1 | /* |
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2 | * ORXONOX - the hottest 3D action shooter ever to exist |
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3 | * |
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4 | * |
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5 | * License notice: |
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6 | * |
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7 | * This program is free software; you can redistribute it and/or |
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8 | * modify it under the terms of the GNU General Public License |
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9 | * as published by the Free Software Foundation; either version 2 |
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10 | * of the License, or (at your option) any later version. |
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11 | * |
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12 | * This program is distributed in the hope that it will be useful, |
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13 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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14 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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15 | * GNU General Public License for more details. |
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16 | * |
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17 | * You should have received a copy of the GNU General Public License |
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18 | * along with this program; if not, write to the Free Software |
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19 | * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. |
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20 | * |
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21 | * Author: |
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22 | * Oliver Scheuss, (C) 2007 |
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23 | * Co-authors: |
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24 | * ... |
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25 | * |
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26 | */ |
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27 | |
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28 | // |
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29 | // C++ Implementation: GameStateManager |
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30 | // |
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31 | // Description: |
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32 | // |
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33 | // |
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34 | // Author: Oliver Scheuss, (C) 2007 |
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35 | // |
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36 | // Copyright: See COPYING file that comes with this distribution |
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37 | // |
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38 | // |
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39 | |
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40 | #include <utility> |
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41 | #include <iostream> |
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42 | #include <zlib.h> |
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43 | |
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44 | #include "core/CoreIncludes.h" |
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45 | |
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46 | #include "ClientInformation.h" |
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47 | #include "Synchronisable.h" |
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48 | #include "GameStateManager.h" |
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49 | |
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50 | namespace network |
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51 | { |
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52 | GameStateManager::GameStateManager(ClientInformation *head) { |
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53 | id=0; |
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54 | head_=head; |
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55 | } |
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56 | |
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57 | GameStateManager::~GameStateManager() { |
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58 | } |
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59 | |
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60 | void GameStateManager::update(){ |
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61 | reference = getSnapshot(id); |
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62 | gameStateMap.insert(std::pair<int, GameState*>(id, reference)); |
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63 | gameStateUsed[id]=0; |
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64 | ++id; |
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65 | return; |
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66 | } |
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67 | |
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68 | GameStateCompressed *GameStateManager::popGameState(int clientID) { |
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69 | int gID = head_->findClient(clientID)->getGamestateID(); |
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70 | COUT(4) << "popgamestate: sending gstate id: " << id << "diffed from: " << gID << std::endl; |
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71 | if(gID!=GAMESTATEID_INITIAL){ |
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72 | GameState *client = gameStateMap[gID]; |
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73 | GameState *server = reference; |
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74 | //head_->findClient(clientID)->setGamestateID(id); |
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75 | return encode(client, server); |
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76 | } else { |
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77 | GameState *server = reference; |
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78 | //head_->findClient(clientID)->setGamestateID(id); |
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79 | return encode(server); |
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80 | // return an undiffed gamestate and set appropriate flags |
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81 | } |
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82 | } |
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83 | |
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84 | /** |
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85 | * This function goes through the whole list of synchronisables and |
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86 | * saves all the synchronisables to a flat "list". |
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87 | * @return struct of type gamestate containing the size of the whole gamestate and a pointer linking to the flat list |
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88 | */ |
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89 | GameState *GameStateManager::getSnapshot(int id) |
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90 | { |
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91 | //the size of the gamestate |
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92 | int totalsize=0; |
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93 | int memsize=1000; |
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94 | //the size of one specific synchronisable |
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95 | int tempsize=0; |
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96 | // get the start of the Synchronisable list |
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97 | orxonox::Iterator<Synchronisable> it; |
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98 | // struct for return value of Synchronisable::getData() |
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99 | syncData sync; |
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100 | |
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101 | GameState *retval=new GameState; //return value |
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102 | retval->id=id++; |
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103 | COUT(4) << "producing gamestate with id: " << retval->id << std::endl; |
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104 | // reserve a little memory and increase it later on |
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105 | COUT(5) << "mallocing" << std::endl; |
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106 | retval->data = (unsigned char*)malloc(memsize); |
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107 | COUT(5) << "malloced" << std::endl; |
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108 | |
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109 | // offset of memory functions |
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110 | int offset=0; |
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111 | // go through all Synchronisables |
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112 | for(it = orxonox::ObjectList<Synchronisable>::start(); it; ++it){ |
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113 | //std::cout << "gamestatemanager: in for loop" << std::endl; |
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114 | //get size of the synchronisable |
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115 | tempsize=it->getSize(); |
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116 | // COUT(5) << "size of temp gamestate: " << tempsize << std::endl; |
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117 | //COUT(2) << "size of synchronisable: " << tempsize << std::endl; |
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118 | // add place for data and 3 ints (length,classid,objectid) |
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119 | totalsize+=tempsize+3*sizeof(int); |
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120 | //std::cout << "totalsize: " << totalsize << std::endl; |
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121 | // allocate additional space |
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122 | if(totalsize+tempsize>memsize){ |
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123 | if(tempsize<1000){ |
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124 | retval->data = (unsigned char *)realloc((void *)retval->data, totalsize+1000); |
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125 | memsize+=1000; |
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126 | } else { |
