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source: code/branches/netp6/src/network/GamestateManager.cc @ 4070

Last change on this file since 4070 was 3303, checked in by scheusso, 15 years ago

reverted some changes, which made the network multithreaded, in order to make a 0.0.3 tag

  • Property svn:eol-style set to native
File size: 8.8 KB
RevLine 
[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>
[3240]44#include <queue>
[3303]45// #include <boost/thread/mutex.hpp>
[1705]46
[3214]47#include "util/Debug.h"
[3240]48#include "core/Executor.h"
49#include "core/ThreadPool.h"
[1705]50#include "ClientInformation.h"
[3214]51#include "packet/Acknowledgement.h"
52#include "packet/Gamestate.h"
[2662]53#include "synchronisable/NetworkCallbackManager.h"
[3214]54#include "TrafficControl.h"
[1705]55
[2171]56namespace orxonox
[1705]57{
[2662]58  GamestateManager::GamestateManager() :
59  reference(0), id_(0)
60  {
61    trafficControl_ = new TrafficControl();
[3303]62//     threadMutex_ = new boost::mutex();
63//     threadPool_ = new ThreadPool();
[1705]64  }
65
[2662]66  GamestateManager::~GamestateManager()
67  {
[3198]68    if( this->reference )
[3227]69        delete this->reference;std::map<unsigned int, packet::Gamestate*>::iterator it;
70    for( it = gamestateQueue.begin(); it != gamestateQueue.end(); ++it )
[3198]71      delete (*it).second;
[3227]72    std::map<unsigned int, std::map<unsigned int, packet::Gamestate*> >::iterator it1;
73    std::map<unsigned int, packet::Gamestate*>::iterator it2;
74    for( it1 = gamestateMap_.begin(); it1 != gamestateMap_.end(); ++it1 )
75    {
76      for( it2 = it1->second.begin(); it2 != it1->second.end(); ++it2 )
77        delete (*it2).second;
78    }
[3240]79    delete this->trafficControl_;
[3303]80//     delete this->threadMutex_;
81//     delete this->threadPool_;
[1705]82  }
83
84  bool GamestateManager::update(){
[1907]85//     cleanup();
[1730]86    return getSnapshot();
[1705]87  }
[2087]88
89  bool GamestateManager::add(packet::Gamestate *gs, unsigned int clientID){
[1705]90    assert(gs);
[2087]91    std::map<unsigned int, packet::Gamestate*>::iterator it = gamestateQueue.find(clientID);
[1705]92    if(it!=gamestateQueue.end()){
93      // delete obsolete gamestate
94      delete it->second;
95    }
96    gamestateQueue[clientID] = gs;
97    return true;
98  }
[2087]99
[1705]100  bool GamestateManager::processGamestates(){
[3302]101    if( this->gamestateQueue.empty() )
102        return true;
[2087]103    std::map<unsigned int, packet::Gamestate*>::iterator it;
[1705]104    // now push only the most recent gamestates we received (ignore obsolete ones)
105    for(it = gamestateQueue.begin(); it!=gamestateQueue.end(); it++){
[2087]106      bool b = processGamestate(it->second);
107      assert(b);
[1705]108      delete it->second;
109    }
110    // now clear the queue
111    gamestateQueue.clear();
[2662]112    //and call all queued callbacks
113    NetworkCallbackManager::callCallbacks();
[1705]114    return true;
115  }
[2087]116
117
[1705]118  bool GamestateManager::getSnapshot(){
[2662]119    if ( reference != 0 )
120      delete reference;
[1705]121    reference = new packet::Gamestate();
[3102]122    if(!reference->collectData(++id_, 0x1)){ //we have no data to send
[2087]123      delete reference;
124      reference=0;
125    }
[1705]126    return true;
127  }
[3240]128 
129  void GamestateManager::sendGamestates()
130  {
131    ClientInformation *temp = ClientInformation::getBegin();
132    std::queue<packet::Gamestate*> clientGamestates;
133    while(temp != NULL){
134      if( !(temp->getSynched()) ){
135        COUT(5) << "Server: not sending gamestate" << std::endl;
136        temp=temp->next();
137        if(!temp)
138          break;
139        continue;
140      }
141      COUT(4) << "client id: " << temp->getID() << " RTT: " << temp->getRTT() << " loss: " << temp->getPacketLoss() << std::endl;
142      COUT(5) << "Server: doing gamestate gamestate preparation" << std::endl;
143      int cid = temp->getID(); //get client id
144     
145      unsigned int gID = temp->getGamestateID();
146      if(!reference)
147        return;
148     
149      packet::Gamestate *client=0;
150      if(gID != GAMESTATEID_INITIAL){
151        assert(gamestateMap_.find(cid)!=gamestateMap_.end());
152        std::map<unsigned int, packet::Gamestate*>::iterator it = gamestateMap_[cid].find(gID);
153        if(it!=gamestateMap_[cid].end())
154        {
155          client = it->second;
156        }
157      }
158     
159      clientGamestates.push(0);
