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source: code/branches/questsystem4/src/network/GamestateManager.cc @ 2390

Last change on this file since 2390 was 2382, checked in by scheusso, 16 years ago

changes in trafficcontrol:

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