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 | |
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47 | #include "core/CoreIncludes.h" |
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48 | #include "ClientInformation.h" |
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49 | #include "Synchronisable.h" |
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50 | |
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51 | namespace network |
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52 | { |
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53 | GameStateManager::GameStateManager(ClientInformation *head) { |
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54 | id=0; |
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55 | head_=head; |
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56 | } |
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57 | |
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58 | GameStateManager::~GameStateManager() { |
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59 | } |
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60 | |
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61 | void GameStateManager::update(){ |
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62 | cleanup(); |
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63 | reference = getSnapshot(id); |
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64 | gameStateMap.insert(std::pair<int, GameState*>(id, reference)); |
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65 | gameStateUsed[id]=0; |
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66 | ++id; |
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67 | return; |
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68 | } |
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69 | |
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70 | |
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71 | /** |
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72 | * this function is used to keep the memory usage low |
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73 | * it tries to delete all the unused gamestates |
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74 | * |
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75 | * |
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76 | */ |
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77 | void GameStateManager::cleanup(){ |
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78 | std::map<int,int>::iterator it = gameStateUsed.begin(); |
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79 | while(it!=gameStateUsed.end()){ |
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80 | if( (*it).second <= 0 ){ |
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81 | free(gameStateMap[(*it).first]->data); |
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82 | delete gameStateMap[(*it).first]; |
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83 | gameStateMap.erase((*it).first); |
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84 | gameStateUsed.erase(it++); |
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85 | }else //as soon as we got a used gamestate break here because we could use newer gamestates in future |
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86 | break; |
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87 | } |
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88 | } |
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89 | |
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90 | GameStateCompressed *GameStateManager::popGameState(int clientID) { |
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91 | //why are we searching the same client's gamestate id as we searched in |
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92 | //Server::sendGameState? |
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93 | int gID = head_->findClient(clientID)->getGamestateID(); |
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94 | COUT(4) << "G.St.Man: popgamestate: sending gstate_id: " << id << " diffed from: " << gID << " (not diffed yet)" << std::endl; |
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95 | |
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96 | //chose wheather the next gamestate is the first or not |
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97 | if(gID != GAMESTATEID_INITIAL){ |
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98 | GameState *client = gameStateMap[gID]; |
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99 | GameState *server = reference; |
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100 | //head_->findClient(clientID)->setGamestateID(id); |
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101 | return encode(client, server); |
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102 | } else { |
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103 | GameState *server = reference; |
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104 | //head_->findClient(clientID)->setGamestateID(id); |
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105 | return encode(server); |
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106 | // return an undiffed gamestate and set appropriate flags |
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107 | } |
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108 | } |
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109 | |
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110 | /** |
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111 | * This function goes through the whole list of synchronisables and |
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112 | * saves all the synchronisables to a flat "list". |
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113 | * @return struct of type gamestate containing the size of the whole gamestate and a pointer linking to the flat list |
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114 | */ |
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115 | GameState *GameStateManager::getSnapshot(int id) |
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116 | { |
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117 | //std::cout << "begin getSnapshot" << std::endl; |
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118 | //the size of the gamestate |
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119 | int totalsize=0; |
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120 | int memsize=1000; |
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121 | //the size of one specific synchronisable |
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122 | int tempsize=0; |
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123 | // get the start of the Synchronisable list |
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124 | orxonox::Iterator<Synchronisable> it; |
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125 | // struct for return value of Synchronisable::getData() |
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126 | syncData sync; |
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127 | |
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128 | GameState *retval=new GameState; //return value |
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129 | retval->id=id++; |
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130 | COUT(4) << "G.ST.Man: producing gamestate with id: " << retval->id << std::endl; |
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131 | // offset of memory functions |
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132 | int offset=0, size=0; |
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133 | // get total size of gamestate |
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134 | for(it = orxonox::ObjectList<Synchronisable>::start(); it; ++it){ |
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135 | size+=it->getSize(); |
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136 | size+=3*sizeof(int); |
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137 | } |
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138 | retval->data = (unsigned char*)malloc(size); |
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139 | if(!retval->data){ |
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140 | COUT(2) << "GameStateManager: could not allocate memory" << std::endl; |
