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 |
---|
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 <cassert> |
---|
44 | #include <queue> |
---|
45 | #include "util/Clock.h" |
---|
46 | // #include <boost/thread/mutex.hpp> |
---|
47 | |
---|
48 | #include "util/Debug.h" |
---|
49 | #include "core/ThreadPool.h" |
---|
50 | #include "core/command/Executor.h" |
---|
51 | #include "ClientInformation.h" |
---|
52 | #include "packet/Acknowledgement.h" |
---|
53 | #include "packet/Gamestate.h" |
---|
54 | #include "synchronisable/NetworkCallbackManager.h" |
---|
55 | #include "TrafficControl.h" |
---|
56 | |
---|
57 | namespace orxonox |
---|
58 | { |
---|
59 | GamestateManager::GamestateManager() : |
---|
60 | reference(0), id_(0) |
---|
61 | { |
---|
62 | trafficControl_ = new TrafficControl(); |
---|
63 | // threadMutex_ = new boost::mutex(); |
---|
64 | // threadPool_ = new ThreadPool(); |
---|
65 | } |
---|
66 | |
---|
67 | GamestateManager::~GamestateManager() |
---|
68 | { |
---|
69 | if( this->reference ) |
---|
70 | delete this->reference;std::map<unsigned int, packet::Gamestate*>::iterator it; |
---|
71 | for( it = gamestateQueue.begin(); it != gamestateQueue.end(); ++it ) |
---|
72 | delete it->second; |
---|
73 | std::map<unsigned int, std::map<unsigned int, packet::Gamestate*> >::iterator it1; |
---|
74 | std::map<unsigned int, packet::Gamestate*>::iterator it2; |
---|
75 | for( it1 = gamestateMap_.begin(); it1 != gamestateMap_.end(); ++it1 ) |
---|
76 | { |
---|
77 | for( it2 = it1->second.begin(); it2 != it1->second.end(); ++it2 ) |
---|
78 | delete it2->second; |
---|
79 | } |
---|
80 | this->trafficControl_->destroy(); |
---|
81 | // delete this->threadMutex_; |
---|
82 | // delete this->threadPool_; |
---|
83 | } |
---|
84 | |
---|
85 | bool GamestateManager::update(){ |
---|
86 | // cleanup(); |
---|
87 | return getSnapshot(); |
---|
88 | } |
---|
89 | |
---|
90 | bool GamestateManager::add(packet::Gamestate *gs, unsigned int clientID){ |
---|
91 | assert(gs); |
---|
92 | std::map<unsigned int, packet::Gamestate*>::iterator it = gamestateQueue.find(clientID); |
---|
93 | if(it!=gamestateQueue.end()){ |
---|
94 | // delete obsolete gamestate |
---|
95 | delete it->second; |
---|
96 | } |
---|
97 | gamestateQueue[clientID] = gs; |
---|
98 | return true; |
---|
99 | } |
---|
100 | |
---|
101 | bool GamestateManager::processGamestates(){ |
---|
102 | if( this->gamestateQueue.empty() ) |
---|
103 | return true; |
---|
104 | std::map<unsigned int, packet::Gamestate*>::iterator it; |
---|
105 | // now push only the most recent gamestates we received (ignore obsolete ones) |
---|
106 | for(it = gamestateQueue.begin(); it!=gamestateQueue.end(); it++){ |
---|
107 | bool b = processGamestate(it->second); |
---|
108 | assert(b); |
---|
109 | delete it->second; |
---|
110 | } |
---|
111 | // now clear the queue |
---|
112 | gamestateQueue.clear(); |
---|
113 | //and call all queued callbacks |
---|
114 | NetworkCallbackManager::callCallbacks(); |
---|
115 | return true; |
---|
116 | } |
---|
117 | |
---|
118 | |
---|
119 | bool GamestateManager::getSnapshot(){ |
---|
120 | if ( reference != 0 ) |
---|
121 | delete reference; |
---|
122 | reference = new packet::Gamestate(); |
---|
123 | if(!reference->collectData(++id_, 0x1)){ //we have no data to send |
---|
124 | delete reference; |
---|
125 | reference=0; |
---|
126 | } |
---|
127 | return true; |
---|
128 | } |
---|
129 | |
---|
130 | void GamestateManager::sendGamestates() |
---|
131 | { |
---|
132 | ClientInformation *temp = ClientInformation::getBegin(); |
