| 1 | // |
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| 2 | // C++ Implementation: GameStateManager |
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| 3 | // |
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| 4 | // Description: |
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| 5 | // |
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| 6 | // |
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| 7 | // Author: Oliver Scheuss, (C) 2007 |
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| 8 | // |
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| 9 | // Copyright: See COPYING file that comes with this distribution |
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| 10 | // |
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| 11 | // |
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| 12 | #include "GameStateManager.h" |
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| 13 | |
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| 14 | namespace network { |
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| 15 | |
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| 16 | GameStateManager::GameStateManager() |
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| 17 | { |
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| 18 | } |
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| 19 | |
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| 20 | GameStateManager::~GameStateManager() |
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| 21 | { |
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| 22 | } |
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| 23 | |
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| 24 | /** |
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| 25 | * This function goes through the whole list of synchronisables and |
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| 26 | * saves all the synchronisables to a flat "list". |
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| 27 | * @return struct of type gamestate containing the size of the whole gamestate and a pointer linking to the flat list |
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| 28 | */ |
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| 29 | GameState GameStateManager::getSnapshot(int id) |
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| 30 | { |
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| 31 | //the size of the gamestate |
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| 32 | int totalsize=0; |
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| 33 | //the size of one specific synchronisable |
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| 34 | int tempsize=0; |
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| 35 | // get the start of the Synchronisable list |
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| 36 | Iterator<Synchronisable> it; |
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| 37 | // struct for return value of Synchronisable::getData() |
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| 38 | syncData sync; |
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| 39 | |
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| 40 | GameState retval; //return value |
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| 41 | retval.id=id; |
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| 42 | // reserve a little memory and increase it later on |
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| 43 | retval.data = malloc(1); |
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| 44 | |
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| 45 | // offset of memory functions |
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| 46 | int offset=0; |
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| 47 | // go through all Synchronisables |
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| 48 | for(it = ObjectList<Synchronisable>::start(); it != 0; it++){ |
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| 49 | //get size of the synchronisable |
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| 50 | tempsize=it->getSize(); |
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| 51 | // add place for data and 3 ints (length,classid,objectid) |
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| 52 | totalsize+=tempsize+3*sizeof(int); |
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| 53 | // allocate additional space |
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| 54 | retval.data = (unsigned char *)realloc((void *)retval.data, totalsize); |
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| 55 | |
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| 56 | // run Synchronisable::getData with offset and additional place for 3 ints in between (for ids and length) |
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| 57 | sync=it->getData(retval.data+offset+3*sizeof(int)); |
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| 58 | *(retval.data+offset)=sync.length; |
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| 59 | *(retval.data+offset+sizeof(int))=sync.objectID; |
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| 60 | *(retval.data+offset+*sizeof(int))=sync.classID; |
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| 61 | // increase data pointer |
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| 62 | offset+=tempsize+3*sizeof(int); |
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| 63 | } |
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| 64 | retval.size=totalsize; |
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| 65 | return retval; |
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| 66 | } |
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| 67 | |
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| 68 | /** |
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| 69 | * This function loads a Snapshort of the gamestate into the universe |
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| 70 | * @param state a GameState struct containing the size of the gamestate and a pointer linking to a flat list (returned by getSnapshot) |
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| 71 | */ |
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| 72 | bool GameStateManager::loadSnapshot(GameState state) |
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| 73 | { |
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| 74 | unsigned char *data=state->data; |
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| 75 | // get the start of the Synchronisable list |
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| 76 | Iterator<Synchronisable> it=ObjectList<Synchronisable>::start(); |
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| 77 | syncData sync; |
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| 78 | // loop as long as we have some data ;) |
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| 79 | while(data < state->data+state->size){ |
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| 80 | // prepare the syncData struct |
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| 81 | sync.length = *(int *)data; |
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| 82 | data+=sizeof(int); |
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| 83 | sync.objectID = *(int *)data; |
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| 84 | data+=sizeof(int); |
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| 85 | sync.classID = *(int *)data; |
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| 86 | data+=sizeof(int); |
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| 87 | sync.data = data; |
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| 88 | data+=sync.length; |
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| 89 | |
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| 90 | if(it->objectID!=sync.objectID){ |
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| 91 | // bad luck ;) |
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| 92 | } else { |
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| 93 | // we have our object |
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| 94 | if(! it->updateData(sync)) |
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| 95 | std::cout << "We couldn't update objectID: " << sync.objectID << "; classID: " << sync.classID << std::endl; |
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| 96 | } |
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| 97 | } |
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| 98 | |
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| 99 | } |
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| 100 | |
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| 101 | |
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| 102 | |
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| 103 | |
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| 104 | } |
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| 105 | |
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| 106 | |
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