[1505] | 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 | void GameStateManager::addGameState(GameStateCompressed *gs, int clientID){ |
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| 73 | if(!gs) |
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| 74 | return; |
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| 75 | std::map<int, GameStateCompressed*>::iterator it = gameStateQueue.find(clientID); |
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| 76 | if(it!=gameStateQueue.end()){ |
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| 77 | // delete obsolete gamestate |
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| 78 | delete[] it->second->data; |
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| 79 | delete it->second; |
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| 80 | } |
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| 81 | gameStateQueue[clientID] = gs; |
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| 82 | return; |
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| 83 | } |
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| 84 | |
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| 85 | void GameStateManager::processGameStates(){ |
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| 86 | std::map<int, GameStateCompressed*>::iterator it; |
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| 87 | // now push only the most recent gamestates we received (ignore obsolete ones) |
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| 88 | for(it = gameStateQueue.begin(); it!=gameStateQueue.end(); it++){ |
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| 89 | pushGameState(it->second, it->first); |
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| 90 | } |
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| 91 | // now clear the queue |
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| 92 | gameStateQueue.clear(); |
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| 93 | } |
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| 94 | |
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| 95 | |
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| 96 | /** |
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| 97 | * this function is used to keep the memory usage low |
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| 98 | * it tries to delete all the unused gamestates |
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| 99 | * |
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| 100 | * |
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| 101 | */ |
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| 102 | void GameStateManager::cleanup(){ |
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| 103 | std::map<int,int>::iterator it = gameStateUsed.begin(); |
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| 104 | while(it!=gameStateUsed.end()){ |
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| 105 | if((id_-(*it).first)<KEEP_GAMESTATES) |
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| 106 | break; |
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| 107 | if( (*it).second <= 0 ){ |
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| 108 | COUT(4) << "GameStateManager: deleting gamestate with id: " << (*it).first << ", uses: " << (*it).second << std::endl; |
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| 109 | std::map<int, GameState *>::iterator tempit = gameStateMap.find((*it).first); |
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| 110 | if( tempit != gameStateMap.end() ){ |
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| 111 | GameState *temp = tempit->second; |
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| 112 | if(temp){ |
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| 113 | delete[] gameStateMap[(*it).first]->data; |
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| 114 | delete gameStateMap[(*it).first]; |
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| 115 | gameStateMap.erase((*it).first); |
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| 116 | } |
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| 117 | } |
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| 118 | gameStateUsed.erase(it++); |
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| 119 | continue; |
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| 120 | }/*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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| 121 | COUT(4) << "breaking " << std::endl; |
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| 122 | break; |
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| 123 | }*/ |
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| 124 | it++; |
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| 125 | } |
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| 126 | } |
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| 127 | |
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| 128 | GameStateCompressed *GameStateManager::popGameState(int clientID) { |
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| 129 | //why are we searching the same client's gamestate id as we searched in |
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| 130 | //Server::sendGameState? |
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| 131 | int gID = head_->findClient(clientID)->getGamestateID(); |
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| 132 | COUT(4) << "G.St.Man: popgamestate: sending gstate_id: " << id_ << " diffed from: " << gID << std::endl; |
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| 133 | // COUT(3) << "gamestatemap: " << &gameStateMap << std::endl; |
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| 134 | //chose wheather the next gamestate is the first or not |
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| 135 | if(gID != GAMESTATEID_INITIAL){ |
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| 136 | // TODO something with the gamestatemap is wrong |
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| 137 | GameState *client=NULL; |
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| 138 | std::map<int, GameState*>::iterator it = gameStateMap.find(gID); |
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| 139 | if(it!=gameStateMap.end()) |
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| 140 | client = it->second; |
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| 141 | GameState *server = reference; |
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| 142 | COUT(4) << "client: " << client << " server: " << server << " gamestatemap: " << &gameStateMap << " size: " << server->size << std::endl; |
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| 143 | if(client) |
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| 144 | return encode(client, server); |
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| 145 | else |
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| 146 | return encode(server); |
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| 147 | } else { |
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| 148 | COUT(4) << "we got a GAMESTATEID_INITIAL for clientID: " << clientID << std::endl; |
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| 149 | GameState *server = reference; |
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| 150 | // ackGameState(clientID, reference->id); |
