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, (C) 2007 |
---|
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 | |
---|
43 | #include <utility> |
---|
44 | #include <iostream> |
---|
45 | #include <zlib.h> |
---|
46 | |
---|
47 | #include "core/CoreIncludes.h" |
---|
48 | #include "core/BaseObject.h" |
---|
49 | #include "ClientInformation.h" |
---|
50 | #include "Synchronisable.h" |
---|
51 | |
---|
52 | namespace network |
---|
53 | { |
---|
54 | GameStateManager::GameStateManager(ClientInformation *head) { |
---|
55 | id_=0; |
---|
56 | head_=head; |
---|
57 | } |
---|
58 | |
---|
59 | GameStateManager::~GameStateManager() { |
---|
60 | } |
---|
61 | |
---|
62 | void GameStateManager::update(){ |
---|
63 | cleanup(); |
---|
64 | reference = getSnapshot(); |
---|
65 | COUT(4) << "inserting gamestate: " << reference << std::endl; |
---|
66 | gameStateMap.insert(std::pair<int, GameState*>(id_, reference)); |
---|
67 | gameStateUsed[id_]=0; |
---|
68 | printGameStates(); |
---|
69 | return; |
---|
70 | } |
---|
71 | |
---|
72 | |
---|
73 | /** |
---|
74 | * this function is used to keep the memory usage low |
---|
75 | * it tries to delete all the unused gamestates |
---|
76 | * |
---|
77 | * |
---|
78 | */ |
---|
79 | void GameStateManager::cleanup(){ |
---|
80 | std::map<int,int>::iterator it = gameStateUsed.begin(); |
---|
81 | while(it!=gameStateUsed.end()){ |
---|
82 | if((id_-(*it).first)<KEEP_GAMESTATES) |
---|
83 | break; |
---|
84 | if( (*it).second <= 0 ){ |
---|
85 | COUT(4) << "GameStateManager: deleting gamestate with id: " << (*it).first << ", uses: " << (*it).second << std::endl; |
---|
86 | delete[] gameStateMap[(*it).first]->data; |
---|
87 | delete gameStateMap[(*it).first]; |
---|
88 | gameStateMap.erase((*it).first); |
---|
89 | gameStateUsed.erase(it++); |
---|
90 | continue; |
---|
91 | }/*else if(id_-it->first<=KEEP_GAMESTATES){ //as soon as we got a used gamestate break here because we could use newer gamestates in future but only if we do not exceed KEEP_GAMESTATES # of gamestates in cache |
---|
92 | COUT(4) << "breaking " << std::endl; |
---|
93 | break; |
---|
94 | }*/ |
---|
95 | it++; |
---|
96 | } |
---|
97 | } |
---|
98 | |
---|
99 | GameStateCompressed *GameStateManager::popGameState(int clientID) { |
---|
100 | //why are we searching the same client's gamestate id as we searched in |
---|
101 | //Server::sendGameState? |
---|
102 | int gID = head_->findClient(clientID)->getGamestateID(); |
---|
103 | COUT(4) << "G.St.Man: popgamestate: sending gstate_id: " << id_ << " diffed from: " << gID << std::endl; |
---|
104 | // COUT(3) << "gamestatemap: " << &gameStateMap << std::endl; |
---|
105 | //chose wheather the next gamestate is the first or not |
---|
106 | if(gID != GAMESTATEID_INITIAL){ |
---|
107 | // TODO something with the gamestatemap is wrong |
---|
108 | GameState *client=NULL; |
---|
109 | std::map<int, GameState*>::iterator it = gameStateMap.find(gID); |
---|
110 | if(it!=gameStateMap.end()) |
---|
111 | client = it->second; |
---|
112 | GameState *server = reference; |
---|
113 | //head_->findClient(clientID)->setGamestateID(id); |
---|
114 | COUT(3) << "client: " << client << " server: " << server << " gamestatemap: " << &gameStateMap << std::endl; |
