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source: code/branches/core3/src/network/GameStateClient.h @ 1611

Last change on this file since 1611 was 1591, checked in by landauf, 16 years ago

Again some heavy changes in ObjectList and Iterator:
there are now two types of iterators:

Iterator<ClassName> can iterate through any objectlist, either given by ObjectList<AnyClassName>::begin() or anyidentifier→getObjects()→begin(). Important note Iterator<ClassName> uses dynamic_cast.
And yes, it's possible to do this: Iterator<WorldEntity> it = ObjectList<SpaceShip>::begin()

ObjectList<ClassName>::iterator is the second iterator - it uses the ObjectList in a templated manner and therefore doesn't need dynamic_cast. But the only thing you can do is iterating through exactly the right ObjectList: ObjectList<ClassName>::iterator it = ObjectList<ClassName>::begin(). Anything else fails.

Those changes bring, at my system, something around +12% FPS compared with trunk and +25% FPS compared with the last revision of core3. Although I have to admit the FPS gain is only that high because iterating through objects is the main thing we're doing ingame right now. It would look totally different with physics, sound, AI, scripts, triggers and so on.

  • Property svn:eol-style set to native
File size: 2.6 KB
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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 *      Dumeni Manatschal
26 *
27 */
28
29//
30// C++ Interface: GameStateClient
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 _GameStateClient_H__
41#define _GameStateClient_H__
42
43#include <map>
44//
45#include "NetworkPrereqs.h"
46#include "core/CorePrereqs.h"
47#include "PacketTypes.h"
48#include "objects/SpaceShip.h"
49
50
51#define GAMESTATEID_INITIAL -1
52
53namespace network
54{
55  class GameStateClient
56  {
57  public:
58    GameStateClient();
59    ~GameStateClient();
60
61    void addGameState(GameStateCompressed *gs);
62    int processGameState();
63    GameStateCompressed *popPartialGameState();
64    void cleanup();
65  private:
66    bool pushGameState(GameStateCompressed *compstate);
67    bool loadSnapshot(GameState *state);
68    GameState *getPartialSnapshot();
69    GameState *undiff(GameState *old, GameState *diff);
70    GameStateCompressed *compress_(GameState *a);
71    GameState *decompress(GameStateCompressed *a);
72    GameState *decode(GameState *old, GameStateCompressed *diff);
73    GameState *decode(GameStateCompressed *x);
74    void removeObject(orxonox::ObjectListIterator<Synchronisable> &it);
75    void printGameStateMap();
76    bool saveShipCache();
77    bool loadShipCache();
78
79    int           last_diff_;
80    int           last_gamestate_;
81    std::map<int, GameState *> gameStateMap;
82    GameStateCompressed *tempGameState_; // we save the received gamestates here during processQueue
83    orxonox::SpaceShip *myShip_;
84    syncData shipCache_;
85
86
87
88
89  public:
90    //#### ADDED FOR TESTING PURPOSE ####
91    GameState* testDecompress( GameStateCompressed* gc );
92    GameState* testUndiff( GameState* g_old, GameState* g_diffed );
93    //#### END TESTING PURPOSE ####
94  };
95
96}
97
98#endif /* _GameStateClient_H__ */
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