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++ Interface: 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 | #ifndef _GameStateManager_H__ |
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41 | #define _GameStateManager_H__ |
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42 | |
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43 | #include "NetworkPrereqs.h" |
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44 | |
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45 | #include <map> |
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46 | |
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47 | #include "PacketTypes.h" |
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48 | |
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49 | namespace network |
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50 | { |
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51 | |
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52 | #define KEEP_GAMESTATES 10 |
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53 | |
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54 | /** |
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55 | * This Class implements a manager for gamestates: |
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56 | * - creating snapshots of gamestates |
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57 | * - writing gamestates to universe |
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58 | * - diffing gamestates ? |
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59 | * |
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60 | * EN/DECODATION: |
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61 | * a: last Gamestate a client has received |
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62 | * b: new Gamestate |
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63 | * x: diffed and compressed gamestate |
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64 | * x=(a^b) |
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65 | * b=(a^x) |
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66 | * diff(a,diff(a,x))=x (hope this is correct) |
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67 | * @author Oliver Scheuss |
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68 | */ |
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69 | class GameStateManager{ |
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70 | public: |
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71 | GameStateManager(ClientInformation *head); |
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72 | ~GameStateManager(); |
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73 | |
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74 | void addGameState(GameStateCompressed *gs, int clientID); |
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75 | void processGameStates(); |
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76 | |
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77 | void update(); |
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78 | GameStateCompressed *popGameState(int clientID); |
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79 | void ackGameState(int clientID, int gamestateID); |
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80 | void removeClient(ClientInformation *client); |
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81 | private: |
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82 | bool pushGameState(GameStateCompressed *gs, int clientID); |
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83 | void cleanup(); // "garbage handler" |
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84 | GameState *getSnapshot(); |
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85 | bool loadPartialSnapshot(GameState *state, int clientID); |
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86 | GameStateCompressed *encode(GameState *a, GameState *b); |
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87 | GameStateCompressed *encode(GameState *a); |
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88 | GameState *diff(GameState *alt, GameState *neu); |
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89 | GameStateCompressed *compress_(GameState *a); |
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90 | GameState *decompress(GameStateCompressed *a); |
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91 | bool printGameStates(); |
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92 | bool checkAccess(int clientID, int objectID); |
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93 | |
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94 | std::map<int, GameState*> gameStateMap; //map gsID to gamestate* |
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95 | std::map<int, int> gameStateUsed; // save the number of clients, that use the specific gamestate |
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96 | std::map<int, GameStateCompressed*> gameStateQueue; |
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97 | GameState *reference; |
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98 | ClientInformation *head_; |
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99 | int id_; |
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100 | |
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101 | |
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102 | |
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103 | |
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104 | public: |
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105 | //#### ADDED FOR TESTING PURPOSE #### |
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106 | GameStateCompressed* testCompress( GameState* g ); |
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107 | GameState* testDiff( GameState* a, GameState* b ); |
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108 | //#### END TESTING PURPOSE #### |
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109 | }; |
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110 | |
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111 | } |
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112 | |
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113 | #endif /* _GameStateManager_H__ */ |
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