1 | /* |
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2 | * ORXONOX - the hottest 3D action shooter ever to exist |
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3 | * > www.orxonox.net < |
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4 | * |
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5 | * |
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6 | * License notice: |
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7 | * |
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8 | * This program is free software; you can redistribute it and/or |
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9 | * modify it under the terms of the GNU General Public License |
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10 | * as published by the Free Software Foundation; either version 2 |
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11 | * of the License, or (at your option) any later version. |
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12 | * |
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13 | * This program is distributed in the hope that it will be useful, |
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14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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16 | * GNU General Public License for more details. |
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17 | * |
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18 | * You should have received a copy of the GNU General Public License |
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19 | * along with this program; if not, write to the Free Software |
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20 | * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. |
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21 | * |
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22 | * Author: |
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23 | * Oliver Scheuss, (C) 2007 |
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24 | * Co-authors: |
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25 | * ... |
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26 | * |
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27 | */ |
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28 | |
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29 | // |
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30 | // C++ Implementation: GameStateManager |
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31 | // |
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32 | // Description: |
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33 | // |
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34 | // |
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35 | // Author: Oliver Scheuss, (C) 2007 |
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36 | // |
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37 | // Copyright: See COPYING file that comes with this distribution |
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38 | // |
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39 | // |
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40 | |
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41 | #include "GameStateManager.h" |
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42 | |
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43 | #include <utility> |
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44 | #include <iostream> |
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45 | #include <zlib.h> |
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46 | |
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47 | #include "core/CoreIncludes.h" |
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48 | #include "core/BaseObject.h" |
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49 | #include "ClientInformation.h" |
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50 | #include "Synchronisable.h" |
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51 | |
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52 | namespace network |
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53 | { |
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54 | GameStateManager::GameStateManager(ClientInformation *head) { |
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55 | id_=0; |
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56 | head_=head; |
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57 | } |
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58 | |
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59 | GameStateManager::~GameStateManager() { |
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60 | } |
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61 | |
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62 | void GameStateManager::update(){ |
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63 | cleanup(); |
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64 | reference = getSnapshot(); |
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65 | COUT(4) << "inserting gamestate: " << reference << std::endl; |
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66 | gameStateMap.insert(std::pair<int, GameState*>(id_, reference)); |
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67 | gameStateUsed[id_]=0; |
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68 | printGameStates(); |
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69 | return; |
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70 | } |
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71 | |
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72 | |
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73 | /** |
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74 | * this function is used to keep the memory usage low |
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75 | * it tries to delete all the unused gamestates |
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76 | * |
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77 | * |
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78 | */ |
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79 | void GameStateManager::cleanup(){ |
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80 | std::map<int,int>::iterator it = gameStateUsed.begin(); |
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81 | while(it!=gameStateUsed.end()){ |
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82 | if((id_-(*it).first)<KEEP_GAMESTATES) |
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83 | break; |
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84 | if( (*it).second <= 0 ){ |
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85 | COUT(4) << "GameStateManager: deleting gamestate with id: " << (*it).first << ", uses: " << (*it).second << std::endl; |
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86 | std::map<int, GameState *>::iterator tempit = gameStateMap.find((*it).first); |
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87 | if( tempit != gameStateMap.end() ){ |
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88 | GameState *temp = tempit->second; |
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89 | if(temp){ |
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90 | delete[] gameStateMap[(*it).first]->data; |
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91 | delete gameStateMap[(*it).first]; |
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92 | gameStateMap.erase((*it).first); |
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93 | } |
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94 | } |
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95 | gameStateUsed.erase(it++); |
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96 | continue; |
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97 | }/*else if(id_-it->first<=KEEP_GAMESTATES){ //as soon as we got a used gamestate break here because we could use newer gamestates in future but only if we do not exceed KEEP_GAMESTATES # of gamestates in cache |
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98 | COUT(4) << "breaking " << std::endl; |
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99 | break; |
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100 | }*/ |
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101 | it++; |
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102 | } |
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103 | } |
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104 | |