---|
115 | if(client) |
---|
116 | return encode(client, server); |
---|
117 | else |
---|
118 | return encode(server); |
---|
119 | } else { |
---|
120 | COUT(4) << "we got a GAMESTATEID_INITIAL for clientID: " << clientID << std::endl; |
---|
121 | GameState *server = reference; |
---|
122 | // ackGameState(clientID, reference->id); |
---|
123 | //head_->findClient(clientID)->setGamestateID(id); |
---|
124 | return encode(server); |
---|
125 | // return an undiffed gamestate and set appropriate flags |
---|
126 | } |
---|
127 | } |
---|
128 | |
---|
129 | bool GameStateManager::pushGameState( GameStateCompressed *gs, int clientID ){ |
---|
130 | GameState *ugs = decompress(gs); |
---|
131 | delete[] gs->data; |
---|
132 | delete gs; |
---|
133 | bool result = loadPartialSnapshot(ugs, clientID); |
---|
134 | delete[] ugs->data; |
---|
135 | delete ugs; |
---|
136 | return result; |
---|
137 | } |
---|
138 | |
---|
139 | /** |
---|
140 | * This function goes through the whole list of synchronisables and |
---|
141 | * saves all the synchronisables to a flat "list". |
---|
142 | * @return struct of type gamestate containing the size of the whole gamestate and a pointer linking to the flat list |
---|
143 | */ |
---|
144 | GameState *GameStateManager::getSnapshot() |
---|
145 | { |
---|
146 | //std::cout << "begin getSnapshot" << std::endl; |
---|
147 | //the size of the gamestate |
---|
148 | int totalsize=0; |
---|
149 | int memsize=0; |
---|
150 | //the size of one specific synchronisable |
---|
151 | int tempsize=0; |
---|
152 | // get the start of the Synchronisable list |
---|
153 | orxonox::Iterator<Synchronisable> it; |
---|
154 | // struct for return value of Synchronisable::getData() |
---|
155 | syncData sync; |
---|
156 | |
---|
157 | GameState *retval=new GameState; //return value |
---|
158 | retval->id=++id_; |
---|
159 | COUT(4) << "G.ST.Man: producing gamestate with id: " << retval->id << std::endl; |
---|
160 | // offset of memory functions |
---|
161 | int offset=0, size=0; |
---|
162 | // get total size of gamestate |
---|
163 | for(it = orxonox::ObjectList<Synchronisable>::start(); it; ++it){ |
---|
164 | size+=it->getSize(); // size of the actual data of the synchronisable |
---|
165 | size+=3*sizeof(int); // size of datasize, classID and objectID |
---|
166 | } |
---|
167 | //retval->data = (unsigned char*)malloc(size); |
---|
168 | retval->data = new unsigned char[size]; |
---|
169 | if(!retval->data){ |
---|
170 | COUT(2) << "GameStateManager: could not allocate memory" << std::endl; |
---|
171 | return NULL; |
---|
172 | } |
---|
173 | memsize=size; |
---|
174 | // go through all Synchronisables |
---|
175 | for(it = orxonox::ObjectList<Synchronisable>::start(); it; ++it){ |
---|
176 | //get size of the synchronisable |
---|
177 | tempsize=it->getSize(); |
---|
178 | // add place for data and 3 ints (length,classid,objectid) |
---|
179 | totalsize+=tempsize+3*sizeof(int); |
---|
180 | // allocate+tempsize additional space |
---|
181 | if(totalsize > size){ |
---|
182 | COUT(3) << "G.St.Man: need additional memory" << std::endl; |
---|
183 | // if(tempsize < 1000){ |
---|
184 | // retval->data = (unsigned char *)realloc((void *)retval->data, totalsize+1000); |
