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source: code/branches/minigame4DHS14/src/libraries/network/TrafficControl.h @ 10234

Last change on this file since 10234 was 6746, checked in by rgrieder, 15 years ago

Merged gamestates2 branch back to trunk.
This brings in some heavy changes in the GUI framework.
It should also fix problems with triggered asserts in the InputManager.

Note: PickupInventory does not seem to work —> Segfault when showing because before, the owner in GUIOverlay::setGUIName is already NULL.
I haven't tested it before, so I can't tell whether it's my changes.

  • Property svn:eol-style set to native
File size: 4.6 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>
24 *   Co-authors:
25 *      ...
26 *
27
28 */
29#ifndef _TrafficControl_H__
30#define _TrafficControl_H__
31
32#include "NetworkPrereqs.h"
33
34#include <list>
35#include <map>
36#include "ClientConnectionListener.h"
37
38namespace orxonox {
39
40
41  /**
42   *a list of objects of this type will be given by the Server's Gamestate Manager
43   */
44  class objInfo
45  {
46    public:
47      uint32_t objID;
48      uint32_t objCreatorID;
49      uint32_t objCurGS;//current GameState ID
50      uint32_t objDiffGS;//difference between current and latest GameState
51      uint32_t objSize;
52      int objValuePerm;
53      int objValueSched;
54      objInfo(uint32_t ID, uint32_t creatorID, int32_t curGsID, int32_t diffGsID, uint32_t size, unsigned int prioperm, unsigned int priosched);
55      objInfo();
56  };
57
58/**
59   *a list of objects of this type will be given by the Server's Gamestate Manager
60 */
61  class obj
62  {
63    public:
64      uint32_t objID;
65      uint32_t objCreatorID;
66      uint32_t objSize;
67      uint32_t objDataOffset;
68      obj();
69      obj( uint32_t ID, uint32_t creatorID, uint32_t size, uint32_t offset );
70  };
71
72
73
74
75/**
76*
77*/
78class TrafficControl : public ClientConnectionListener {
79  private:
80
81    /**
82    *permanent client list: contains client ids, object ids and objectInfos (in this order)
83    */
84    std::map<unsigned int, std::map<unsigned int, objInfo > > clientListPerm_;
85    //has to be created with constructor and then needs to be updated by evaluateList().
86
87    /**
88    *temporary client list: contains client ids, gamestate ids and object ids (in this order)
89    */
90    std::map<unsigned int, std::map<unsigned int, std::list<obj> > > clientListTemp_;
91
92    /**updateReferenceList
93    *currentGamestateID and currentClientID will be defined as soon as TrafficControl is being called by Server
94    */
95    unsigned int currentGamestateID;
96    unsigned int currentClientID;
97    unsigned int targetSize;
98    bool         bActive_;
99
100    void insertinClientListPerm(unsigned int clientID, obj objinf);
101
102    void cut(std::list<obj>& list, unsigned int targetsize);
103    void updateClientListTemp(std::list<obj>& list);//done
104    /**
105    *evaluates Data given (list) and produces result(->Data to be updated)
106    */
107    void evaluateList(unsigned int clientID, std::list<obj>& list);//done
108    void ack(unsigned int clientID, unsigned int gamestateID);  // this function gets called when the server receives an ack from the client
109
110    //ClientConnectionListener functions
111    virtual void clientConnected(unsigned int clientID){};
112    virtual void clientDisconnected(unsigned int clientID);
113
114
115  protected:
116    static TrafficControl *instance_;
117
118  public:
119    TrafficControl();
120    virtual ~TrafficControl();
121    /**
122    *is being used by GSManager from Server:
123    *list contains: ObjIds, CreatorIds, Size (in this order) from Client XY
124    *Elements of list are accessed by *list[i]
125    *Elements of struct i are therefore: *list[i].objID
126    */
127    void setConfigValues();
128    static TrafficControl *getInstance();
129    void processObjectList(unsigned int clientID, unsigned int gamestateID, std::list<obj>& list); //gets a pointer to the list (containing objectIDs) and sorts it
130    static void processAck(unsigned int clientID, unsigned int gamestateID)
131    { return instance_->ack(clientID, gamestateID); }
132    void deleteObject(unsigned int objectID);               // this function gets called when an object has been deleted (in order to clean up lists and maps)
133
134    bool prioritySort(uint32_t clientID, obj i, obj j);
135    bool dataSort(obj i, obj j);
136    void printList(std::list<obj>& list, unsigned int clientID);
137    void fixCreatorDependencies(std::list<obj>::iterator it, std::list<obj>& list, unsigned int clientID);
138};
139
140}
141
142#endif /* _TrafficControl_H__ */
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