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source: code/branches/OrxoBlox_FS19/src/libraries/network/GamestateManager.h @ 12376

Last change on this file since 12376 was 12027, checked in by merholzl, 6 years ago

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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
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#include "GamestateHandler.h"
47#include "core/CorePrereqs.h"
48#include "packet/Gamestate.h"
49
50namespace orxonox
51{
52
53  const int KEEP_GAMESTATES = 10;
54
55  /**
56  * This Class implements a manager for gamestates:
57  * - creating snapshots of gamestates
58  * - writing gamestates to universe
59  * - diffing gamestates
60  *
61  * Inherited by Host
62  *
63  * EN/DECODATION:
64  * a: last Gamestate a client has received
65  * b: new Gamestate
66  * x: diffed and compressed gamestate
67  * x = (a ^ b)
68  * b = (a ^ x)
69  * diff(a, diff(a, x)) = x (hope this is correct)
70  * @author Oliver Scheuss
71  */
72  class _NetworkExport GamestateManager: public GamestateHandler
73  {
74    struct peerInfo
75    {
76      uint32_t  peerID;
77      uint32_t  lastReceivedGamestateID;  //!< id of the last gamestate which was received (and processed) from the peer
78      uint32_t  lastAckedGamestateID;     //!< id of the last gamestate on which we received an ack from the peer
79      bool      isSynched;
80      std::map<uint32_t, packet::Gamestate*> gamestates;
81    };
82
83  public:
84
85    GamestateManager();
86    ~GamestateManager();
87
88    virtual bool      addGamestate(packet::Gamestate *gs, unsigned int peerID) override;
89    virtual bool      ackGamestate(unsigned int gamestateID, unsigned int peerID) override;
90    virtual uint32_t  getLastReceivedGamestateID( unsigned int peerID ) override;
91    virtual uint32_t  getCurrentGamestateID() override { if(currentGamestate_) return currentGamestate_->getID(); else return GAMESTATEID_INITIAL; }
92
93    bool processGamestates();
94    bool sendAck(unsigned int gamestateID, uint32_t peerID);
95    bool update();
96    std::vector<packet::Gamestate*> getGamestates();
97    void finishGamestate( unsigned int peerID, packet::Gamestate*& destgamestate, packet::Gamestate* base, packet::Gamestate* gamestate );
98
99    bool getSnapshot();
100
101    void addPeer( uint32_t peerID );
102    void setSynched( uint32_t peerID )
103      { assert(peerMap_.find(peerID) != peerMap_.end()); peerMap_[peerID].isSynched = true; }
104    void removePeer( uint32_t peerID );
105    bool hasPeers(){ return this->peerMap_.size() != 0; }
106
107  protected:
108    virtual bool sendPacket( packet::Packet* packet ) = 0;
109
110  private:
111    bool processGamestate(packet::Gamestate *gs);
112
113    std::map<unsigned int, packet::Gamestate*> gamestateQueue;
114
115    // Each peerID maps to a peerInfo struct
116    std::map<uint32_t, peerInfo> peerMap_;
117
118    // always contains the latest gamestate
119    packet::Gamestate* currentGamestate_;
120    unsigned int id_;
121    ThreadPool* Pool_;
122  };
123
124}
125
126#endif /* _GameStateManager_H__ */
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