---|
185 | // memsize+=1000; |
---|
186 | // } else { |
---|
187 | // retval->data = (unsigned char *)realloc((void *)retval->data, totalsize+1000); |
---|
188 | // memsize+=tempsize+1000; |
---|
189 | // } |
---|
190 | // COUT(5) << "G.St.Man: additional space allocation finished" << std::endl; |
---|
191 | } |
---|
192 | |
---|
193 | // run Synchronisable::getData with offset and additional place for 3 ints in between (for ids and length) |
---|
194 | sync=it->getData((retval->data)+offset+3*sizeof(int)); |
---|
195 | memcpy(retval->data+offset, (void *)&(sync.length), sizeof(int)); |
---|
196 | memcpy(retval->data+offset+sizeof(int), (void *)&(sync.objectID), sizeof(int)); |
---|
197 | memcpy(retval->data+offset+2*sizeof(int), (void *)&(sync.classID), sizeof(int)); |
---|
198 | // increase data pointer |
---|
199 | offset+=tempsize+3*sizeof(int); |
---|
200 | } |
---|
201 | retval->size=totalsize; |
---|
202 | //#### bugfix |
---|
203 | retval->diffed = false; |
---|
204 | retval->complete = true; |
---|
205 | //std::cout << "end snapShot" << std::endl; |
---|
206 | COUT(5) << "G.ST.Man: Gamestate size: " << totalsize << std::endl; |
---|
207 | COUT(5) << "G.ST.Man: 'estimated' Gamestate size: " << size << std::endl; |
---|
208 | return retval; |
---|
209 | } |
---|
210 | |
---|
211 | bool GameStateManager::loadPartialSnapshot(GameState *state, int clientID){ |
---|
212 | if(!state) |
---|
213 | return false; |
---|
214 | unsigned char *data=state->data; |
---|
215 | COUT(4) << "loadSnapshot: loading gs: " << state->id << std::endl; |
---|
216 | // get the start of the Synchronisable list |
---|
217 | orxonox::Iterator<Synchronisable> it=orxonox::ObjectList<Synchronisable>::start(); |
---|
218 | syncData sync; |
---|
219 | // loop as long as we have some data ;) |
---|
220 | while(data < state->data+state->size){ |
---|
221 | // prepare the syncData struct |
---|
222 | sync.length = *(int *)data; |
---|
223 | data+=sizeof(int); |
---|
224 | sync.objectID = *(int*)data; |
---|
225 | data+=sizeof(int); |
---|
226 | sync.classID = *(int*)data; |
---|
227 | data+=sizeof(int); |
---|
228 | sync.data = data; |
---|
229 | data+=sync.length; |
---|
230 | COUT(4) << "objectID: " << sync.objectID << " classID: " << sync.classID << std::endl; |
---|
231 | while(it && it->objectID!=sync.objectID) |
---|
232 | ++it; |
---|
233 | |
---|
234 | |
---|
235 | if(!it){ |
---|
236 | // the object does not exist yet |
---|
237 | COUT(4) << "loadsnapshot: creating new object " << std::endl; |
---|
238 | //COUT(4) << "loadSnapshot:\tclassid: " << sync.classID << ", name: " << ID((unsigned int) sync.classID)->getName() << std::endl; |
---|
239 | orxonox::Identifier* id = ID((unsigned int)sync.classID); |
---|
240 | if(!id){ |
---|
241 | COUT(4) << "We could not identify a new object; classid: " << sync.classID << std::endl; |
---|
242 | continue; |
---|
243 | } |
---|
244 | Synchronisable *no = dynamic_cast<Synchronisable *>(id->fabricate()); |
---|
245 | COUT(4) << "loadpartialsnapshot (generating new object): classid: " << sync.classID << " objectID: " << sync.objectID << " length: " << sync.length << std::endl; |
---|
246 | no->objectID=sync.objectID; |
---|
247 | no->classID=sync.classID; |
