1 | // |
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2 | // C++ Interface: GameStateManager |
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3 | // |
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4 | // Description: |
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5 | // |
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6 | // |
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7 | // Author: Oliver Scheuss, (C) 2007 |
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8 | // |
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9 | // Copyright: See COPYING file that comes with this distribution |
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10 | // |
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11 | // |
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12 | #ifndef _GameStateManager_H__ |
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13 | #define _GameStateManager_H__ |
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14 | |
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15 | #include <map> |
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16 | |
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17 | #include "NetworkPrereqs.h" |
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18 | #include "PacketTypes.h" |
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19 | |
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20 | namespace network |
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21 | { |
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22 | |
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23 | #define KEEP_GAMESTATES 20 |
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24 | |
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25 | /** |
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26 | * This Class implements a manager for gamestates: |
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27 | * - creating snapshots of gamestates |
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28 | * - writing gamestates to universe |
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29 | * - diffing gamestates ? |
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30 | * |
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31 | * EN/DECODATION: |
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32 | * a: last Gamestate a client has received |
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33 | * b: new Gamestate |
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34 | * x: diffed and compressed gamestate |
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35 | * x=(a^b) |
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36 | * b=(a^x) |
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37 | * diff(a,diff(a,x))=x (hope this is correct) |
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38 | * @author Oliver Scheuss |
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39 | */ |
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40 | class GameStateManager{ |
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41 | public: |
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42 | GameStateManager(ClientInformation *head); |
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43 | ~GameStateManager(); |
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44 | void update(); |
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45 | GameStateCompressed *popGameState(int clientID); |
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46 | void ackGameState(int clientID, int gamestateID); |
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47 | int id; |
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48 | private: |
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49 | GameState *getSnapshot(int id); |
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50 | GameStateCompressed *encode(GameState *a, GameState *b); |
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51 | GameStateCompressed *encode(GameState *a); |
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52 | GameState *diff(GameState *a, GameState *b); |
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53 | GameStateCompressed *compress_(GameState *a); |
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54 | bool deleteUnusedGameState(int gamestateID); |
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55 | |
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56 | std::map<int, GameState*> gameStateMap; //map gsID to gamestate* |
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57 | std::map<int, int> gameStateUsed; // save the number of clients, that use the specific gamestate |
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58 | GameState *reference; |
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59 | ClientInformation *head_; |
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60 | }; |
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61 | |
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62 | } |
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63 | |
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64 | #endif /* _GameStateManager_H__ */ |
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