1 | // |
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2 | // C++ Implementation: GameStateManager |
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3 | // |
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4 | // Description: |
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5 | // |
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6 | // |
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7 | // Author: Oliver Scheuss, (C) 2007 |
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8 | // |
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9 | // Copyright: See COPYING file that comes with this distribution |
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10 | // |
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11 | // |
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12 | #include "GameStateManager.h" |
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13 | |
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14 | namespace network { |
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15 | |
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16 | GameStateManager::GameStateManager() |
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17 | { |
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18 | id=0; |
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19 | } |
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20 | |
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21 | GameStateManager::~GameStateManager() |
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22 | { |
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23 | } |
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24 | |
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25 | void GameStateManager::update(){ |
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26 | reference = getSnapshot(id); |
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27 | idGameState[id]=reference; |
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28 | ++id; |
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29 | return; |
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30 | } |
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31 | |
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32 | GameStateCompressed GameStateManager::popGameState(int clientID){ |
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33 | GameState *client = clientGameState[clientID]; |
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34 | GameState *server = reference; |
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35 | return encode(client, server); |
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36 | } |
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37 | |
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38 | |
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39 | |
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40 | /** |
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41 | * This function goes through the whole list of synchronisables and |
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42 | * saves all the synchronisables to a flat "list". |
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43 | * @return struct of type gamestate containing the size of the whole gamestate and a pointer linking to the flat list |
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44 | */ |
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45 | GameState *GameStateManager::getSnapshot(int id) |
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46 | { |
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47 | //the size of the gamestate |
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48 | int totalsize=0; |
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49 | //the size of one specific synchronisable |
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50 | int tempsize=0; |
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51 | // get the start of the Synchronisable list |
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52 | orxonox::Iterator<Synchronisable> it; |
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53 | // struct for return value of Synchronisable::getData() |
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54 | syncData sync; |
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55 | |
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56 | GameState *retval=new GameState; //return value |
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57 | retval->id=id; |
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58 | // reserve a little memory and increase it later on |
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59 | retval->data = (unsigned char*)malloc(1); |
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60 | |
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61 | // offset of memory functions |
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62 | int offset=0; |
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63 | // go through all Synchronisables |
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64 | for(it = orxonox::ObjectList<Synchronisable>::start(); it != 0; ++it){ |
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65 | //get size of the synchronisable |
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66 | tempsize=it->getSize(); |
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67 | // add place for data and 3 ints (length,classid,objectid) |
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68 | totalsize+=tempsize+3*sizeof(int); |
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69 | // allocate additional space |
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70 | retval->data = (unsigned char *)realloc((void *)retval->data, totalsize); |
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71 | |
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72 | // run Synchronisable::getData with offset and additional place for 3 ints in between (for ids and length) |
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73 | sync=it->getData(retval->data+offset+3*sizeof(int)); |
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74 | *(retval->data+offset)=sync.length; |
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75 | *(retval->data+offset+sizeof(int))=sync.objectID; |
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76 | *(retval->data+offset+2*sizeof(int))=sync.classID; |
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77 | // increase data pointer |
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78 | offset+=tempsize+3*sizeof(int); |
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79 | } |
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80 | retval->size=totalsize; |
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81 | return retval; |
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82 | } |
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83 | |
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84 | |
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85 | |
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86 | GameStateCompressed GameStateManager::encode(GameState *a, GameState *b){ |
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87 | GameState r = diff(a,b); |
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88 | return compress_(r); |
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89 | } |
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90 | |
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91 | |
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92 | GameState GameStateManager::diff(GameState *a, GameState *b){ |
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93 | unsigned char *ap = a->data, *bp = b->data; |
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94 | int of=0; // pointers offset |
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95 | int dest_length=0; |
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96 | if(a->size>=b->size) |
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97 | dest_length=a->size; |
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98 | else |
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99 | dest_length=b->size; |
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100 | unsigned char *dp = (unsigned char *)malloc(dest_length*sizeof(unsigned char)); |
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101 | while(of<a->size && of<b->size){ |
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102 | *(dp+of)=*(ap+of)^*(bp+of); // do the xor |
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103 | ++of; |
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104 | } |
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105 | if(a->size!=b->size){ // do we have to fill up ? |
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106 | unsigned char n=0; |
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107 | if(a->size<b->size){ |
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108 | while(of<dest_length){ |
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109 | *(dp+of)=n^*(bp+of); |
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110 | of++; |
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111 | } |
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112 | } else{ |
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113 | while(of<dest_length){ |
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114 | *(dp+of)=*(ap+of)^n; |
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115 | of++; |
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116 | } |
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117 | } |
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118 | } |
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119 | // should be finished now |
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120 | GameState r = {b->id, dest_length, dp}; |
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121 | return r; |
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122 | } |
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123 | |
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124 | GameStateCompressed GameStateManager::compress_(GameState a) { |
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125 | int size = a.size; |
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126 | uLongf buffer = (uLongf)((a.size + 12)*1.01)+1; |
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127 | unsigned char* dest = (unsigned char*)malloc( buffer ); |
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128 | int retval; |
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129 | retval = compress( dest, &buffer, a.data, (uLong)size ); |
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130 | |
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131 | switch ( retval ) { |
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132 | case Z_OK: std::cout << "successfully compressed" << std::endl; break; |
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133 | case Z_MEM_ERROR: std::cout << "not enough memory available" << std::endl; break; |
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134 | case Z_BUF_ERROR: std::cout << "not enough memory available in the buffer" << std::endl; break; |
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135 | case Z_DATA_ERROR: std::cout << "data corrupted" << std::endl; break; |
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136 | } |
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137 | |
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138 | GameStateCompressed compressedGamestate; |
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139 | compressedGamestate.compsize = buffer; |
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140 | compressedGamestate.normsize = size; |
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141 | compressedGamestate.id = GAMESTATE; |
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142 | compressedGamestate.data = dest; |
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143 | |
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144 | return compressedGamestate; |
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145 | } |
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146 | |
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147 | void GameStateManager::ackGameState(int clientID, int gamestateID){ |
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148 | GameState *old = clientGameState[clientID]; |
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149 | deleteUnusedGameState(old); |
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150 | clientGameState[clientID]=idGameState[gamestateID]; |
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151 | } |
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152 | |
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153 | bool GameStateManager::deleteUnusedGameState(GameState *state){ |
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154 | for(unsigned int i=0; i<clientGameState.size(); i++){ |
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155 | if(clientGameState[i]==state) |
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156 | return false; |
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157 | } |
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158 | delete state; |
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159 | return true; |
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160 | } |
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161 | |
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162 | } |
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163 | |
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164 | |
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