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source: code/branches/presentation/src/network/GamestateManager.cc @ 2490

Last change on this file since 2490 was 2485, checked in by landauf, 16 years ago

Merged objecthierarchy2 into presentation branch

Couln't merge 2 lines in Gamestate.cc and a whole block of code in GSDedicated.cc (it seems like oli implemented in both branches something like a network-tick-limiter but with different approaches)

Not yet tested in network mode and with bots
The SpaceShips movement is also not yet fully adopted to the new physics (see Engine class)

  • Property svn:eol-style set to native
File size: 6.5 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++ 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 <utility>
44#include <iostream>
45#include <zlib.h>
46#include <cassert>
47
48#include "core/CoreIncludes.h"
49#include "core/BaseObject.h"
50#include "ClientInformation.h"
51#include "synchronisable/Synchronisable.h"
52#include "synchronisable/NetworkCallbackManager.h"
53#include "packet/Acknowledgement.h"
54
55namespace orxonox
56{
57  GamestateManager::GamestateManager() {
58    id_=0;
59    trafficControl_ = new TrafficControl();
60  }
61
62  GamestateManager::~GamestateManager() {
63    delete trafficControl_;
64  }
65
66  bool GamestateManager::update(){
67//     cleanup();
68    return getSnapshot();
69  }
70
71  bool GamestateManager::add(packet::Gamestate *gs, unsigned int clientID){
72    assert(gs);
73    std::map<unsigned int, packet::Gamestate*>::iterator it = gamestateQueue.find(clientID);
74    if(it!=gamestateQueue.end()){
75      // delete obsolete gamestate
76      delete it->second;
77    }
78    gamestateQueue[clientID] = gs;
79    return true;
80  }
81
82  bool GamestateManager::processGamestates(){
83    std::map<unsigned int, packet::Gamestate*>::iterator it;
84    // now push only the most recent gamestates we received (ignore obsolete ones)
85    for(it = gamestateQueue.begin(); it!=gamestateQueue.end(); it++){
86      bool b = processGamestate(it->second);
87      assert(b);
88      delete it->second;
89    }
90    // now clear the queue
91    gamestateQueue.clear();
92    //and call all queued callbacks
93    NetworkCallbackManager::callCallbacks();
94    return true;
95  }
96
97
98  bool GamestateManager::getSnapshot(){
99    reference = new packet::Gamestate();
100    if(!reference->collectData(++id_)){ //we have no data to send
101      delete reference;
102      reference=0;
103    }
104    return true;
105  }
106
107  /**
108   * this function is used to keep the memory usage low
109   * it tries to delete all the unused gamestates
110   *
111   *
112   */
113/*  void GamestateManager::cleanup(){
114    std::map<int,int>::iterator it = gamestateUsed.begin();
115    while(it!=gamestateUsed.end()){
116      if((id_-(*it).first)<KEEP_GAMESTATES)
117        break;
118      if( (*it).second <= 0 ){
119        COUT(5) << "GameStateManager: deleting gamestate with id: " << (*it).first << ", uses: " << (*it).second << std::endl;
120        std::map<int, packet::Gamestate *>::iterator tempit = gamestateMap.find((*it).first);
121        if( tempit != gamestateMap.end() ){
122          packet::Gamestate *temp = tempit->second;
123          if(temp){
124            delete gamestateMap[(*it).first];
125            gamestateMap.erase((*it).first);
126          }
127        }
128        gamestateUsed.erase(it++);
129        continue;
130      }
131      it++;
132    }
133  }*/
134
135  packet::Gamestate *GamestateManager::popGameState(unsigned int clientID) {
136    //why are we searching the same client's gamestate id as we searched in
137    //Server::sendGameState?
138    packet::Gamestate *gs;
139    unsigned int gID = ClientInformation::findClient(clientID)->getGamestateID();
140    if(!reference)
141      return 0;
142    gs = reference->doSelection(clientID, 10000);
143//     gs = new packet::Gamestate(*reference);
144    // save the (undiffed) gamestate in the clients gamestate map
145    gamestateMap_[clientID].insert(std::pair<int, packet::Gamestate*>(gs->getID(), gs));
146    //chose wheather the next gamestate is the first or not
147    packet::Gamestate *client=NULL;
148    if(gID != GAMESTATEID_INITIAL){
149      std::map<unsigned int, std::map<unsigned int, packet::Gamestate*> >::iterator clientMap = gamestateMap_.find(clientID);
150      if(clientMap!=gamestateMap_.end()){
151        std::map<unsigned int, packet::Gamestate*>::iterator it = clientMap->second.find(gID);
152        if(it!=clientMap->second.end())
153          client = it->second;
154      }
155    }
156    if(client){
157//       COUT(3) << "diffing" << std::endl;
158      gs = gs->diff(client);
159    }
160    else{
161//       COUT(3) << "not diffing" << std::endl;
162      gs = new packet::Gamestate(*gs);
163    }
164    bool b = gs->compressData();
165    assert(b);
166    return gs;
167  }
168
169
170  bool GamestateManager::ack(unsigned int gamestateID, unsigned int clientID) {
171    ClientInformation *temp = ClientInformation::findClient(clientID);
172    assert(temp);
173    unsigned int curid = temp->getGamestateID();
174
175    if(gamestateID == ACKID_NACK){
176      temp->setGamestateID(GAMESTATEID_INITIAL);
177      return true;
178    }
179
180    assert(curid==(unsigned int)GAMESTATEID_INITIAL || curid<gamestateID);
181    COUT(4) << "acking gamestate " << gamestateID << " for clientid: " << clientID << " curid: " << curid << std::endl;
182    std::map<unsigned int, packet::Gamestate*>::iterator it, tempit;
183    for(it = gamestateMap_[clientID].begin(); it!=gamestateMap_[clientID].end() && it->first<gamestateID; it++){
184      delete it->second;
185      tempit=it++;
186      gamestateMap_[clientID].erase(tempit);
187    }
188    temp->setGamestateID(gamestateID);
189    TrafficControl::processAck(clientID, gamestateID);
190    return true;
191  }
192
193  void GamestateManager::removeClient(ClientInformation* client){
194    assert(client);
195    std::map<unsigned int, std::map<unsigned int, packet::Gamestate*> >::iterator clientMap = gamestateMap_.find(client->getID());
196    // first delete all remained gamestates
197    std::map<unsigned int, packet::Gamestate*>::iterator it;
198    for(it=clientMap->second.begin(); it!=clientMap->second.end(); it++)
199      delete it->second;
200    // now delete the clients gamestatemap
201    gamestateMap_.erase(clientMap);
202  }
203
204  bool GamestateManager::processGamestate(packet::Gamestate *gs){
205    if(gs->isCompressed())
206    {
207       bool b = gs->decompressData();
208       assert(b);
209    }
210    assert(!gs->isDiffed());
211    return gs->spreadData();
212  }
213
214}
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