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 |
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24 | * Co-authors: |
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25 | * Dumeni Manatschal |
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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++ Interface: GameStateClient |
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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 | #ifndef _GamestateClient_H__ |
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41 | #define _GamestateClient_H__ |
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42 | |
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43 | #include "NetworkPrereqs.h" |
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44 | |
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45 | #include <map> |
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46 | #include "core/CorePrereqs.h" |
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47 | #include "GamestateHandler.h" |
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48 | |
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49 | const unsigned int GAMESTATEID_INITIAL = static_cast<unsigned int>(-1); |
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50 | |
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51 | namespace orxonox |
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52 | { |
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53 | class _NetworkExport GamestateClient: public GamestateHandler |
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54 | { |
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55 | public: |
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56 | GamestateClient(); |
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57 | ~GamestateClient(); |
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58 | |
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59 | virtual bool add(packet::Gamestate *gs, unsigned int clientID); |
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60 | virtual bool ack(unsigned int gamestateID, unsigned int clientID); |
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61 | virtual uint32_t getLastProcessedGamestateID(unsigned int clientID) { return this->lastProcessedGamestateID_; } |
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62 | virtual uint32_t getCurrentGamestateID(){ return this->lastProcessedGamestateID_; } |
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63 | |
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64 | bool processGamestates(); |
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65 | packet::Gamestate *getGamestate(); |
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66 | void cleanup(); |
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67 | private: |
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68 | packet::Gamestate *processGamestate(packet::Gamestate *gs); |
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69 | void removeObject(ObjectListIterator<Synchronisable> &it); |
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70 | void printGamestateMap(); |
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71 | bool sendAck(unsigned int gamestateID); |
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72 | |
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73 | unsigned int lastAckedGamestateID_; |
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74 | unsigned int lastProcessedGamestateID_; |
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75 | std::map<unsigned int, packet::Gamestate *> gamestateMap_; |
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76 | packet::Gamestate *tempGamestate_; // we save the received gamestates here during processQueue |
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77 | |
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78 | }; |
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79 | |
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80 | } |
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81 | |
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82 | #endif /* _GamestateClient_H__ */ |
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