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| 151 | return encode(server); |
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| 152 | // return an undiffed gamestate and set appropriate flags |
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| 153 | } |
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| 154 | } |
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| 155 | |
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| 156 | bool GameStateManager::pushGameState( GameStateCompressed *gs, int clientID ){ |
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| 157 | GameState *ugs = decompress(gs); |
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| 158 | delete[] gs->data; |
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| 159 | delete gs; |
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| 160 | bool result = loadPartialSnapshot(ugs, clientID); |
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| 161 | delete[] ugs->data; |
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| 162 | delete ugs; |
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| 163 | return result; |
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| 164 | } |
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| 165 | |
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| 166 | /** |
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| 167 | * This function goes through the whole list of synchronisables and |
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| 168 | * saves all the synchronisables to a flat "list". |
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| 169 | * @return struct of type gamestate containing the size of the whole gamestate and a pointer linking to the flat list |
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| 170 | */ |
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| 171 | GameState *GameStateManager::getSnapshot() |
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| 172 | { |
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| 173 | //std::cout << "begin getSnapshot" << std::endl; |
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| 174 | //the size of the gamestate |
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| 175 | int totalsize=0; |
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| 176 | int memsize=0; |
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| 177 | //the size of one specific synchronisable |
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| 178 | int tempsize=0; |
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| 179 | // get the start of the Synchronisable list |
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| 180 | orxonox::Iterator<Synchronisable> it; |
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| 181 | // struct for return value of Synchronisable::getData() |
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| 182 | syncData sync; |
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| 183 | |
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| 184 | GameState *retval=new GameState; //return value |
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| 185 | retval->id=++id_; |
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| 186 | COUT(4) << "G.ST.Man: producing gamestate with id: " << retval->id << std::endl; |
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| 187 | // offset of memory functions |
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| 188 | int offset=0, size=0; |
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| 189 | // get total size of gamestate |
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| 190 | for(it = orxonox::ObjectList<Synchronisable>::start(); it; ++it){ |
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| 191 | size+=it->getSize(); // size of the actual data of the synchronisable |
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| 192 | size+=3*sizeof(int); // size of datasize, classID and objectID |
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| 193 | } |
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| 194 | //retval->data = (unsigned char*)malloc(size); |
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| 195 | if(size==0) |
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| 196 | return NULL; |
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| 197 | retval->data = new unsigned char[size]; |
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| 198 | if(!retval->data){ |
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| 199 | COUT(2) << "GameStateManager: could not allocate memory" << std::endl; |
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| 200 | return NULL; |
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| 201 | } |
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| 202 | memsize=size; |
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| 203 | // go through all Synchronisables |
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| 204 | for(it = orxonox::ObjectList<Synchronisable>::start(); it; ++it){ |
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| 205 | //get size of the synchronisable |
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| 206 | tempsize=it->getSize(); |
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| 207 | // add place for data and 3 ints (length,classid,objectid) |
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| 208 | totalsize+=tempsize+3*sizeof(int); |
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| 209 | // allocate+tempsize additional space |
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| 210 | if(totalsize > size){ |
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| 211 | COUT(3) << "G.St.Man: need additional memory" << std::endl; |
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| 212 | // if(tempsize < 1000){ |
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| 213 | // retval->data = (unsigned char *)realloc((void *)retval->data, totalsize+1000); |
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| 214 | // memsize+=1000; |
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| 215 | // } else { |
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| 216 | // retval->data = (unsigned char *)realloc((void *)retval->data, totalsize+1000); |
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| 217 | // memsize+=tempsize+1000; |
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| 218 | // } |
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| 219 | // COUT(5) << "G.St.Man: additional space allocation finished" << std::endl; |
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| 220 | } |
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| 221 | |
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| 222 | // run Synchronisable::getData with offset and additional place for 3 ints in between (for ids and length) |
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| 223 | sync=it->getData((retval->data)+offset+3*sizeof(int)); |
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| 224 | memcpy(retval->data+offset, (void *)&(sync.length), sizeof(int)); |
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| 225 | memcpy(retval->data+offset+sizeof(int), (void *)&(sync.objectID), sizeof(int)); |
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| 226 | memcpy(retval->data+offset+2*sizeof(int), (void *)&(sync.classID), sizeof(int)); |
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| 227 | // increase data pointer |