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105 | GameStateCompressed *GameStateManager::popGameState(int clientID) { |
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106 | //why are we searching the same client's gamestate id as we searched in |
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107 | //Server::sendGameState? |
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108 | int gID = head_->findClient(clientID)->getGamestateID(); |
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109 | COUT(4) << "G.St.Man: popgamestate: sending gstate_id: " << id_ << " diffed from: " << gID << std::endl; |
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110 | // COUT(3) << "gamestatemap: " << &gameStateMap << std::endl; |
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111 | //chose wheather the next gamestate is the first or not |
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112 | if(gID != GAMESTATEID_INITIAL){ |
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113 | // TODO something with the gamestatemap is wrong |
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114 | GameState *client=NULL; |
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115 | std::map<int, GameState*>::iterator it = gameStateMap.find(gID); |
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116 | if(it!=gameStateMap.end()) |
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117 | client = it->second; |
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118 | GameState *server = reference; |
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119 | //head_->findClient(clientID)->setGamestateID(id); |
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120 | COUT(3) << "client: " << client << " server: " << server << " gamestatemap: " << &gameStateMap << std::endl; |
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121 | if(client) |
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122 | return encode(client, server); |
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123 | else |
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124 | return encode(server); |
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125 | } else { |
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126 | COUT(4) << "we got a GAMESTATEID_INITIAL for clientID: " << clientID << std::endl; |
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127 | GameState *server = reference; |
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128 | // ackGameState(clientID, reference->id); |
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129 | //head_->findClient(clientID)->setGamestateID(id); |
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130 | return encode(server); |
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131 | // return an undiffed gamestate and set appropriate flags |
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132 | } |
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133 | } |
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134 | |
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135 | bool GameStateManager::pushGameState( GameStateCompressed *gs, int clientID ){ |
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136 | GameState *ugs = decompress(gs); |
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137 | delete[] gs->data; |
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138 | delete gs; |
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139 | bool result = loadPartialSnapshot(ugs, clientID); |
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140 | delete[] ugs->data; |
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141 | delete ugs; |
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142 | return result; |
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143 | } |
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144 | |
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145 | /** |
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146 | * This function goes through the whole list of synchronisables and |
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147 | * saves all the synchronisables to a flat "list". |
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148 | * @return struct of type gamestate containing the size of the whole gamestate and a pointer linking to the flat list |
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149 | */ |
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150 | GameState *GameStateManager::getSnapshot() |
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151 | { |
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152 | //std::cout << "begin getSnapshot" << std::endl; |
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153 | //the size of the gamestate |
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154 | int totalsize=0; |
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155 | int memsize=0; |
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156 | //the size of one specific synchronisable |
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157 | int tempsize=0; |
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158 | // get the start of the Synchronisable list |
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159 | orxonox::Iterator<Synchronisable> it; |
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160 | // struct for return value of Synchronisable::getData() |
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161 | syncData sync; |
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162 | |
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163 | GameState *retval=new GameState; //return value |
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164 | retval->id=++id_; |
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165 | COUT(4) << "G.ST.Man: producing gamestate with id: " << retval->id << std::endl; |
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166 | // offset of memory functions |
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167 | int offset=0, size=0; |
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168 | // get total size of gamestate |
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169 | for(it = orxonox::ObjectList<Synchronisable>::start(); it; ++it){ |
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170 | size+=it->getSize(); // size of the actual data of the synchronisable |
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171 | size+=3*sizeof(int); // size of datasize, classID and objectID |
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172 | } |
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173 | //retval->data = (unsigned char*)malloc(size); |
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174 | retval->data = new unsigned char[size]; |
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175 | if(!retval->data){ |
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176 | COUT(2) << "GameStateManager: could not allocate memory" << std::endl; |
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177 | return NULL; |
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178 | } |
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179 | memsize=size; |
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180 | // go through all Synchronisables |
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181 | for(it = orxonox::ObjectList<Synchronisable>::start(); it; ++it){ |
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182 | //get size of the synchronisable |
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183 | tempsize=it->getSize(); |
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184 | // add place for data and 3 ints (length,classid,objectid) |
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185 | totalsize+=tempsize+3*sizeof(int); |
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186 | // allocate+tempsize additional space |
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187 | if(totalsize > size){ |
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188 | COUT(3) << "G.St.Man: need additional memory" << std::endl; |
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189 | // if(tempsize < 1000){ |
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190 | // retval->data = (unsigned char *)realloc((void *)retval->data, totalsize+1000); |
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191 | // memsize+=1000; |
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192 | // } else { |
