1 | /* |
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2 | * ORXONOX - the hottest 3D action shooter ever to exist |
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3 | * > www.orxonox.net < |
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4 | * |
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5 | * |
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6 | * License notice: |
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7 | * |
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8 | * This program is free software; you can redistribute it and/or |
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9 | * modify it under the terms of the GNU General Public License |
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10 | * as published by the Free Software Foundation; either version 2 |
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11 | * of the License, or (at your option) any later version. |
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12 | * |
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13 | * This program is distributed in the hope that it will be useful, |
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14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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16 | * GNU General Public License for more details. |
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17 | * |
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18 | * You should have received a copy of the GNU General Public License |
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19 | * along with this program; if not, write to the Free Software |
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20 | * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. |
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21 | * |
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22 | * Author: |
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23 | * Oliver Scheuss, (C) 2007 |
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24 | * Co-authors: |
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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 | // |
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30 | // C++ Implementation: GameStateManager |
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31 | // |
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32 | // Description: |
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33 | // |
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34 | // |
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35 | // Author: Oliver Scheuss, (C) 2007 |
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36 | // |
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37 | // Copyright: See COPYING file that comes with this distribution |
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38 | // |
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39 | // |
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40 | |
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41 | #include "GamestateManager.h" |
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42 | |
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43 | #include <utility> |
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44 | #include <iostream> |
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45 | #include <zlib.h> |
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46 | #include <cassert> |
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47 | |
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48 | #include "core/CoreIncludes.h" |
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49 | #include "core/BaseObject.h" |
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50 | #include "ClientInformation.h" |
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51 | #include "Synchronisable.h" |
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52 | |
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53 | namespace network |
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54 | { |
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55 | GamestateManager::GamestateManager() { |
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56 | id_=0; |
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57 | } |
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58 | |
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59 | GamestateManager::~GamestateManager() { |
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60 | } |
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61 | |
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62 | bool GamestateManager::update(){ |
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63 | // cleanup(); |
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64 | return getSnapshot(); |
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65 | } |
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66 | |
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67 | bool GamestateManager::add(packet::Gamestate *gs, int clientID){ |
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68 | assert(gs); |
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69 | std::map<int, packet::Gamestate*>::iterator it = gamestateQueue.find(clientID); |
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70 | if(it!=gamestateQueue.end()){ |
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71 | // delete obsolete gamestate |
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72 | delete it->second; |
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73 | } |
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74 | gamestateQueue[clientID] = gs; |
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75 | return true; |
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76 | } |
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77 | |
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78 | bool GamestateManager::processGamestates(){ |
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79 | std::map<int, packet::Gamestate*>::iterator it; |
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80 | // now push only the most recent gamestates we received (ignore obsolete ones) |
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81 | for(it = gamestateQueue.begin(); it!=gamestateQueue.end(); it++){ |
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82 | assert(processGamestate(it->second)); |
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83 | delete it->second; |
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84 | } |
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85 | // now clear the queue |
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86 | gamestateQueue.clear(); |
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87 | return true; |
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88 | } |
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89 | |
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90 | |
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91 | bool GamestateManager::getSnapshot(){ |
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92 | reference = new packet::Gamestate(); |
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93 | reference->collectData(++id_); |
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94 | //COUT(4) << "inserting gamestate: " << reference << std::endl; |
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95 | //gamestateMap_.insert(std::pair<int, packet::Gamestate*>(id_, reference)); |
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96 | // gamestateUsed[id_]=0; |
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97 | return true; |
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98 | } |
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99 | |
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100 | /** |
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101 | * this function is used to keep the memory usage low |
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102 | * it tries to delete all the unused gamestates |
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103 | * |
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104 | * |
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105 | */ |
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106 | /* void GamestateManager::cleanup(){ |
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107 | std::map<int,int>::iterator it = gamestateUsed.begin(); |
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108 | while(it!=gamestateUsed.end()){ |
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109 | if((id_-(*it).first)<KEEP_GAMESTATES) |
