/* * ORXONOX - the hottest 3D action shooter ever to exist * * * License notice: * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * Author: * ... * Co-authors: * ... * */ #include #include "core/CoreIncludes.h" #include "Synchronisable.h" #include "GameStateClient.h" namespace network { GameStateClient::GameStateClient() { } GameStateClient::~GameStateClient() { } bool GameStateClient::pushGameState(GameStateCompressed *compstate) { if(compstate->diffed) return loadSnapshot(decode(reference, *compstate)); else return loadSnapshot(decode(*compstate)); } /** * This function removes a Synchronisable out of the universe * @param it iterator of the list pointing to the object * @return iterator pointing to the next object in the list */ void GameStateClient::removeObject(orxonox::Iterator &it) { orxonox::Iterator temp=it; ++it; delete *temp; } /** * This function loads a Snapshort of the gamestate into the universe * @param state a GameState struct containing the size of the gamestate and a pointer linking to a flat list (returned by getSnapshot) */ bool GameStateClient::loadSnapshot(GameState *state) { unsigned char *data=state->data; COUT(4) << "loadSnapshot: loading gs: " << state->id << std::endl; // get the start of the Synchronisable list orxonox::Iterator it=orxonox::ObjectList::start(); syncData sync; // loop as long as we have some data ;) while(data < state->data+state->size){ // prepare the syncData struct sync.length = (int)*data; data+=sizeof(int); sync.objectID = (int)*data; data+=sizeof(int); sync.classID = (int)*data; data+=sizeof(int); sync.data = data; data+=sync.length; if(it->objectID!=sync.objectID){ // bad luck ;) // delete the synchronisable (obviously seems to be deleted on the server) while(it && it->objectID!=sync.objectID){ removeObject(it); } if(!it){ COUT(4) << "classid: " << sync.classID << ", name: " << ID(sync.classID)->getName() << std::endl; Synchronisable *no = (Synchronisable*)(ID(sync.classID)->fabricate()); no->objectID=sync.objectID; no->classID=sync.classID; it=orxonox::ObjectList::end(); // update data and create object/entity... if( !no->updateData(sync) && !no->create() ) COUT(2) << "We couldn't create/update the object: " << sync.objectID << std::endl; ++it; } } else { // we have our object if(! it->updateData(sync)) COUT(2) << "We couldn't update objectID: " \ << sync.objectID << "; classID: " << sync.classID << std::endl; } ++it; } return true; } GameState *GameStateClient::diff(GameState a, GameState b) { unsigned char *ap = a.data, *bp = b.data; int of=0; // pointers offset int dest_length=0; if(a.size>=b.size) dest_length=a.size; else dest_length=b.size; unsigned char *dp = (unsigned char *)malloc(dest_length*sizeof(unsigned char)); while(ofid = b.id; r->size = dest_length; r->diffed = true; r->data = dp; return r; } GameState *GameStateClient::decompress(GameStateCompressed a) { int normsize = a.normsize; int compsize = a.compsize; int bufsize; if(normsize < compsize) bufsize = compsize; else bufsize = normsize; unsigned char* dest = (unsigned char*)malloc( bufsize ); int retval; uLongf length=normsize; //std::cout << "gamestateclient" << std::endl; //std::cout << "normsize " << a.normsize << " compsize " << a.compsize << " " << bufsize << std::endl; retval = uncompress( dest, &length, a.data, (uLong)compsize ); //std::cout << "length " << length << std::endl; switch ( retval ) { case Z_OK: COUT(3) << "successfully decompressed" << std::endl; break; case Z_MEM_ERROR: COUT(1) << "not enough memory available" << std::endl; return NULL; case Z_BUF_ERROR: COUT(2) << "not enough memory available in the buffer" << std::endl; return NULL; case Z_DATA_ERROR: COUT(2) << "data corrupted" << std::endl; return NULL; } GameState *gamestate = new GameState; gamestate->id = a.id; gamestate->size = normsize; gamestate->data = dest; gamestate->diffed = a.diffed; free(a.data); return gamestate; } GameState *GameStateClient::decode(GameState a, GameStateCompressed x) { GameState *t = decompress(x); if(t==NULL) return NULL; else return diff(a, *t); } GameState *GameStateClient::decode(GameStateCompressed x) { GameState *t = decompress(x); if(t==NULL) return NULL; else return t; } }