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source: code/branches/presentation/src/network/GamestateManager.cc @ 2604

Last change on this file since 2604 was 2561, checked in by scheusso, 16 years ago

reverted some changes (assumed memory leaks)

  • Property svn:eol-style set to native
File size: 5.8 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  reference(0), id_(0)
59  {
60    trafficControl_ = new TrafficControl();
61  }
62
63  GamestateManager::~GamestateManager()
64  {
65    delete trafficControl_;
66  }
67
68  bool GamestateManager::update(){
69//     cleanup();
70    return getSnapshot();
71  }
72
73  bool GamestateManager::add(packet::Gamestate *gs, unsigned int clientID){
74    assert(gs);
75    std::map<unsigned int, packet::Gamestate*>::iterator it = gamestateQueue.find(clientID);
76    if(it!=gamestateQueue.end()){
77      // delete obsolete gamestate
78      delete it->second;
79    }
80    gamestateQueue[clientID] = gs;
81    return true;
82  }
83
84  bool GamestateManager::processGamestates(){
85    std::map<unsigned int, packet::Gamestate*>::iterator it;
86    // now push only the most recent gamestates we received (ignore obsolete ones)
87    for(it = gamestateQueue.begin(); it!=gamestateQueue.end(); it++){
88      bool b = processGamestate(it->second);
89      assert(b);
90      delete it->second;
91    }
92    // now clear the queue
93    gamestateQueue.clear();
94    //and call all queued callbacks
95    NetworkCallbackManager::callCallbacks();
96    return true;
97  }
98
99
100  bool GamestateManager::getSnapshot(){
101    if ( reference != 0 )
102      delete reference;
103    reference = new packet::Gamestate();
104    if(!reference->collectData(++id_)){ //we have no data to send
105      delete reference;
106      reference=0;
107    }
108    return true;
109  }
110
111
112  packet::Gamestate *GamestateManager::popGameState(unsigned int clientID) {
113    //why are we searching the same client's gamestate id as we searched in
114    //Server::sendGameState?
115    packet::Gamestate *gs;
116    unsigned int gID = ClientInformation::findClient(clientID)->getGamestateID();
117    if(!reference)
118      return 0;
119    gs = reference->doSelection(clientID, 10000);
120//     gs = new packet::Gamestate(*reference);
121    // save the (undiffed) gamestate in the clients gamestate map
122    gamestateMap_[clientID][gs->getID()]=gs;
123    //chose wheather the next gamestate is the first or not
124    packet::Gamestate *client=0;
125    if(gID != GAMESTATEID_INITIAL){
126      assert(gamestateMap_.find(clientID)!=gamestateMap_.end());
127      std::map<unsigned int, packet::Gamestate*>::iterator it = gamestateMap_[clientID].find(gID);
128      if(it!=gamestateMap_[clientID].end())
129      {
130        client = it->second;
131      }
132    }
133    if(client){
134//       COUT(3) << "diffing" << std::endl;
135      gs = gs->diff(client);
136    }
137    else{
138//       COUT(3) << "not diffing" << std::endl;
139      gs = new packet::Gamestate(*gs);
140    }
141    bool b = gs->compressData();
142    assert(b);
143    return gs;
144  }
145
146
147  bool GamestateManager::ack(unsigned int gamestateID, unsigned int clientID) {
148    ClientInformation *temp = ClientInformation::findClient(clientID);
149    assert(temp);
150    unsigned int curid = temp->getGamestateID();
151
152    if(gamestateID == ACKID_NACK){
153      temp->setGamestateID(GAMESTATEID_INITIAL);
154      // now delete all saved gamestates for this client
155      std::map<unsigned int, packet::Gamestate*>::iterator it;
156      for(it = gamestateMap_[clientID].begin(); it!=gamestateMap_[clientID].end(); ){
157        delete it->second;
158        gamestateMap_[clientID].erase(it++);
159      }
160      return true;
161    }
162
163    assert(curid==(unsigned int)GAMESTATEID_INITIAL || curid<gamestateID);
164    COUT(4) << "acking gamestate " << gamestateID << " for clientid: " << clientID << " curid: " << curid << std::endl;
165    std::map<unsigned int, packet::Gamestate*>::iterator it;
166    for(it = gamestateMap_[clientID].begin(); it!=gamestateMap_[clientID].end() && it->first<gamestateID; ){
167      delete it->second;
168      gamestateMap_[clientID].erase(it++);
169    }
170    temp->setGamestateID(gamestateID);
171    TrafficControl::processAck(clientID, gamestateID);
172    return true;
173  }
174
175  void GamestateManager::removeClient(ClientInformation* client){
176    assert(client);
177    std::map<unsigned int, std::map<unsigned int, packet::Gamestate*> >::iterator clientMap = gamestateMap_.find(client->getID());
178    // first delete all remained gamestates
179    std::map<unsigned int, packet::Gamestate*>::iterator it;
180    for(it=clientMap->second.begin(); it!=clientMap->second.end(); it++)
181      delete it->second;
182    // now delete the clients gamestatemap
183    gamestateMap_.erase(clientMap);
184  }
185
186  bool GamestateManager::processGamestate(packet::Gamestate *gs){
187    if(gs->isCompressed())
188    {
189       bool b = gs->decompressData();
190       assert(b);
191    }
192    assert(!gs->isDiffed());
193    return gs->spreadData();
194  }
195
196}
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