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141 | return NULL; |
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142 | } |
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143 | memsize=size; |
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144 | // go through all Synchronisables |
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145 | for(it = orxonox::ObjectList<Synchronisable>::start(); it; ++it){ |
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146 | //get size of the synchronisable |
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147 | tempsize=it->getSize(); |
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148 | // add place for data and 3 ints (length,classid,objectid) |
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149 | totalsize+=tempsize+3*sizeof(int); |
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150 | // allocate additional space |
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151 | if((totalsize+tempsize) > memsize){ |
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152 | COUT(5) << "G.St.Man: need additional memory" << std::endl; |
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153 | // if(tempsize < 1000){ |
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154 | // retval->data = (unsigned char *)realloc((void *)retval->data, totalsize+1000); |
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155 | // memsize+=1000; |
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156 | // } else { |
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157 | // retval->data = (unsigned char *)realloc((void *)retval->data, totalsize+1000); |
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158 | // memsize+=tempsize+1000; |
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159 | // } |
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160 | // COUT(5) << "G.St.Man: additional space allocation finished" << std::endl; |
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161 | } |
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162 | |
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163 | // run Synchronisable::getData with offset and additional place for 3 ints in between (for ids and length) |
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164 | sync=it->getData((retval->data)+offset+3*sizeof(int)); |
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165 | memcpy(retval->data+offset, (void *)&(sync.length), sizeof(int)); |
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166 | memcpy(retval->data+offset+sizeof(int), (void *)&(sync.objectID), sizeof(int)); |
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167 | memcpy(retval->data+offset+2*sizeof(int), (void *)&(sync.classID), sizeof(int)); |
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168 | // increase data pointer |
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169 | offset+=tempsize+3*sizeof(int); |
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170 | } |
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171 | retval->size=totalsize; |
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172 | //#### bugfix |
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173 | retval->diffed = false; |
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174 | //std::cout << "end snapShot" << std::endl; |
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175 | COUT(5) << "G.ST.Man: Gamestate size: " << totalsize << std::endl; |
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176 | COUT(5) << "G.ST.Man: 'estimated' Gamestate size: " << size << std::endl; |
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177 | return retval; |
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178 | } |
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179 | |
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180 | //##### ADDED FOR TESTING PURPOSE ##### |
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181 | GameStateCompressed* GameStateManager::testCompress( GameState* g ) { |
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182 | return compress_( g ); |
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183 | } |
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184 | |
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185 | GameState* GameStateManager::testDiff( GameState* a, GameState* b ) { |
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186 | return diff( a, b ); |
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187 | } |
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188 | //##### END TESTING PURPOSE ##### |
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189 | |
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190 | GameStateCompressed *GameStateManager::encode(GameState *a, GameState *b) { |
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191 | COUT(5) << "G.St.Man: this will be a DIFFED gamestate" << std::endl; |
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192 | //GameState r = diff(a,b); |
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193 | //r.diffed = true; |
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194 | GameState *r = b; |
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195 | r->diffed = false; |
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196 | //return compress_(r); |
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197 | GameStateCompressed *g = new GameStateCompressed; |
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198 | g->base_id = b->base_id; |
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199 | g->id = b->id; |
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200 | g->diffed = b->diffed; |
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201 | g->data = b->data; |
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202 | g->normsize = b->size; |
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203 | g->compsize = b->size; |
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204 | return g; |
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205 | } |
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206 | |
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207 | GameStateCompressed *GameStateManager::encode(GameState *a) { |
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208 | COUT(5) << "G.St.Man: this will be a not diffed gamestate" << std::endl; |
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209 | a->diffed=false; |
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210 | GameStateCompressed *g = new GameStateCompressed; |
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211 | g->base_id = a->base_id; |
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212 | g->id = a->id; |
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213 | g->diffed = a->diffed; |
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214 | g->data = a->data; |
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215 | g->normsize = a->size; |
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216 | g->compsize = a->size; |
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217 | return g; |
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218 | } |
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219 | |
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220 | GameState *GameStateManager::diff(GameState *a, GameState *b) { |
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221 | unsigned char *ap = a->data, *bp = b->data; |
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222 | int of=0; // pointers offset |
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223 | int dest_length=0; |
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224 | if(a->size>=b->size) |
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225 | dest_length=a->size; |
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226 | else |
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227 | dest_length=b->size; |
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228 | unsigned char *dp = (unsigned char *)malloc(dest_length*sizeof(unsigned char)); |
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229 | while(of<a->size && of<b->size){ |
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230 | *(dp+of)=*(ap+of)^*(bp+of); // do the xor |
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231 | ++of; |