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193 | // retval->data = (unsigned char *)realloc((void *)retval->data, totalsize+1000); |
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194 | // memsize+=tempsize+1000; |
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195 | // } |
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196 | // COUT(5) << "G.St.Man: additional space allocation finished" << std::endl; |
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197 | } |
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198 | |
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199 | // run Synchronisable::getData with offset and additional place for 3 ints in between (for ids and length) |
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200 | sync=it->getData((retval->data)+offset+3*sizeof(int)); |
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201 | memcpy(retval->data+offset, (void *)&(sync.length), sizeof(int)); |
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202 | memcpy(retval->data+offset+sizeof(int), (void *)&(sync.objectID), sizeof(int)); |
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203 | memcpy(retval->data+offset+2*sizeof(int), (void *)&(sync.classID), sizeof(int)); |
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204 | // increase data pointer |
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205 | offset+=tempsize+3*sizeof(int); |
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206 | } |
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207 | retval->size=totalsize; |
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208 | //#### bugfix |
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209 | retval->diffed = false; |
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210 | retval->complete = true; |
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211 | //std::cout << "end snapShot" << std::endl; |
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212 | COUT(5) << "G.ST.Man: Gamestate size: " << totalsize << std::endl; |
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213 | COUT(5) << "G.ST.Man: 'estimated' Gamestate size: " << size << std::endl; |
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214 | return retval; |
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215 | } |
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216 | |
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217 | bool GameStateManager::loadPartialSnapshot(GameState *state, int clientID){ |
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218 | if(!state) |
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219 | return false; |
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220 | unsigned char *data=state->data; |
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221 | COUT(4) << "loadSnapshot: loading gs: " << state->id << std::endl; |
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222 | // get the start of the Synchronisable list |
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223 | orxonox::Iterator<Synchronisable> it=orxonox::ObjectList<Synchronisable>::start(); |
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224 | syncData sync; |
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225 | // loop as long as we have some data ;) |
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226 | while(data < state->data+state->size){ |
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227 | // prepare the syncData struct |
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228 | sync.length = *(int *)data; |
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229 | data+=sizeof(int); |
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230 | sync.objectID = *(int*)data; |
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231 | data+=sizeof(int); |
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232 | sync.classID = *(int*)data; |
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233 | data+=sizeof(int); |
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234 | sync.data = data; |
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235 | data+=sync.length; |
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236 | COUT(4) << "objectID: " << sync.objectID << " classID: " << sync.classID << std::endl; |
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237 | while(it && it->objectID!=sync.objectID) |
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238 | ++it; |
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239 | |
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240 | |
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241 | if(!it){ |
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242 | // the object does not exist yet |
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243 | COUT(4) << "loadsnapshot: creating new object " << std::endl; |
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244 | //COUT(4) << "loadSnapshot:\tclassid: " << sync.classID << ", name: " << ID((unsigned int) sync.classID)->getName() << std::endl; |
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245 | orxonox::Identifier* id = ID((unsigned int)sync.classID); |
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246 | if(!id){ |
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247 | COUT(4) << "We could not identify a new object; classid: " << sync.classID << std::endl; |
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248 | continue; |
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249 | } |
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250 | Synchronisable *no = dynamic_cast<Synchronisable *>(id->fabricate()); |
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251 | COUT(4) << "loadpartialsnapshot (generating new object): classid: " << sync.classID << " objectID: " << sync.objectID << " length: " << sync.length << std::endl; |
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252 | no->objectID=sync.objectID; |
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253 | no->classID=sync.classID; |
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254 | it=orxonox::ObjectList<Synchronisable>::end(); |
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255 | // update data and create object/entity... |
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256 | if( !no->updateData(sync) ) |
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257 | COUT(1) << "We couldn't update the object: " << sync.objectID << std::endl; |
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258 | if( !no->create() ) |
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259 | COUT(1) << "We couldn't manifest (create() ) the object: " << sync.objectID << std::endl; |
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260 | }else{ |
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261 | // we have our object |
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262 | COUT(4) << "loadpartialsnapshot: we found the appropriate object" << std::endl; |
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263 | if(checkAccess(clientID, sync.objectID)){ |
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264 | if(! it->updateData(sync)) |
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265 | COUT(1) << "We couldn't update objectID: " \ |
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266 | << sync.objectID << "; classID: " << sync.classID << std::endl; |
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267 | }else |
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268 | COUT(4) << "loadPartialSnapshot: no access to change objectID: " << sync.objectID << std::endl; |
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269 | } |
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270 | ++it; |
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271 | } |
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272 | |
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273 | return true; |
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274 | } |
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275 | |
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276 | |
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277 | //##### ADDED FOR TESTING PURPOSE ##### |
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278 | GameStateCompressed* GameStateManager::testCompress( GameState* g ) { |
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279 | return compress_( g ); |
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280 | } |
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281 | |