---|
133 | std::queue<packet::Gamestate*> clientGamestates; |
---|
134 | while(temp != NULL){ |
---|
135 | if( !(temp->getSynched()) ){ |
---|
136 | COUT(5) << "Server: not sending gamestate" << std::endl; |
---|
137 | temp=temp->next(); |
---|
138 | if(!temp) |
---|
139 | break; |
---|
140 | continue; |
---|
141 | } |
---|
142 | COUT(4) << "client id: " << temp->getID() << " RTT: " << temp->getRTT() << " loss: " << temp->getPacketLoss() << std::endl; |
---|
143 | COUT(5) << "Server: doing gamestate gamestate preparation" << std::endl; |
---|
144 | int cid = temp->getID(); //get client id |
---|
145 | |
---|
146 | unsigned int gID = temp->getGamestateID(); |
---|
147 | if(!reference) |
---|
148 | return; |
---|
149 | |
---|
150 | packet::Gamestate *client=0; |
---|
151 | if(gID != GAMESTATEID_INITIAL){ |
---|
152 | assert(gamestateMap_.find(cid)!=gamestateMap_.end()); |
---|
153 | std::map<unsigned int, packet::Gamestate*>::iterator it = gamestateMap_[cid].find(gID); |
---|
154 | if(it!=gamestateMap_[cid].end()) |
---|
155 | { |
---|
156 | client = it->second; |
---|
157 | } |
---|
158 | } |
---|
159 | |
---|
160 | clientGamestates.push(0); |
---|
161 | finishGamestate( cid, clientGamestates.back(), client, reference ); |
---|
162 | //FunctorMember<GamestateManager>* functor = |
---|
163 | // ExecutorMember<GamestateManager>* executor = createExecutor( createFunctor(&GamestateManager::finishGamestate, this) ); |
---|
164 | // executor->setDefaultValues( cid, &clientGamestates.back(), client, reference ); |
---|
165 | // (*static_cast<Executor*>(executor))(); |
---|
166 | // this->threadPool_->passFunction( executor, true ); |
---|
167 | // (*functor)( cid, &(clientGamestates.back()), client, reference ); |
---|
168 | |
---|
169 | temp = temp->next(); |
---|
170 | } |
---|
171 | |
---|
172 | // threadPool_->synchronise(); |
---|
173 | |
---|
174 | while( !clientGamestates.empty() ) |
---|
175 | { |
---|
176 | if(clientGamestates.front()) |
---|
177 | clientGamestates.front()->send(); |
---|
178 | clientGamestates.pop(); |
---|
179 | } |
---|
180 | } |
---|
181 | |
---|
182 | |
---|
183 | void GamestateManager::finishGamestate( unsigned int clientID, packet::Gamestate*& destgamestate, packet::Gamestate* base, packet::Gamestate* gamestate ) { |
---|
184 | //why are we searching the same client's gamestate id as we searched in |
---|
185 | //Server::sendGameState? |
---|
186 | // save the (undiffed) gamestate in the clients gamestate map |
---|
187 | //chose wheather the next gamestate is the first or not |
---|
188 | |
---|
189 | // packet::Gamestate *gs = gamestate->doSelection(clientID, 20000); |
---|
190 | // packet::Gamestate* gs = new packet::Gamestate(*gamestate); |
---|
191 | // packet::Gamestate* gs = gamestate; |
---|
192 | packet::Gamestate *gs = new packet::Gamestate(*gamestate); //TODO: is this neccessary ? |
---|
193 | // packet::Gamestate *gs = new packet::Gamestate(); |
---|
194 | // gs->collectData( id_, 0x1 ); |
---|
195 | // this->threadMutex_->lock(); |
---|
196 | gamestateMap_[clientID][gamestate->getID()]=gs; |
---|
197 | // this->threadMutex_->unlock(); |
---|
198 | Clock clock; |
---|
199 | clock.capture(); |
---|
200 | |
---|
201 | if(base) |
---|
202 | { |
---|
203 | packet::Gamestate *diffed1 = gs->diffVariables(base); |
---|
204 | if( diffed1->getDataSize() == 0 ) |
---|
205 | { |
---|
206 | delete diffed1; |
---|
207 | destgamestate = 0; |
---|
208 | return; |
---|
209 | } |
---|
210 | gs = diffed1; |
---|
211 | } |
---|
212 | else |
---|
213 | { |
---|
214 | gs = new packet::Gamestate(*gs); |