---|
248 | it=orxonox::ObjectList<Synchronisable>::end(); |
---|
249 | // update data and create object/entity... |
---|
250 | if( !no->updateData(sync) ) |
---|
251 | COUT(1) << "We couldn't update the object: " << sync.objectID << std::endl; |
---|
252 | if( !no->create() ) |
---|
253 | COUT(1) << "We couldn't manifest (create() ) the object: " << sync.objectID << std::endl; |
---|
254 | }else{ |
---|
255 | // we have our object |
---|
256 | COUT(4) << "loadpartialsnapshot: we found the appropriate object" << std::endl; |
---|
257 | if(checkAccess(clientID, sync.objectID)){ |
---|
258 | if(! it->updateData(sync)) |
---|
259 | COUT(1) << "We couldn't update objectID: " \ |
---|
260 | << sync.objectID << "; classID: " << sync.classID << std::endl; |
---|
261 | }else |
---|
262 | COUT(4) << "loadPartialSnapshot: no access to change objectID: " << sync.objectID << std::endl; |
---|
263 | } |
---|
264 | ++it; |
---|
265 | } |
---|
266 | |
---|
267 | return true; |
---|
268 | } |
---|
269 | |
---|
270 | |
---|
271 | //##### ADDED FOR TESTING PURPOSE ##### |
---|
272 | GameStateCompressed* GameStateManager::testCompress( GameState* g ) { |
---|
273 | return compress_( g ); |
---|
274 | } |
---|
275 | |
---|
276 | GameState* GameStateManager::testDiff( GameState* a, GameState* b ) { |
---|
277 | return diff( a, b ); |
---|
278 | } |
---|
279 | //##### END TESTING PURPOSE ##### |
---|
280 | |
---|
281 | GameStateCompressed *GameStateManager::encode(GameState *a, GameState *b) { |
---|
282 | COUT(4) << "G.St.Man: this will be a DIFFED gamestate" << std::endl; |
---|
283 | GameState *r = diff(a,b); |
---|
284 | GameStateCompressed *c = compress_(r); |
---|
285 | delete[] r->data; |
---|
286 | delete r; |
---|
287 | return c; |
---|
288 | } |
---|
289 | |
---|
290 | GameStateCompressed *GameStateManager::encode(GameState *a) { |
---|
291 | COUT(5) << "G.St.Man: encoding gamestate (compress)" << std::endl; |
---|
292 | a->base_id=GAMESTATEID_INITIAL; |
---|
293 | return compress_(a); |
---|
294 | /*GameStateCompressed *g = new GameStateCompressed; |
---|
295 | g->base_id = a->base_id; |
---|
296 | g->id = a->id; |
---|
297 | g->diffed = a->diffed; |
---|
298 | g->data = a->data; |
---|
299 | g->normsize = a->size; |
---|
300 | g->compsize = a->size; |
---|
301 | return g;*/ |
---|
302 | } |
---|
303 | |
---|
304 | GameState *GameStateManager::diff(GameState *a, GameState *b) { |
---|
305 | unsigned char *ap = a->data, *bp = b->data; |
---|
306 | int of=0; // pointers offset |
---|
307 | int dest_length=0; |
---|
308 | if(a->size>=b->size) |
---|
309 | dest_length=a->size; |
---|
310 | else |
---|
311 | dest_length=b->size; |
---|
312 | //unsigned char *dp = (unsigned char *)malloc(dest_length*sizeof(unsigned char)); |
---|
313 | unsigned char *dp = new unsigned char[dest_length*sizeof(unsigned char)]; |
---|
314 | while(of<a->size && of<b->size){ |
---|
315 | *(dp+of)=*(ap+of)^*(bp+of); // do the xor |
---|
316 | ++of; |
---|
317 | } |
---|
318 | if(a->size!=b->size){ // do we have to fill up ? |
---|
319 | unsigned char n=0; |
---|
320 | if(a->size<b->size){ |
---|
321 | while(of<dest_length){ |
---|
322 | *(dp+of)=n^*(bp+of); |
---|
323 | of++; |
---|
324 | } |
---|
325 | } else{ |
