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 <scheusso [at] ee.ethz.ch>, (C) 2008 |
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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 | #ifndef NETWORK_TRAFFICCONTROL_H |
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29 | #define NETWORK_TRAFFICCONTROL_H |
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30 | |
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31 | #include "NetworkPrereqs.h" |
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32 | |
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33 | #include <string> |
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34 | #include <list> |
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35 | #include <map> |
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36 | #include <utility> |
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37 | #include <algorithm> |
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38 | #include "core/OrxonoxClass.h" |
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39 | #include "network/ClientConnectionListener.h" |
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40 | |
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41 | namespace orxonox { |
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42 | |
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43 | |
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44 | /** |
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45 | *a list of objects of this type will be given by the Server's Gamestate Manager |
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46 | */ |
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47 | class objInfo |
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48 | { |
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49 | public: |
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50 | uint32_t objID; |
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51 | uint32_t objCreatorID; |
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52 | uint32_t objCurGS;//current GameState ID |
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53 | uint32_t objDiffGS;//difference between current and latest GameState |
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54 | uint32_t objSize; |
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55 | int objValuePerm; |
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56 | int objValueSched; |
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57 | objInfo(uint32_t ID, uint32_t creatorID, int32_t curGsID, int32_t diffGsID, uint32_t size, unsigned int prioperm, unsigned int priosched); |
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58 | objInfo(); |
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59 | }; |
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60 | |
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61 | /** |
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62 | *a list of objects of this type will be given by the Server's Gamestate Manager |
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63 | */ |
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64 | class obj |
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65 | { |
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66 | public: |
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67 | uint32_t objID; |
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68 | uint32_t objCreatorID; |
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69 | uint32_t objSize; |
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70 | uint32_t objDataOffset; |
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71 | obj(); |
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72 | obj( uint32_t ID, uint32_t creatorID, uint32_t size, uint32_t offset ); |
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73 | }; |
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74 | |
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75 | |
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76 | |
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77 | |
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78 | /** |
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79 | * |
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80 | */ |
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81 | class TrafficControl : public ClientConnectionListener { |
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82 | private: |
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83 | |
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84 | /** |
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85 | *Lists that will be used: |
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86 | *listToProcess |
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87 | *clientListPerm |
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88 | *clientListTemp |
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89 | *referenceList |
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90 | *permObjPrio list |
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91 | *schedObjPrio |
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92 | */ |
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93 | //start: lists to be used |
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94 | /** |
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95 | *creates list (typ map) that contains objids, struct with info concerning object(objid) |
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96 | */ |
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97 | // std::map<unsigned int, objInfo> listToProcess_;//copy of argument, when traffic control tool is being called, the original of this must be returned later on, eg the list given by GS |
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98 | /** |
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99 | *permanent client list: contains client ids, object ids and objectInfos (in this order) |
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100 | */ |
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101 | std::map<unsigned int, std::map<unsigned int, objInfo > > clientListPerm_; |
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102 | //has to be created with constructor and then needs to be updated by evaluateList(). |
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103 | |
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104 | /** |
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105 | *temporary client list: contains client ids, gamestate ids and object ids (in this order) |
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106 | */ |
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107 | std::map<unsigned int, std::map<unsigned int, std::list<obj> > > clientListTemp_; |
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108 | /** |
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109 | *static priority list: contains obj id, basic priority (in this order) |
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110 | */ |
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111 | // std::map<unsigned int, unsigned int> permObjPrio_; |
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112 | /** |
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113 | *dynamic priority list: contains obj id, dynamic priority (eg scheduled) (in this order) |
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114 | */ |
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115 | // std::map<unsigned int, unsigned int> schedObjPrio_; |
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116 | //end: lists to be used |
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117 | |
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118 | /**updateReferenceList |
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119 | *currentGamestateID and currentClientID will be defined as soon as TrafficControl is being called by Server |
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120 | */ |
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121 | unsigned int currentGamestateID; |
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122 | unsigned int currentClientID; |
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123 | unsigned int targetSize; |
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124 | bool bActive_; |
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125 | /** |
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126 | *copiedVector is a copy of the given Vector by the GSmanager, on this list all manipulations are performed |
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127 | */ |
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128 | // std::list<obj> copiedVector; |
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129 | |
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130 | // void updateReferenceList(std::map<unsigned int, objInfo> *list);//done |
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131 | void insertinClientListPerm(unsigned int clientID, obj objinf);//done |
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132 | /** |
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133 | *creates listToProcess, which can be easialy compared with other lists |
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134 | */ |
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135 | // void copyList(std::list<obj> *list);//done |
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136 | |
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137 | void cut(std::list<obj> *list, unsigned int targetsize); |
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138 | void updateClientListTemp(std::list<obj> *list);//done |
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139 | /** |
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140 | *evaluates Data given (list) and produces result(->Data to be updated) |
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141 | */ |
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142 | void evaluateList(unsigned int clientID, std::list<obj> *list);//done |
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143 | void ack(unsigned int clientID, unsigned int gamestateID); // this function gets called when the server receives an ack from the client |
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144 | |
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145 | //ClientConnectionListener functions |
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146 | virtual void clientConnected(unsigned int clientID){}; |
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147 | virtual void clientDisconnected(unsigned int clientID); |
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148 | |
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149 | |
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150 | protected: |
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151 | static TrafficControl *instance_; |
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152 | |
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153 | public: |
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154 | TrafficControl(); |
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155 | virtual ~TrafficControl(); |
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156 | /** |
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157 | *is being used by GSManager from Server: |
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158 | *list contains: ObjIds, CreatorIds, Size (in this order) from Client XY |
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159 | *Elements of list are accessed by *list[i] |
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160 | *Elements of struct i are therefore: *list[i].objID |
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161 | */ |
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162 | void setConfigValues(); |
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163 | static TrafficControl *getInstance(); |
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164 | void processObjectList(unsigned int clientID, unsigned int gamestateID, std::list<obj>* list); //gets a pointer to the list (containing objectIDs) and sorts it |
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165 | //done |
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166 | static void processAck(unsigned int clientID, unsigned int gamestateID) |
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167 | { return instance_->ack(clientID, gamestateID); } |
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168 | //done |
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169 | void deleteObject(unsigned int objectID); // this function gets called when an object has been deleted (in order to clean up lists and maps) |
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170 | |
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171 | bool prioritySort(uint32_t clientID, obj i, obj j); |
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172 | bool dataSort(obj i, obj j); |
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173 | void printList(std::list<obj> *list, unsigned int clientID); |
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174 | void fixCreatorDependencies(std::list<obj>::iterator it, std::list<obj> *list, unsigned int clientID); |
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175 | }; |
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176 | |
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177 | } |
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178 | |
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179 | #endif |
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180 | |
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