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source: code/branches/consolecommands3/src/libraries/network/GamestateManager.cc @ 7216

Last change on this file since 7216 was 7204, checked in by landauf, 14 years ago

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[1705]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:
[3084]23 *      Oliver Scheuss
[1705]24 *   Co-authors:
25 *      ...
26 *
27 */
28
29//
30// C++ Implementation: 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
41#include "GamestateManager.h"
42
[1755]43#include <cassert>
[3304]44#include <queue>
[7163]45#include "util/Clock.h"
[3304]46// #include <boost/thread/mutex.hpp>
[1705]47
[3214]48#include "util/Debug.h"
[3304]49#include "core/ThreadPool.h"
[7204]50#include "core/command/Executor.h"
[1705]51#include "ClientInformation.h"
[3214]52#include "packet/Acknowledgement.h"
53#include "packet/Gamestate.h"
[2662]54#include "synchronisable/NetworkCallbackManager.h"
[3214]55#include "TrafficControl.h"
[1705]56
[2171]57namespace orxonox
[1705]58{
[2662]59  GamestateManager::GamestateManager() :
60  reference(0), id_(0)
61  {
62    trafficControl_ = new TrafficControl();
[3304]63//     threadMutex_ = new boost::mutex();
64//     threadPool_ = new ThreadPool();
[1705]65  }
66
[2662]67  GamestateManager::~GamestateManager()
68  {
[3198]69    if( this->reference )
[3304]70        delete this->reference;std::map<unsigned int, packet::Gamestate*>::iterator it;
71    for( it = gamestateQueue.begin(); it != gamestateQueue.end(); ++it )
[6417]72      delete it->second;
[3304]73    std::map<unsigned int, std::map<unsigned int, packet::Gamestate*> >::iterator it1;
74    std::map<unsigned int, packet::Gamestate*>::iterator it2;
75    for( it1 = gamestateMap_.begin(); it1 != gamestateMap_.end(); ++it1 )
76    {
77      for( it2 = it1->second.begin(); it2 != it1->second.end(); ++it2 )
[6417]78        delete it2->second;
[3304]79    }
[5929]80    this->trafficControl_->destroy();
[3304]81//     delete this->threadMutex_;
82//     delete this->threadPool_;
[1705]83  }
84
85  bool GamestateManager::update(){
[1907]86//     cleanup();
[1730]87    return getSnapshot();
[1705]88  }
[2087]89
90  bool GamestateManager::add(packet::Gamestate *gs, unsigned int clientID){
[1705]91    assert(gs);
[2087]92    std::map<unsigned int, packet::Gamestate*>::iterator it = gamestateQueue.find(clientID);
[1705]93    if(it!=gamestateQueue.end()){
94      // delete obsolete gamestate
95      delete it->second;
96    }
97    gamestateQueue[clientID] = gs;
98    return true;
99  }
[2087]100
[1705]101  bool GamestateManager::processGamestates(){
[3304]102    if( this->gamestateQueue.empty() )
103        return true;
[2087]104    std::map<unsigned int, packet::Gamestate*>::iterator it;
[1705]105    // now push only the most recent gamestates we received (ignore obsolete ones)
106    for(it = gamestateQueue.begin(); it!=gamestateQueue.end(); it++){
[2087]107      bool b = processGamestate(it->second);
108      assert(b);
[1705]109      delete it->second;
110    }
111    // now clear the queue
112    gamestateQueue.clear();
[2662]113    //and call all queued callbacks
114    NetworkCallbackManager::callCallbacks();
[1705]115    return true;
116  }
[2087]117
118
[1705]119  bool GamestateManager::getSnapshot(){
[2662]120    if ( reference != 0 )
121      delete reference;
[1705]122    reference = new packet::Gamestate();
[3102]123    if(!reference->collectData(++id_, 0x1)){ //we have no data to send
[2087]124      delete reference;
125      reference=0;
126    }
[1705]127    return true;
128  }
[6417]129
[3304]130  void GamestateManager::sendGamestates()
131  {
132    ClientInformation *temp = ClientInformation::getBegin();
133    std::queue<packet::Gamestate*> clientGamestates;
134    while(temp != NULL){
135      if( !(temp->getSynched()) ){
136        COUT(5) << "Server: not sending gamestate" << std::endl;
137        temp=temp->next();
138        if(!temp)
139          break;
140        continue;
141      }
142      COUT(4) << "client id: " << temp->getID() << " RTT: " << temp->getRTT() << " loss: " << temp->getPacketLoss() << std::endl;
143      COUT(5) << "Server: doing gamestate gamestate preparation" << std::endl;
144      int cid = temp->getID(); //get client id
[6417]145
[3304]146      unsigned int gID = temp->getGamestateID();
147      if(!reference)
148        return;
[6417]149
[3304]150      packet::Gamestate *client=0;
151      if(gID != GAMESTATEID_INITIAL){
152        assert(gamestateMap_.find(cid)!=gamestateMap_.end());
153        std::map<unsigned int, packet::Gamestate*>::iterator it = gamestateMap_[cid].find(gID);
154        if(it!=gamestateMap_[cid].end())
155        {
156          client = it->second;
157        }
158      }
[6417]159
[3304]160      clientGamestates.push(0);
[7163]161      finishGamestate( cid, clientGamestates.back(), client, reference );
[6417]162      //FunctorMember<GamestateManager>* functor =
[5929]163//       ExecutorMember<GamestateManager>* executor = createExecutor( createFunctor(&GamestateManager::finishGamestate, this) );
[3304]164//       executor->setDefaultValues( cid, &clientGamestates.back(), client, reference );
165//       (*static_cast<Executor*>(executor))();
166//       this->threadPool_->passFunction( executor, true );
167//       (*functor)( cid, &(clientGamestates.back()), client, reference );
[6417]168
[3304]169      temp = temp->next();
170    }
[6417]171
[3304]172//     threadPool_->synchronise();
[6417]173
[3304]174    while( !clientGamestates.empty() )
175    {
176      if(clientGamestates.front())
177        clientGamestates.front()->send();
178      clientGamestates.pop();
179    }
180  }
[2087]181
[1705]182
[7163]183  void GamestateManager::finishGamestate( unsigned int clientID, packet::Gamestate*& destgamestate, packet::Gamestate* base, packet::Gamestate* gamestate ) {
[1705]184    //why are we searching the same client's gamestate id as we searched in
185    //Server::sendGameState?