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110 | break; |
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111 | if( (*it).second <= 0 ){ |
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112 | COUT(5) << "GameStateManager: deleting gamestate with id: " << (*it).first << ", uses: " << (*it).second << std::endl; |
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113 | std::map<int, packet::Gamestate *>::iterator tempit = gamestateMap.find((*it).first); |
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114 | if( tempit != gamestateMap.end() ){ |
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115 | packet::Gamestate *temp = tempit->second; |
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116 | if(temp){ |
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117 | delete gamestateMap[(*it).first]; |
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118 | gamestateMap.erase((*it).first); |
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119 | } |
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120 | } |
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121 | gamestateUsed.erase(it++); |
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122 | continue; |
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123 | } |
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124 | it++; |
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125 | } |
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126 | }*/ |
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127 | |
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128 | packet::Gamestate *GamestateManager::popGameState(int clientID) { |
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129 | //why are we searching the same client's gamestate id as we searched in |
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130 | //Server::sendGameState? |
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131 | packet::Gamestate *gs; |
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132 | int gID = ClientInformation::findClient(clientID)->getGamestateID(); |
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133 | gs = reference->doSelection(clientID); |
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134 | // gs = new packet::Gamestate(*reference); |
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135 | // gs = new packet::Gamestate(*reference); |
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136 | // save the (undiffed) gamestate in the clients gamestate map |
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137 | gamestateMap_[clientID].insert(std::pair<int, packet::Gamestate*>(gs->getID(), gs)); |
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138 | //chose wheather the next gamestate is the first or not |
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139 | packet::Gamestate *client=NULL; |
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140 | if(gID != GAMESTATEID_INITIAL){ |
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141 | std::map<unsigned int, std::map<int, packet::Gamestate*> >::iterator clientMap = gamestateMap_.find(clientID); |
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142 | if(clientMap!=gamestateMap_.end()){ |
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143 | std::map<int, packet::Gamestate*>::iterator it = clientMap->second.find(gID); |
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144 | if(it!=clientMap->second.end()) |
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145 | client = it->second; |
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146 | } |
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147 | } |
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148 | if(client){ |
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149 | // COUT(3) << "diffing" << std::endl; |
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150 | gs = gs->diff(client); |
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151 | } |
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152 | else{ |
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153 | // COUT(3) << "not diffing" << std::endl; |
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154 | gs = new packet::Gamestate(*gs); |
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155 | } |
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156 | bool b = gs->compressData(); |
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157 | assert(b); |
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158 | return gs; |
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159 | } |
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160 | |
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161 | |
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162 | bool GamestateManager::ack(int gamestateID, int clientID) { |
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163 | ClientInformation *temp = ClientInformation::findClient(clientID); |
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164 | assert(temp); |
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165 | int curid = temp->getGamestateID(); |
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166 | |
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167 | if(gamestateID == 0){ |
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168 | temp->setGamestateID(GAMESTATEID_INITIAL); |
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169 | return true; |
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170 | } |
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171 | |
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172 | assert(curid<gamestateID); |
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173 | COUT(4) << "acking gamestate " << gamestateID << " for clientid: " << clientID << " curid: " << curid << std::endl; |
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174 | std::map<int, packet::Gamestate*>::iterator it, tempit; |
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175 | for(it = gamestateMap_[clientID].begin(); it!=gamestateMap_[clientID].end() && it->first<gamestateID; it++){ |
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176 | delete it->second; |
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177 | tempit=it++; |
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178 | gamestateMap_[clientID].erase(tempit); |
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179 | } |
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180 | temp->setGamestateID(gamestateID); |
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181 | return true; |
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182 | } |
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183 | |
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184 | void GamestateManager::removeClient(ClientInformation* client){ |
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185 | assert(client); |
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186 | std::map<unsigned int, std::map<int, packet::Gamestate*> >::iterator clientMap = gamestateMap_.find(client->getID()); |
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187 | // first delete all remained gamestates |
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188 | std::map<int, packet::Gamestate*>::iterator it; |
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189 | for(it=clientMap->second.begin(); it!=clientMap->second.end(); it++) |
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190 | delete it->second; |
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191 | // now delete the clients gamestatemap |
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192 | gamestateMap_.erase(clientMap); |
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193 | } |
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194 | |
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195 | bool GamestateManager::processGamestate(packet::Gamestate *gs){ |
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196 | if(gs->isCompressed()) |
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197 | { |
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198 | bool b = gs->decompressData(); |
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199 | assert(b); |
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200 | } |
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201 | assert(!gs->isDiffed()); |
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202 | return gs->spreadData(); |
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203 | } |
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204 | |
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205 | } |
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