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source: code/branches/network3/src/network/GameStateManager.h @ 1233

Last change on this file since 1233 was 1232, checked in by scheusso, 17 years ago

a lot of changes in order to make it possible to have mulpiple clients with each one a new ship
camera changes
object changes
synchronisable: backsyncronisation should be possible now
gamestatemanager/gamestateclient: functions for backsyncronisation
some changes in order to get the input system (the old one) on the client working
TODO something with the camera position is wrong at the moment (clientside)

File size: 3.0 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, (C) 2007
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29//
30// C++ Interface: 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#ifndef _GameStateManager_H__
41#define _GameStateManager_H__
42
43#include "NetworkPrereqs.h"
44
45#include <map>
46
47#include "PacketTypes.h"
48
49namespace network
50{
51
52#define KEEP_GAMESTATES 10
53
54  /**
55  * This Class implements a manager for gamestates:
56  * - creating snapshots of gamestates
57  * - writing gamestates to universe
58  * - diffing gamestates ?
59  *
60  * EN/DECODATION:
61  * a: last Gamestate a client has received
62  * b: new Gamestate
63  * x: diffed and compressed gamestate
64  * x=(a^b)
65  * b=(a^x)
66  * diff(a,diff(a,x))=x (hope this is correct)
67  * @author Oliver Scheuss
68  */
69  class GameStateManager{
70  public:
71    GameStateManager(ClientInformation *head);
72    ~GameStateManager();
73   
74    void update();
75    GameStateCompressed *popGameState(int clientID);
76    bool pushGameState(GameStateCompressed *gs, int clientID);
77    void ackGameState(int clientID, int gamestateID);
78  private:
79    void cleanup(); // "garbage handler"
80    GameState *getSnapshot();
81    bool loadPartialSnapshot(GameState *state, int clientID);
82    GameStateCompressed *encode(GameState *a, GameState *b);
83    GameStateCompressed *encode(GameState *a);
84    GameState *diff(GameState *a, GameState *b);
85    GameStateCompressed *compress_(GameState *a);
86    GameState *decompress(GameStateCompressed *a);
87    bool printGameStates();
88    bool checkAccess(int clientID, int objectID);
89
90    std::map<int, GameState*> gameStateMap; //map gsID to gamestate*
91    std::map<int, int> gameStateUsed; // save the number of clients, that use the specific gamestate
92    GameState *reference;
93    ClientInformation *head_;
94    int id_;
95   
96   
97   
98   
99  public:
100    //#### ADDED FOR TESTING PURPOSE ####
101    GameStateCompressed* testCompress( GameState* g );
102    GameState* testDiff( GameState* a, GameState* b );
103  //#### END TESTING PURPOSE ####
104  };
105
106}
107
108#endif /* _GameStateManager_H__ */
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