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282 | GameState* GameStateManager::testDiff( GameState* a, GameState* b ) { |
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283 | return diff( a, b ); |
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284 | } |
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285 | //##### END TESTING PURPOSE ##### |
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286 | |
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287 | GameStateCompressed *GameStateManager::encode(GameState *a, GameState *b) { |
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288 | COUT(4) << "G.St.Man: this will be a DIFFED gamestate" << std::endl; |
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289 | GameState *r = diff(a,b); |
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290 | GameStateCompressed *c = compress_(r); |
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291 | delete[] r->data; |
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292 | delete r; |
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293 | return c; |
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294 | } |
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295 | |
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296 | GameStateCompressed *GameStateManager::encode(GameState *a) { |
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297 | COUT(5) << "G.St.Man: encoding gamestate (compress)" << std::endl; |
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298 | a->base_id=GAMESTATEID_INITIAL; |
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299 | return compress_(a); |
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300 | /*GameStateCompressed *g = new GameStateCompressed; |
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301 | g->base_id = a->base_id; |
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302 | g->id = a->id; |
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303 | g->diffed = a->diffed; |
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304 | g->data = a->data; |
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305 | g->normsize = a->size; |
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306 | g->compsize = a->size; |
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307 | return g;*/ |
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308 | } |
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309 | |
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310 | GameState *GameStateManager::diff(GameState *a, GameState *b) { |
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311 | unsigned char *ap = a->data, *bp = b->data; |
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312 | int of=0; // pointers offset |
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313 | int dest_length=0; |
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314 | if(a->size>=b->size) |
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315 | dest_length=a->size; |
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316 | else |
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317 | dest_length=b->size; |
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318 | //unsigned char *dp = (unsigned char *)malloc(dest_length*sizeof(unsigned char)); |
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319 | unsigned char *dp = new unsigned char[dest_length*sizeof(unsigned char)]; |
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320 | while(of<a->size && of<b->size){ |
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321 | *(dp+of)=*(ap+of)^*(bp+of); // do the xor |
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322 | ++of; |
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323 | } |
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324 | if(a->size!=b->size){ // do we have to fill up ? |
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325 | unsigned char n=0; |
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326 | if(a->size<b->size){ |
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327 | while(of<dest_length){ |
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328 | *(dp+of)=n^*(bp+of); |
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329 | of++; |
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330 | } |
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331 | } else{ |
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332 | while(of<dest_length){ |
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333 | *(dp+of)=*(ap+of)^n; |
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334 | of++; |
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335 | } |
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336 | } |
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337 | } |
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338 | |
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339 | GameState *r = new GameState; |
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340 | r->id = b->id; |
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341 | r->size = dest_length; |
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342 | r->diffed = true; |
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343 | r->base_id = a->id; |
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344 | r->data = dp; |
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345 | r->complete = true; |
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346 | return r; |
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347 | } |
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348 | |
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349 | GameStateCompressed *GameStateManager::compress_(GameState *a) { |
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350 | //COUT(4) << "G.St.Man: compressing gamestate" << std::endl; |
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351 | |
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352 | //COUT(4) << "G.St.Man: a: id: " << a->id << " base_id: " << a->base_id << " size: " << a->size << " diffed: " << a->diffed << std::endl; |
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353 | int size = a->size; |
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354 | |
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355 | uLongf buffer = (uLongf)((a->size + 12)*1.01)+1; |
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356 | //COUT(4) << "size: " << size << ", buffer: " << buffer << std::endl; |
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357 | //unsigned char* dest = (unsigned char*)malloc( buffer ); |
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358 | unsigned char *dest = new unsigned char[buffer]; |
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359 | //COUT(4) << "dest: " << dest << std::endl; |
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360 | int retval; |
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361 | //std::cout << "before ziped " << buffer << std::endl; |
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362 | retval = compress( dest, &buffer, a->data, (uLong)size ); |
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363 | //COUT(4) << "bloablabla aft3er compress" << std::endl; |
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364 | //std::cout << "after ziped " << buffer << std::endl; |
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365 | |
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366 | switch ( retval ) { |
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367 | case Z_OK: COUT(5) << "G.St.Man: compress: successfully compressed" << std::endl; break; |
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368 | case Z_MEM_ERROR: COUT(1) << "G.St.Man: compress: not enough memory available in gamestate.compress" << std::endl; |
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369 | return NULL; |
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370 | case Z_BUF_ERROR: COUT(2) << "G.St.Man: compress: not enough memory available in the buffer in gamestate.compress" << std::endl; |
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371 | return NULL; |
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372 | case Z_DATA_ERROR: COUT(2) << "G.St.Man: compress: data corrupted in gamestate.compress" << std::endl; |
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373 | return NULL; |
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374 | } |
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375 | |
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376 | GameStateCompressed *compressedGamestate = new GameStateCompressed; |
