/* * ORXONOX - the hottest 3D action shooter ever to exist * > www.orxonox.net < * * * 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: * Oliver Scheuss, (C) 2007 * Co-authors: * ... * */ // // C++ Implementation: GameStateManager // // Description: // // // Author: Oliver Scheuss, (C) 2007 // // Copyright: See COPYING file that comes with this distribution // // #include "GamestateManager.h" #include #include #include #include #include "core/CoreIncludes.h" #include "core/BaseObject.h" #include "ClientInformation.h" #include "synchronisable/Synchronisable.h" #include "synchronisable/NetworkCallbackManager.h" #include "packet/Acknowledgement.h" namespace orxonox { GamestateManager::GamestateManager() { id_=0; trafficControl_ = new TrafficControl(); } GamestateManager::~GamestateManager() { delete trafficControl_; } bool GamestateManager::update(){ // cleanup(); return getSnapshot(); } bool GamestateManager::add(packet::Gamestate *gs, unsigned int clientID){ assert(gs); std::map::iterator it = gamestateQueue.find(clientID); if(it!=gamestateQueue.end()){ // delete obsolete gamestate delete it->second; } gamestateQueue[clientID] = gs; return true; } bool GamestateManager::processGamestates(){ std::map::iterator it; // now push only the most recent gamestates we received (ignore obsolete ones) for(it = gamestateQueue.begin(); it!=gamestateQueue.end(); it++){ bool b = processGamestate(it->second); assert(b); delete it->second; } // now clear the queue gamestateQueue.clear(); //and call all queued callbacks NetworkCallbackManager::callCallbacks(); return true; } bool GamestateManager::getSnapshot(){ reference = new packet::Gamestate(); if(!reference->collectData(++id_)){ //we have no data to send delete reference; reference=0; } return true; } /** * this function is used to keep the memory usage low * it tries to delete all the unused gamestates * * */ /* void GamestateManager::cleanup(){ std::map::iterator it = gamestateUsed.begin(); while(it!=gamestateUsed.end()){ if((id_-(*it).first)::iterator tempit = gamestateMap.find((*it).first); if( tempit != gamestateMap.end() ){ packet::Gamestate *temp = tempit->second; if(temp){ delete gamestateMap[(*it).first]; gamestateMap.erase((*it).first); } } gamestateUsed.erase(it++); continue; } it++; } }*/ packet::Gamestate *GamestateManager::popGameState(unsigned int clientID) { //why are we searching the same client's gamestate id as we searched in //Server::sendGameState? packet::Gamestate *gs; unsigned int gID = ClientInformation::findClient(clientID)->getGamestateID(); if(!reference) return 0; gs = reference->doSelection(clientID, 10000); // gs = new packet::Gamestate(*reference); // save the (undiffed) gamestate in the clients gamestate map gamestateMap_[clientID].insert(std::pair(gs->getID(), gs)); //chose wheather the next gamestate is the first or not packet::Gamestate *client=NULL; if(gID != GAMESTATEID_INITIAL){ std::map >::iterator clientMap = gamestateMap_.find(clientID); if(clientMap!=gamestateMap_.end()){ std::map::iterator it = clientMap->second.find(gID); if(it!=clientMap->second.end()) client = it->second; } } if(client){ // COUT(3) << "diffing" << std::endl; gs = gs->diff(client); } else{ // COUT(3) << "not diffing" << std::endl; gs = new packet::Gamestate(*gs); } bool b = gs->compressData(); assert(b); return gs; } bool GamestateManager::ack(unsigned int gamestateID, unsigned int clientID) { ClientInformation *temp = ClientInformation::findClient(clientID); assert(temp); unsigned int curid = temp->getGamestateID(); if(gamestateID == ACKID_NACK){ temp->setGamestateID(GAMESTATEID_INITIAL); return true; } assert(curid==(unsigned int)GAMESTATEID_INITIAL || curid::iterator it, tempit; for(it = gamestateMap_[clientID].begin(); it!=gamestateMap_[clientID].end() && it->firstsecond; tempit=it++; gamestateMap_[clientID].erase(tempit); } temp->setGamestateID(gamestateID); TrafficControl::processAck(clientID, gamestateID); return true; } void GamestateManager::removeClient(ClientInformation* client){ assert(client); std::map >::iterator clientMap = gamestateMap_.find(client->getID()); // first delete all remained gamestates std::map::iterator it; for(it=clientMap->second.begin(); it!=clientMap->second.end(); it++) delete it->second; // now delete the clients gamestatemap gamestateMap_.erase(clientMap); } bool GamestateManager::processGamestate(packet::Gamestate *gs){ if(gs->isCompressed()) { bool b = gs->decompressData(); assert(b); } assert(!gs->isDiffed()); return gs->spreadData(); } }