---|
215 | } |
---|
216 | |
---|
217 | |
---|
218 | bool b = gs->compressData(); |
---|
219 | assert(b); |
---|
220 | clock.capture(); |
---|
221 | COUT(4) << "diff and compress time: " << clock.getDeltaTime() << endl; |
---|
222 | // COUT(5) << "sending gamestate with id " << gs->getID(); |
---|
223 | // if(gamestate->isDiffed()) |
---|
224 | // COUT(5) << " and baseid " << gs->getBaseID() << endl; |
---|
225 | // else |
---|
226 | // COUT(5) << endl; |
---|
227 | gs->setClientID(clientID); |
---|
228 | destgamestate = gs; |
---|
229 | } |
---|
230 | |
---|
231 | |
---|
232 | bool GamestateManager::ack(unsigned int gamestateID, unsigned int clientID) { |
---|
233 | ClientInformation *temp = ClientInformation::findClient(clientID); |
---|
234 | assert(temp); |
---|
235 | unsigned int curid = temp->getGamestateID(); |
---|
236 | |
---|
237 | if(gamestateID == ACKID_NACK){ |
---|
238 | temp->setGamestateID(GAMESTATEID_INITIAL); |
---|
239 | // now delete all saved gamestates for this client |
---|
240 | std::map<unsigned int, packet::Gamestate*>::iterator it; |
---|
241 | for(it = gamestateMap_[clientID].begin(); it!=gamestateMap_[clientID].end(); ){ |
---|
242 | delete it->second; |
---|
243 | |
---|
244 | gamestateMap_[clientID].erase(it++); |
---|
245 | } |
---|
246 | return true; |
---|
247 | } |
---|
248 | |
---|
249 | assert(curid==GAMESTATEID_INITIAL || curid<gamestateID); |
---|
250 | COUT(5) << "acking gamestate " << gamestateID << " for clientid: " << clientID << " curid: " << curid << std::endl; |
---|
251 | std::map<unsigned int, packet::Gamestate*>::iterator it; |
---|
252 | for(it = gamestateMap_[clientID].begin(); it!=gamestateMap_[clientID].end() && it->first<gamestateID; ){ |
---|
253 | delete it->second; |
---|
254 | gamestateMap_[clientID].erase(it++); |
---|
255 | } |
---|
256 | temp->setGamestateID(gamestateID); |
---|
257 | TrafficControl::processAck(clientID, gamestateID); |
---|
258 | return true; |
---|
259 | } |
---|
260 | |
---|
261 | uint32_t GamestateManager::getLastProcessedGamestateID(unsigned int clientID) |
---|
262 | { |
---|
263 | assert( this->lastProcessedGamestateID_.find(clientID) != this->lastProcessedGamestateID_.end() ); |
---|
264 | if( this->lastProcessedGamestateID_.find(clientID) != this->lastProcessedGamestateID_.end() ) |
---|
265 | return this->lastProcessedGamestateID_[clientID]; |
---|
266 | else |
---|
267 | return GAMESTATEID_INITIAL; |
---|
268 | } |
---|
269 | |
---|
270 | void GamestateManager::removeClient(ClientInformation* client){ |
---|
271 | assert(client); |
---|
272 | std::map<unsigned int, std::map<unsigned int, packet::Gamestate*> >::iterator clientMap = gamestateMap_.find(client->getID()); |
---|
273 | // first delete all remained gamestates |
---|
274 | std::map<unsigned int, packet::Gamestate*>::iterator it; |
---|
275 | for(it=clientMap->second.begin(); it!=clientMap->second.end(); it++) |
---|
276 | delete it->second; |
---|
277 | // now delete the clients gamestatemap |
---|
278 | gamestateMap_.erase(clientMap); |
---|
279 | } |
---|
280 | |
---|
281 | bool GamestateManager::processGamestate(packet::Gamestate *gs){ |
---|
282 | if(gs->isCompressed()) |
---|
283 | { |
---|
284 | bool b = gs->decompressData(); |
---|
285 | assert(b); |
---|
286 | } |
---|
287 | assert(!gs->isDiffed()); |
---|
288 | if( gs->spreadData(0x1) ) |
---|
289 | { |
---|
290 | this->lastProcessedGamestateID_[gs->getClientID()] = gs->getID(); |
---|
291 | return true; |
---|
292 | } |
---|
293 | else |
---|
294 | return false; |
---|
295 | } |
---|
296 | |
---|
297 | } |
---|