---|
326 | while(of<dest_length){ |
---|
327 | *(dp+of)=*(ap+of)^n; |
---|
328 | of++; |
---|
329 | } |
---|
330 | } |
---|
331 | } |
---|
332 | |
---|
333 | GameState *r = new GameState; |
---|
334 | r->id = b->id; |
---|
335 | r->size = dest_length; |
---|
336 | r->diffed = true; |
---|
337 | r->base_id = a->id; |
---|
338 | r->data = dp; |
---|
339 | r->complete = true; |
---|
340 | return r; |
---|
341 | } |
---|
342 | |
---|
343 | GameStateCompressed *GameStateManager::compress_(GameState *a) { |
---|
344 | //COUT(4) << "G.St.Man: compressing gamestate" << std::endl; |
---|
345 | |
---|
346 | //COUT(4) << "G.St.Man: a: id: " << a->id << " base_id: " << a->base_id << " size: " << a->size << " diffed: " << a->diffed << std::endl; |
---|
347 | int size = a->size; |
---|
348 | |
---|
349 | uLongf buffer = (uLongf)((a->size + 12)*1.01)+1; |
---|
350 | //COUT(4) << "size: " << size << ", buffer: " << buffer << std::endl; |
---|
351 | //unsigned char* dest = (unsigned char*)malloc( buffer ); |
---|
352 | unsigned char *dest = new unsigned char[buffer]; |
---|
353 | //COUT(4) << "dest: " << dest << std::endl; |
---|
354 | int retval; |
---|
355 | //std::cout << "before ziped " << buffer << std::endl; |
---|
356 | retval = compress( dest, &buffer, a->data, (uLong)size ); |
---|
357 | //COUT(4) << "bloablabla aft3er compress" << std::endl; |
---|
358 | //std::cout << "after ziped " << buffer << std::endl; |
---|
359 | |
---|
360 | switch ( retval ) { |
---|
361 | case Z_OK: COUT(5) << "G.St.Man: compress: successfully compressed" << std::endl; break; |
---|
362 | case Z_MEM_ERROR: COUT(1) << "G.St.Man: compress: not enough memory available in gamestate.compress" << std::endl; |
---|
363 | return NULL; |
---|
364 | case Z_BUF_ERROR: COUT(2) << "G.St.Man: compress: not enough memory available in the buffer in gamestate.compress" << std::endl; |
---|
365 | return NULL; |
---|
366 | case Z_DATA_ERROR: COUT(2) << "G.St.Man: compress: data corrupted in gamestate.compress" << std::endl; |
---|
367 | return NULL; |
---|
368 | } |
---|
369 | |
---|
370 | GameStateCompressed *compressedGamestate = new GameStateCompressed; |
---|
371 | compressedGamestate->compsize = buffer; |
---|
372 | // std::cout << "compressedGamestate.compsize = buffer; " << buffer << std::endl; |
---|
373 | compressedGamestate->normsize = size; |
---|
374 | // std::cout << "compressedGamestate.normsize = size; " << size << std::endl; |
---|
375 | compressedGamestate->id = a->id; |
---|
376 | compressedGamestate->data = dest; |
---|
377 | compressedGamestate->diffed = a->diffed; |
---|
378 | compressedGamestate->complete = a->complete; |
---|
379 | compressedGamestate->base_id = a->base_id; |
---|
380 | //COUT(5) << "G.St.Man: saved compressed data in GameStateCompressed:" << std::endl; |
---|
381 | return compressedGamestate; |
---|
382 | } |
---|
383 | |
---|
384 | GameState *GameStateManager::decompress(GameStateCompressed *a) { |
---|
385 | //COUT(4) << "GameStateClient: uncompressing gamestate. id: " << a->id << ", baseid: " << a->base_id << ", normsize: " << a->normsize << ", compsize: " << a->compsize << std::endl; |
---|
386 | int normsize = a->normsize; |
---|
387 | int compsize = a->compsize; |
---|
388 | int bufsize; |