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377 | compressedGamestate->compsize = buffer; |
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378 | // std::cout << "compressedGamestate.compsize = buffer; " << buffer << std::endl; |
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379 | compressedGamestate->normsize = size; |
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380 | // std::cout << "compressedGamestate.normsize = size; " << size << std::endl; |
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381 | compressedGamestate->id = a->id; |
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382 | compressedGamestate->data = dest; |
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383 | compressedGamestate->diffed = a->diffed; |
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384 | compressedGamestate->complete = a->complete; |
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385 | compressedGamestate->base_id = a->base_id; |
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386 | //COUT(5) << "G.St.Man: saved compressed data in GameStateCompressed:" << std::endl; |
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387 | return compressedGamestate; |
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388 | } |
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389 | |
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390 | GameState *GameStateManager::decompress(GameStateCompressed *a) { |
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391 | //COUT(4) << "GameStateClient: uncompressing gamestate. id: " << a->id << ", baseid: " << a->base_id << ", normsize: " << a->normsize << ", compsize: " << a->compsize << std::endl; |
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392 | int normsize = a->normsize; |
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393 | int compsize = a->compsize; |
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394 | int bufsize; |
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395 | if(normsize < compsize) |
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396 | bufsize = compsize; |
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397 | else |
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398 | bufsize = normsize; |
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399 | // unsigned char* dest = (unsigned char*)malloc( bufsize ); |
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400 | unsigned char *dest = new unsigned char[bufsize]; |
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401 | int retval; |
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402 | uLongf length=normsize; |
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403 | //std::cout << "gamestateclient" << std::endl; |
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404 | //std::cout << "normsize " << a.normsize << " compsize " << a.compsize << " " << bufsize << std::endl; |
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405 | retval = uncompress( dest, &length, a->data, (uLong)compsize ); |
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406 | //std::cout << "length " << length << std::endl; |
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407 | switch ( retval ) { |
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408 | case Z_OK: COUT(5) << "successfully decompressed" << std::endl; break; |
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409 | case Z_MEM_ERROR: COUT(1) << "not enough memory available" << std::endl; return NULL; |
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410 | case Z_BUF_ERROR: COUT(2) << "not enough memory available in the buffer" << std::endl; return NULL; |
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411 | case Z_DATA_ERROR: COUT(2) << "data corrupted (zlib)" << std::endl; return NULL; |
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412 | } |
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413 | |
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414 | GameState *gamestate = new GameState; |
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415 | gamestate->id = a->id; |
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416 | gamestate->size = normsize; |
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417 | gamestate->data = dest; |
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418 | gamestate->base_id = a->base_id; |
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419 | gamestate->diffed = a->diffed; |
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420 | gamestate->complete = a->complete; |
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421 | |
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422 | |
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423 | return gamestate; |
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424 | } |
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425 | |
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426 | |
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427 | void GameStateManager::ackGameState(int clientID, int gamestateID) { |
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428 | ClientInformation *temp = head_->findClient(clientID); |
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429 | int curid = temp->getGamestateID(); |
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430 | COUT(4) << "acking gamestate " << gamestateID << " for clientid: " << clientID << " curid: " << curid << std::endl; |
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431 | // decrease usage of gamestate and save it |
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432 | // deleteUnusedGameState(curid); |
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433 | //increase gamestateused |
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434 | --(gameStateUsed.find(curid)->second); |
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435 | ++(gameStateUsed.find(gamestateID)->second); |
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436 | temp->setGamestateID(gamestateID); |
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437 | /* |
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438 | GameState *old = clientGameState[clientID]; |
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439 | deleteUnusedGameState(old); |
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440 | clientGameState[clientID]=idGameState[gamestateID];*/ |
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441 | } |
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442 | |
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443 | bool GameStateManager::printGameStates() { |
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444 | std::map<int, GameState*>::iterator it; |
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445 | COUT(4) << "gamestates: "; |
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446 | for(it = gameStateMap.begin(); it!=gameStateMap.end(); it++){ |
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447 | COUT(4) << (*it).first << ":" << (*it).second << " | "; |
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448 | } |
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449 | COUT(4) << std::endl; |
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450 | return true; |
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451 | } |
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452 | |
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453 | bool GameStateManager::checkAccess(int clientID, int objectID){ |
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454 | // currently we only check, wheter the object is the clients spaceship |
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455 | // return head_->findClient(objectID)->getShipID()==objectID; |
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456 | return true; // TODO: change this |
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457 | } |
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458 | |
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459 | void GameStateManager::removeClient(ClientInformation* client){ |
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460 | gameStateUsed[client->getGamestateID()]--; |
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461 | head_->removeClient(client->getID()); |
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462 | } |
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463 | |
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464 | } |
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