[3303]160      finishGamestate( cid, &clientGamestates.back(), client, reference );
[3240]161      //FunctorMember<GamestateManager>* functor =
[3303]162//       ExecutorMember<GamestateManager>* executor = createExecutor( createFunctor(&GamestateManager::finishGamestate) );
163//       executor->setObject(this);
164//       executor->setDefaultValues( cid, &clientGamestates.back(), client, reference );
[3240]165//       (*static_cast<Executor*>(executor))();
[3303]166//       this->threadPool_->passFunction( executor, true );
[3240]167//       (*functor)( cid, &(clientGamestates.back()), client, reference );
168     
169      temp = temp->next();
170    }
171   
[3303]172//     threadPool_->synchronise();
[3240]173   
174    while( !clientGamestates.empty() )
175    {
176      if(clientGamestates.front())
177        clientGamestates.front()->send();
178      clientGamestates.pop();
179    }
180  }
[2087]181
[1705]182
[3240]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
[3240]188   
189    packet::Gamestate *gs = gamestate->doSelection(clientID, 20000);
190//     packet::Gamestate *gs = new packet::Gamestate(*gamestate);
191//     packet::Gamestate *gs = new packet::Gamestate();
192//     gs->collectData( id_, 0x1 );
[3303]193//     this->threadMutex_->lock();
[3240]194    gamestateMap_[clientID][gamestate->getID()]=gs;
[3303]195//     this->threadMutex_->unlock();
[3240]196   
197    if(base)
198    {
199       
[1907]200//       COUT(3) << "diffing" << std::endl;
[3084]201//       packet::Gamestate* gs1  = gs;
[3240]202      packet::Gamestate *diffed = gs->diff(base);
[3198]203      //packet::Gamestate *gs2 = diffed->undiff(gs);
204//       assert(*gs == *gs2);
205      gs = diffed;
[3084]206//       packet::Gamestate* gs2 = gs->undiff(client);
[2662]207//       gs = new packet::Gamestate(*gs);
[3084]208//       assert(*gs1==*gs2);
[1907]209    }
210    else{
211      gs = new packet::Gamestate(*gs);
212    }
[3240]213   
214   
[1907]215    bool b = gs->compressData();
216    assert(b);
[3240]217//     COUT(4) << "sending gamestate with id " << gs->getID();
218//     if(gamestate->isDiffed())
219//     COUT(4) << " and baseid " << gs->getBaseID() << endl;
220//     else
221//     COUT(4) << endl;
222    gs->setClientID(clientID);
223    *destgamestate = gs;
[1705]224  }
[2087]225
226
227  bool GamestateManager::ack(unsigned int gamestateID, unsigned int clientID) {
[1705]228    ClientInformation *temp = ClientInformation::findClient(clientID);
[1907]229    assert(temp);
[2087]230    unsigned int curid = temp->getGamestateID();
231
[2662]232    if(gamestateID == ACKID_NACK){
[1705]233      temp->setGamestateID(GAMESTATEID_INITIAL);
[2662]234      // now delete all saved gamestates for this client
235      std::map<unsigned int, packet::Gamestate*>::iterator it;
236      for(it = gamestateMap_[clientID].begin(); it!=gamestateMap_[clientID].end(); ){
237        delete it->second;
[3084]238
[2662]239        gamestateMap_[clientID].erase(it++);
240      }
[1769]241      return true;
[1705]242    }
[2087]243
244    assert(curid==(unsigned int)GAMESTATEID_INITIAL || curid<gamestateID);
[3302]245    COUT(5) << "acking gamestate " << gamestateID << " for clientid: " << clientID << " curid: " << curid << std::endl;
[2662]246    std::map<unsigned int, packet::Gamestate*>::iterator it;
247    for(it = gamestateMap_[clientID].begin(); it!=gamestateMap_[clientID].end() && it->first<gamestateID; ){
[1907]248      delete it->second;
[2662]249      gamestateMap_[clientID].erase(it++);
[1705]250    }
[1907]251    temp->setGamestateID(gamestateID);
[2662]252    TrafficControl::processAck(clientID, gamestateID);
[1705]253    return true;
254  }
255
256  void GamestateManager::removeClient(ClientInformation* client){
[1907]257    assert(client);
[2087]258    std::map<unsigned int, std::map<unsigned int, packet::Gamestate*> >::iterator clientMap = gamestateMap_.find(client->getID());
[1907]259    // first delete all remained gamestates
[2087]260    std::map<unsigned int, packet::Gamestate*>::iterator it;
[1907]261    for(it=clientMap->second.begin(); it!=clientMap->second.end(); it++)
262      delete it->second;
263    // now delete the clients gamestatemap
264    gamestateMap_.erase(clientMap);
[1705]265  }
[2087]266
[1712]267  bool GamestateManager::processGamestate(packet::Gamestate *gs){
[1751]268    if(gs->isCompressed())
[1907]269    {
270       bool b = gs->decompressData();
271       assert(b);
272    }
[1712]273    assert(!gs->isDiffed());
[3102]274    return gs->spreadData(0x1);
[1712]275  }
[1705]276
277}
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