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source: code/branches/buildsystem3/src/network/TrafficControl.h @ 2706

Last change on this file since 2706 was 2667, checked in by rgrieder, 16 years ago

Windows version compiling and running so far (msvc and mingw).

  • Property svn:eol-style set to native
File size: 5.9 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 <scheusso [at] ee.ethz.ch>, (C) 2008
24 *   Co-authors:
25 *      ...
26 *
27 */
28#ifndef NETWORK_TRAFFICCONTROL_H
29#define NETWORK_TRAFFICCONTROL_H
30
31#include "NetworkPrereqs.h"
32
33#include <string>
34#include <list>
35#include <map>
36#include <utility>
37#include <algorithm>
38#include "core/OrxonoxClass.h"
39#include "network/ClientConnectionListener.h"
40
41namespace orxonox {
42
43
44  /**
45   *a list of objects of this type will be given by the Server's Gamestate Manager
46   */
47  class objInfo
48  {
49    public:
50      uint32_t objID;
51      uint32_t objCreatorID;
52      uint32_t objCurGS;//current GameState ID
53      uint32_t objDiffGS;//difference between current and latest GameState
54      uint32_t objSize;
55      int objValuePerm;
56      int objValueSched;
57      objInfo(uint32_t ID, uint32_t creatorID, int32_t curGsID, int32_t diffGsID, uint32_t size, unsigned int prioperm, unsigned int priosched);
58      objInfo();
59  };
60
61/**
62   *a list of objects of this type will be given by the Server's Gamestate Manager
63 */
64  class obj
65  {
66    public:
67      uint32_t objID;
68      uint32_t objCreatorID;
69      uint32_t objSize;
70      uint32_t objDataOffset;
71      obj();
72      obj( uint32_t ID, uint32_t creatorID, uint32_t size, uint32_t offset );
73  };
74 
75
76
77
78/**
79*
80*/
81class TrafficControl : public ClientConnectionListener {
82  private:
83
84    /**
85    *Lists that will be used:
86    *listToProcess
87    *clientListPerm
88    *clientListTemp
89    *referenceList
90    *permObjPrio list
91    *schedObjPrio
92    */
93    //start: lists to be used
94    /**
95    *creates list (typ map) that contains objids, struct with info concerning object(objid)
96    */
97//     std::map<unsigned int, objInfo> listToProcess_;//copy of argument, when traffic control tool is being called, the original of this must be returned later on, eg the list given by GS
98    /**
99    *permanent client list: contains client ids, object ids and objectInfos (in this order)
100    */
101    std::map<unsigned int, std::map<unsigned int, objInfo > > clientListPerm_;
102    //has to be created with constructor and then needs to be updated by evaluateList().
103
104    /**
105    *temporary client list: contains client ids, gamestate ids and object ids (in this order)
106    */
107    std::map<unsigned int, std::map<unsigned int, std::list<obj> > > clientListTemp_;
108    /**
109    *static priority list: contains obj id, basic priority (in this order)
110    */
111//     std::map<unsigned int, unsigned int> permObjPrio_;
112    /**
113    *dynamic priority list: contains obj id, dynamic priority (eg scheduled) (in this order)
114    */
115//     std::map<unsigned int, unsigned int> schedObjPrio_;
116    //end: lists to be used
117
118    /**updateReferenceList
119    *currentGamestateID and currentClientID will be defined as soon as TrafficControl is being called by Server
120    */
121    unsigned int currentGamestateID;
122    unsigned int currentClientID;
123    unsigned int targetSize;
124    bool         bActive_;
125    /**
126    *copiedVector is a copy of the given Vector by the GSmanager, on this list all manipulations are performed
127    */
128//     std::list<obj> copiedVector;
129
130//     void updateReferenceList(std::map<unsigned int, objInfo> *list);//done
131    void insertinClientListPerm(unsigned int clientID, obj objinf);//done
132    /**
133    *creates listToProcess, which can be easialy compared with other lists
134    */
135//     void copyList(std::list<obj> *list);//done
136   
137    void cut(std::list<obj> *list, unsigned int targetsize);
138    void updateClientListTemp(std::list<obj> *list);//done
139    /**
140    *evaluates Data given (list) and produces result(->Data to be updated)
141    */
142    void evaluateList(unsigned int clientID, std::list<obj> *list);//done   
143    void ack(unsigned int clientID, unsigned int gamestateID);  // this function gets called when the server receives an ack from the client
144   
145    //ClientConnectionListener functions
146    virtual void clientConnected(unsigned int clientID){};
147    virtual void clientDisconnected(unsigned int clientID);
148
149 
150  protected:
151    static TrafficControl *instance_;
152
153  public:
154    TrafficControl();
155    virtual ~TrafficControl();
156    /**
157    *is being used by GSManager from Server:
158    *list contains: ObjIds, CreatorIds, Size (in this order) from Client XY
159    *Elements of list are accessed by *list[i]
160    *Elements of struct i are therefore: *list[i].objID
161    */
162    void setConfigValues();
163    static TrafficControl *getInstance();
164    void processObjectList(unsigned int clientID, unsigned int gamestateID, std::list<obj>* list); //gets a pointer to the list (containing objectIDs) and sorts it
165    //done
166    static void processAck(unsigned int clientID, unsigned int gamestateID)
167    { return instance_->ack(clientID, gamestateID); }
168    //done
169    void deleteObject(unsigned int objectID);                           // this function gets called when an object has been deleted (in order to clean up lists and maps)
170   
171    bool prioritySort(uint32_t clientID, obj i, obj j);
172    bool dataSort(obj i, obj j);
173    void printList(std::list<obj> *list, unsigned int clientID);
174    void fixCreatorDependencies(std::list<obj>::iterator it, std::list<obj> *list, unsigned int clientID);
175};
176
177}
178
179#endif
180
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