[1907]186    // save the (undiffed) gamestate in the clients gamestate map
[1705]187    //chose wheather the next gamestate is the first or not
[6417]188
[7163]189//     packet::Gamestate *gs = gamestate->doSelection(clientID, 20000);
190//       packet::Gamestate* gs = new packet::Gamestate(*gamestate);
191//     packet::Gamestate* gs = gamestate;
192    packet::Gamestate *gs = new packet::Gamestate(*gamestate); //TODO: is this neccessary ?
[3304]193//     packet::Gamestate *gs = new packet::Gamestate();
194//     gs->collectData( id_, 0x1 );
195//     this->threadMutex_->lock();
196    gamestateMap_[clientID][gamestate->getID()]=gs;
197//     this->threadMutex_->unlock();
[7163]198      Clock clock;
199      clock.capture();
[6417]200
[3304]201    if(base)
202    {
[7163]203      packet::Gamestate *diffed1 = gs->diffVariables(base);
204      if( diffed1->getDataSize() == 0 )
205      {
206        delete diffed1;
207        destgamestate = 0;
208        return;
209      }
210      gs = diffed1;
[1907]211    }
[7163]212    else
213    {
[1907]214      gs = new packet::Gamestate(*gs);
215    }
[6417]216
217
[1907]218    bool b = gs->compressData();
219    assert(b);
[7163]220      clock.capture();
221      COUT(0) << "diff time: " << clock.getDeltaTime() << endl;
222//     COUT(5) << "sending gamestate with id " << gs->getID();
[3304]223//     if(gamestate->isDiffed())
[7163]224//       COUT(5) << " and baseid " << gs->getBaseID() << endl;
[3304]225//     else
[7163]226//       COUT(5) << endl;
[3304]227    gs->setClientID(clientID);
[7163]228    destgamestate = gs;
[1705]229  }
[2087]230
231
232  bool GamestateManager::ack(unsigned int gamestateID, unsigned int clientID) {
[1705]233    ClientInformation *temp = ClientInformation::findClient(clientID);
[1907]234    assert(temp);
[2087]235    unsigned int curid = temp->getGamestateID();
236
[2662]237    if(gamestateID == ACKID_NACK){
[1705]238      temp->setGamestateID(GAMESTATEID_INITIAL);
[2662]239      // now delete all saved gamestates for this client
240      std::map<unsigned int, packet::Gamestate*>::iterator it;
241      for(it = gamestateMap_[clientID].begin(); it!=gamestateMap_[clientID].end(); ){
242        delete it->second;
[3084]243
[2662]244        gamestateMap_[clientID].erase(it++);
245      }
[1769]246      return true;
[1705]247    }
[2087]248
[3301]249    assert(curid==GAMESTATEID_INITIAL || curid<gamestateID);
[3304]250    COUT(5) << "acking gamestate " << gamestateID << " for clientid: " << clientID << " curid: " << curid << std::endl;
[2662]251    std::map<unsigned int, packet::Gamestate*>::iterator it;
252    for(it = gamestateMap_[clientID].begin(); it!=gamestateMap_[clientID].end() && it->first<gamestateID; ){
[1907]253      delete it->second;
[2662]254      gamestateMap_[clientID].erase(it++);
[1705]255    }
[1907]256    temp->setGamestateID(gamestateID);
[2662]257    TrafficControl::processAck(clientID, gamestateID);
[1705]258    return true;
259  }
260
261  void GamestateManager::removeClient(ClientInformation* client){
[1907]262    assert(client);
[2087]263    std::map<unsigned int, std::map<unsigned int, packet::Gamestate*> >::iterator clientMap = gamestateMap_.find(client->getID());
[1907]264    // first delete all remained gamestates
[2087]265    std::map<unsigned int, packet::Gamestate*>::iterator it;
[1907]266    for(it=clientMap->second.begin(); it!=clientMap->second.end(); it++)
267      delete it->second;
268    // now delete the clients gamestatemap
269    gamestateMap_.erase(clientMap);
[1705]270  }
[2087]271
[1712]272  bool GamestateManager::processGamestate(packet::Gamestate *gs){
[1751]273    if(gs->isCompressed())
[1907]274    {
275       bool b = gs->decompressData();
276       assert(b);
277    }
[1712]278    assert(!gs->isDiffed());
[3102]279    return gs->spreadData(0x1);
[1712]280  }
[1705]281
282}
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