---|
389 | if(normsize < compsize) |
---|
390 | bufsize = compsize; |
---|
391 | else |
---|
392 | bufsize = normsize; |
---|
393 | // unsigned char* dest = (unsigned char*)malloc( bufsize ); |
---|
394 | unsigned char *dest = new unsigned char[bufsize]; |
---|
395 | int retval; |
---|
396 | uLongf length=normsize; |
---|
397 | //std::cout << "gamestateclient" << std::endl; |
---|
398 | //std::cout << "normsize " << a.normsize << " compsize " << a.compsize << " " << bufsize << std::endl; |
---|
399 | retval = uncompress( dest, &length, a->data, (uLong)compsize ); |
---|
400 | //std::cout << "length " << length << std::endl; |
---|
401 | switch ( retval ) { |
---|
402 | case Z_OK: COUT(5) << "successfully decompressed" << std::endl; break; |
---|
403 | case Z_MEM_ERROR: COUT(1) << "not enough memory available" << std::endl; return NULL; |
---|
404 | case Z_BUF_ERROR: COUT(2) << "not enough memory available in the buffer" << std::endl; return NULL; |
---|
405 | case Z_DATA_ERROR: COUT(2) << "data corrupted (zlib)" << std::endl; return NULL; |
---|
406 | } |
---|
407 | |
---|
408 | GameState *gamestate = new GameState; |
---|
409 | gamestate->id = a->id; |
---|
410 | gamestate->size = normsize; |
---|
411 | gamestate->data = dest; |
---|
412 | gamestate->base_id = a->base_id; |
---|
413 | gamestate->diffed = a->diffed; |
---|
414 | gamestate->complete = a->complete; |
---|
415 | |
---|
416 | |
---|
417 | return gamestate; |
---|
418 | } |
---|
419 | |
---|
420 | |
---|
421 | void GameStateManager::ackGameState(int clientID, int gamestateID) { |
---|
422 | ClientInformation *temp = head_->findClient(clientID); |
---|
423 | int curid = temp->getGamestateID(); |
---|
424 | COUT(4) << "acking gamestate " << gamestateID << " for clientid: " << clientID << " curid: " << curid << std::endl; |
---|
425 | // decrease usage of gamestate and save it |
---|
426 | // deleteUnusedGameState(curid); |
---|
427 | //increase gamestateused |
---|
428 | --(gameStateUsed.find(curid)->second); |
---|
429 | ++(gameStateUsed.find(gamestateID)->second); |
---|
430 | temp->setGamestateID(gamestateID); |
---|
431 | /* |
---|
432 | GameState *old = clientGameState[clientID]; |
---|
433 | deleteUnusedGameState(old); |
---|
434 | clientGameState[clientID]=idGameState[gamestateID];*/ |
---|
435 | } |
---|
436 | |
---|
437 | bool GameStateManager::printGameStates() { |
---|
438 | std::map<int, GameState*>::iterator it; |
---|
439 | COUT(4) << "gamestates: "; |
---|
440 | for(it = gameStateMap.begin(); it!=gameStateMap.end(); it++){ |
---|
441 | COUT(4) << (*it).first << ":" << (*it).second << " | "; |
---|
442 | } |
---|
443 | COUT(4) << std::endl; |
---|
444 | } |
---|
445 | |
---|
446 | bool GameStateManager::checkAccess(int clientID, int objectID){ |
---|
447 | // currently we only check, wheter the object is the clients spaceship |
---|
448 | // return head_->findClient(objectID)->getShipID()==objectID; |
---|
449 | return true; // TODO: change this |
---|
450 | } |
---|
451 | |
---|
452 | void GameStateManager::removeClient(ClientInformation* client){ |
---|
453 | gameStateUsed[client->getGamestateID()]--; |
---|
454 | head_->removeClient(client->getID()); |
---|
455 | } |
---|
456 | |
---|
457 | } |
---|