
32// Description:
33//
34//
35// Author:  Oliver Scheuss, (C) 2007
36//
37// Copyright: See COPYING file that comes with this distribution
38//
39//
40#ifndef _GameStateManager_H__
41#define _GameStateManager_H__
42
43#include "NetworkPrereqs.h"
44
45#include <map>
46
47#include "PacketTypes.h"
48
49namespace network
50{
51
52#define KEEP_GAMESTATES 10
53
54  /**
55  * This Class implements a manager for gamestates:
56  * - creating snapshots of gamestates
57  * - writing gamestates to universe
58  * - diffing gamestates ?
59  *
60  * EN/DECODATION:
61  * a: last Gamestate a client has received
62  * b: new Gamestate
63  * x: diffed and compressed gamestate
64  * x=(a^b)
65  * b=(a^x)
66  * diff(a,diff(a,x))=x (hope this is correct)
67  * @author Oliver Scheuss
68  */
69  class GameStateManager{
70  public:
71    GameStateManager(ClientInformation *head);
72    ~GameStateManager();
73   
74    void addGameState(GameStateCompressed *gs, int clientID);
75    void processGameStates();
76   
77    void update();
78    GameStateCompressed *popGameState(int clientID);
79    void ackGameState(int clientID, int gamestateID);
80    void removeClient(ClientInformation *client);
81    private:
82    bool pushGameState(GameStateCompressed *gs, int clientID);
83    void cleanup(); // "garbage handler"
84    GameState *getSnapshot();
85    bool loadPartialSnapshot(GameState *state, int clientID);
86    GameStateCompressed *encode(GameState *a, GameState *b);
87    GameStateCompressed *encode(GameState *a);
88    GameState *diff(GameState *alt, GameState *neu);
89    GameStateCompressed *compress_(GameState *a);
90    GameState *decompress(GameStateCompressed *a);
91    bool printGameStates();
92    bool checkAccess(int clientID, int objectID);
93
94    std::map<int, GameState*> gameStateMap; //map gsID to gamestate*
95    std::map<int, int> gameStateUsed; // save the number of clients, that use the specific gamestate
96    std::map<int, GameStateCompressed*> gameStateQueue;
97    GameState *reference;
98    ClientInformation *head_;
99    int id_;
100   
101   
102   
103   
104  public:
105    //#### ADDED FOR TESTING PURPOSE ####
106    GameStateCompressed* testCompress( GameState* g );
107    GameState* testDiff( GameState* a, GameState* b );
108  //#### END TESTING PURPOSE ####
109  };
110
111}
112
113#endif /* _GameStateManager_H__ */
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