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127 | retval->data = (unsigned char *)realloc((void *)retval->data, totalsize+1000); |
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128 | memsize+=tempsize+1000; |
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129 | } |
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130 | } |
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131 | |
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132 | // run Synchronisable::getData with offset and additional place for 3 ints in between (for ids and length) |
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133 | sync=it->getData((retval->data)+offset+3*sizeof(int)); |
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134 | *(retval->data+offset)=sync.length; |
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135 | *(retval->data+offset+sizeof(int))=sync.objectID; |
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136 | *(retval->data+offset+2*sizeof(int))=sync.classID; |
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137 | // increase data pointer |
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138 | offset+=tempsize+3*sizeof(int); |
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139 | } |
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140 | COUT(5) << "Gamestate size: " << totalsize << std::endl; |
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141 | retval->size=totalsize; |
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142 | return retval; |
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143 | } |
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144 | |
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145 | GameStateCompressed *GameStateManager::encode(GameState *a, GameState *b) { |
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146 | //GameState r = diff(a,b); |
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147 | //r.diffed = true; |
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148 | GameState *r = b; |
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149 | r->diffed = false; |
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150 | return compress_(r); |
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151 | } |
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152 | |
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153 | GameStateCompressed *GameStateManager::encode(GameState *a) { |
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154 | a->diffed=false; |
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155 | return compress_(a); |
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156 | } |
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157 | |
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158 | GameState *GameStateManager::diff(GameState *a, GameState *b) { |
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159 | unsigned char *ap = a->data, *bp = b->data; |
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160 | int of=0; // pointers offset |
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161 | int dest_length=0; |
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162 | if(a->size>=b->size) |
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163 | dest_length=a->size; |
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164 | else |
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165 | dest_length=b->size; |
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166 | unsigned char *dp = (unsigned char *)malloc(dest_length*sizeof(unsigned char)); |
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167 | while(of<a->size && of<b->size){ |
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168 | *(dp+of)=*(ap+of)^*(bp+of); // do the xor |
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169 | ++of; |
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170 | } |
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171 | if(a->size!=b->size){ // do we have to fill up ? |
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172 | unsigned char n=0; |
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173 | if(a->size<b->size){ |
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174 | while(of<dest_length){ |
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175 | *(dp+of)=n^*(bp+of); |
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176 | of++; |
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177 | } |
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178 | } else{ |
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179 | while(of<dest_length){ |
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180 | *(dp+of)=*(ap+of)^n; |
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181 | of++; |
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182 | } |
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183 | } |
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184 | } |
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185 | |
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186 | GameState *r = new GameState; |
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187 | r->id = b->id; |
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188 | r->size = dest_length; |
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189 | r->diffed = true; |
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190 | r->data = dp; |
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191 | return r; |
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192 | } |
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193 | |
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194 | GameStateCompressed *GameStateManager::compress_(GameState *a) { |
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195 | COUT(5) << "compressing gamestate" << std::endl; |
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196 | int size = a->size; |
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197 | uLongf buffer = (uLongf)((a->size + 12)*1.01)+1; |
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198 | unsigned char* dest = (unsigned char*)malloc( buffer ); |
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199 | int retval; |
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200 | //std::cout << "before ziped " << buffer << std::endl; |
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201 | retval = compress( dest, &buffer, a->data, (uLong)size ); |
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202 | //std::cout << "after ziped " << buffer << std::endl; |
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203 | |
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204 | switch ( retval ) { |
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205 | case Z_OK: COUT(5) << "successfully compressed" << std::endl; break; |
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206 | case Z_MEM_ERROR: COUT(1) << "not enough memory available in gamestate.compress" << std::endl; |
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207 | return NULL; |
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208 | case Z_BUF_ERROR: COUT(2) << "not enough memory available in the buffer in gamestate.compress" << std::endl; |
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209 | return NULL; |
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210 | case Z_DATA_ERROR: COUT(2) << "decompress: data corrupted in gamestate.compress" << std::endl; |
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211 | return NULL; |
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212 | } |
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213 | |
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214 | GameStateCompressed *compressedGamestate = new GameStateCompressed; |
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215 | compressedGamestate->compsize = buffer; |
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216 | // std::cout << "compressedGamestate.compsize = buffer; " << buffer << std::endl; |
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217 | compressedGamestate->normsize = size; |
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218 | // std::cout << "compressedGamestate.normsize = size; " << size << std::endl; |
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219 | compressedGamestate->id = a->id; |
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220 | compressedGamestate->data = dest; |
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221 | compressedGamestate->diffed = a->diffed; |
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222 | |
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223 | return compressedGamestate; |
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224 | } |
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225 | |
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226 | void GameStateManager::ackGameState(int clientID, int gamestateID) { |
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227 | ClientInformation *temp = head_->findClient(clientID); |
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228 | int curid = temp->getID(); |
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229 | // decrease usage of gamestate and save it |
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230 | deleteUnusedGameState(curid); |
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231 | //increase gamestateused |
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232 | ++gameStateUsed.find(gamestateID)->second; |
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233 | temp->setGamestateID(gamestateID); |
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234 | /* |
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235 | GameState *old = clientGameState[clientID]; |
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236 | deleteUnusedGameState(old); |
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237 | clientGameState[clientID]=idGameState[gamestateID];*/ |
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238 | } |
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239 | |
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240 | bool GameStateManager::deleteUnusedGameState(int gamestateID) { |
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241 | int used = --(gameStateUsed.find(gamestateID)->second); |
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242 | if(id-gamestateID>KEEP_GAMESTATES && used==0){ |
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243 | // delete gamestate |
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244 | delete gameStateMap.find(gamestateID)->second; |
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245 | gameStateMap.erase(gamestateID); |
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246 | return true; |
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247 | } |
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248 | return false; |
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249 | } |
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250 | |
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251 | } |
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