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232 | } |
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233 | if(a->size!=b->size){ // do we have to fill up ? |
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234 | unsigned char n=0; |
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235 | if(a->size<b->size){ |
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236 | while(of<dest_length){ |
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237 | *(dp+of)=n^*(bp+of); |
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238 | of++; |
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239 | } |
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240 | } else{ |
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241 | while(of<dest_length){ |
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242 | *(dp+of)=*(ap+of)^n; |
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243 | of++; |
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244 | } |
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245 | } |
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246 | } |
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247 | |
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248 | GameState *r = new GameState; |
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249 | r->id = b->id; |
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250 | r->size = dest_length; |
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251 | r->diffed = true; |
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252 | r->base_id = a->id; |
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253 | r->data = dp; |
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254 | return r; |
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255 | } |
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256 | |
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257 | GameStateCompressed *GameStateManager::compress_(GameState *a) { |
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258 | //COUT(4) << "G.St.Man: compressing gamestate" << std::endl; |
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259 | |
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260 | //COUT(4) << "G.St.Man: a: id: " << a->id << " base_id: " << a->base_id << " size: " << a->size << " diffed: " << a->diffed << std::endl; |
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261 | int size = a->size; |
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262 | |
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263 | uLongf buffer = (uLongf)((a->size + 12)*1.01)+1; |
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264 | //COUT(4) << "size: " << size << ", buffer: " << buffer << std::endl; |
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265 | unsigned char* dest = (unsigned char*)malloc( buffer ); |
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266 | //COUT(4) << "dest: " << dest << std::endl; |
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267 | int retval; |
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268 | //std::cout << "before ziped " << buffer << std::endl; |
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269 | retval = compress( dest, &buffer, a->data, (uLong)size ); |
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270 | //COUT(4) << "bloablabla aft3er compress" << std::endl; |
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271 | //std::cout << "after ziped " << buffer << std::endl; |
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272 | |
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273 | switch ( retval ) { |
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274 | case Z_OK: COUT(5) << "G.St.Man: compress: successfully compressed" << std::endl; break; |
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275 | case Z_MEM_ERROR: COUT(1) << "G.St.Man: compress: not enough memory available in gamestate.compress" << std::endl; |
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276 | return NULL; |
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277 | case Z_BUF_ERROR: COUT(2) << "G.St.Man: compress: not enough memory available in the buffer in gamestate.compress" << std::endl; |
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278 | return NULL; |
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279 | case Z_DATA_ERROR: COUT(2) << "G.St.Man: compress: data corrupted in gamestate.compress" << std::endl; |
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280 | return NULL; |
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281 | } |
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282 | |
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283 | GameStateCompressed *compressedGamestate = new GameStateCompressed; |
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284 | compressedGamestate->compsize = buffer; |
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285 | // std::cout << "compressedGamestate.compsize = buffer; " << buffer << std::endl; |
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286 | compressedGamestate->normsize = size; |
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287 | // std::cout << "compressedGamestate.normsize = size; " << size << std::endl; |
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288 | compressedGamestate->id = a->id; |
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289 | compressedGamestate->data = dest; |
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290 | compressedGamestate->diffed = a->diffed; |
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291 | compressedGamestate->base_id = a->base_id; |
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292 | //COUT(5) << "G.St.Man: saved compressed data in GameStateCompressed:" << std::endl; |
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293 | return compressedGamestate; |
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294 | } |
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295 | |
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296 | void GameStateManager::ackGameState(int clientID, int gamestateID) { |
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297 | ClientInformation *temp = head_->findClient(clientID); |
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298 | int curid = temp->getID(); |
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299 | // decrease usage of gamestate and save it |
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300 | deleteUnusedGameState(curid); |
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301 | //increase gamestateused |
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302 | ++gameStateUsed.find(gamestateID)->second; |
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303 | temp->setGamestateID(gamestateID); |
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304 | /* |
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305 | GameState *old = clientGameState[clientID]; |
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306 | deleteUnusedGameState(old); |
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307 | clientGameState[clientID]=idGameState[gamestateID];*/ |
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308 | } |
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309 | |
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310 | bool GameStateManager::deleteUnusedGameState(int gamestateID) { |
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311 | int used = --(gameStateUsed.find(gamestateID)->second); |
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312 | if(id-gamestateID>KEEP_GAMESTATES && used==0){ |
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313 | // delete gamestate |
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314 | delete gameStateMap.find(gamestateID)->second; |
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315 | gameStateMap.erase(gamestateID); |
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316 | return true; |
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317 | } |
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318 | return false; |
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319 | } |
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320 | |
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321 | } |
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