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| 228 | offset+=tempsize+3*sizeof(int); |
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| 229 | } |
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| 230 | retval->size=totalsize; |
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| 231 | //#### bugfix |
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| 232 | retval->diffed = false; |
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| 233 | retval->complete = true; |
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| 234 | //std::cout << "end snapShot" << std::endl; |
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| 235 | COUT(5) << "G.ST.Man: Gamestate size: " << totalsize << std::endl; |
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| 236 | COUT(5) << "G.ST.Man: 'estimated' Gamestate size: " << size << std::endl; |
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| 237 | return retval; |
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| 238 | } |
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| 239 | |
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| 240 | bool GameStateManager::loadPartialSnapshot(GameState *state, int clientID){ |
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| 241 | if(!state) |
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| 242 | return false; |
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| 243 | unsigned char *data=state->data; |
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| 244 | COUT(4) << "loadSnapshot: loading gs: " << state->id << std::endl; |
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| 245 | // get the start of the Synchronisable list |
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| 246 | orxonox::Iterator<Synchronisable> it=orxonox::ObjectList<Synchronisable>::start(); |
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| 247 | syncData sync; |
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| 248 | /*ClientInformation *client = head_->findClient(clientID); |
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| 249 | if(client) |
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| 250 | if(client->getPartialGamestateID()>state->id){ |
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| 251 | COUT(3) << "we received an obsolete partial gamestate" << std::endl; |
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| 252 | return false; |
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| 253 | } |
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| 254 | else;*/ |
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| 255 | //what should we do now ?? |
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| 256 | // loop as long as we have some data ;) |
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| 257 | while(data < state->data+state->size){ |
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| 258 | // prepare the syncData struct |
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| 259 | sync.length = *(int *)data; |
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| 260 | data+=sizeof(int); |
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| 261 | sync.objectID = *(int*)data; |
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| 262 | data+=sizeof(int); |
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| 263 | sync.classID = *(int*)data; |
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| 264 | if(sync.classID == 0) // TODO: remove this |
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| 265 | COUT(3) << "received a classid 0" << std::endl; |
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| 266 | data+=sizeof(int); |
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| 267 | sync.data = data; |
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| 268 | data+=sync.length; |
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| 269 | COUT(4) << "objectID: " << sync.objectID << " classID: " << sync.classID << std::endl; |
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| 270 | while(it && it->objectID!=sync.objectID) |
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| 271 | ++it; |
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| 272 | |
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| 273 | |
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| 274 | if(!it){ |
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| 275 | // the objectaber ich glaub die does not exist yet |
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| 276 | COUT(4) << "loadsnapshot: creating new object " << std::endl; |
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| 277 | //COUT(4) << "loadSnapshot:\tclassid: " << sync.classID << ", name: " << ID((unsigned int) sync.classID)->getName() << std::endl; |
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| 278 | orxonox::Identifier* id = ID((unsigned int)sync.classID); |
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| 279 | if(!id){ |
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| 280 | COUT(4) << "We could not identify a new object; classid: " << sync.classID << std::endl; |
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| 281 | continue; |
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| 282 | } |
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| 283 | Synchronisable *no = dynamic_cast<Synchronisable *>(id->fabricate()); |
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| 284 | COUT(4) << "loadpartialsnapshot (generating new object): classid: " << sync.classID << " objectID: " << sync.objectID << " length: " << sync.length << std::endl; |
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| 285 | no->objectID=sync.objectID; |
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| 286 | no->classID=sync.classID; |
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| 287 | it=orxonox::ObjectList<Synchronisable>::end(); |
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| 288 | // update data and create object/entity... |
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| 289 | if( !no->updateData(sync) ) |
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| 290 | COUT(1) << "We couldn't update the object: " << sync.objectID << std::endl; |
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| 291 | if( !no->create() ) |
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| 292 | COUT(1) << "We couldn't manifest (create() ) the object: " << sync.objectID << std::endl; |
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| 293 | }else{ |
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| 294 | // we have our object |
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| 295 | COUT(4) << "loadpartialsnapshot: we found the appropriate object" << std::endl; |
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| 296 | if(checkAccess(clientID, sync.objectID)){ |
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| 297 | if(! it->updateData(sync)) |
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| 298 | COUT(1) << "We couldn't update objectID: " \ |
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| 299 | << sync.objectID << "; classID: " << sync.classID << std::endl; |
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| 300 | }else |
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| 301 | COUT(4) << "loadPartialSnapshot: no access to change objectID: " << sync.objectID << std::endl; |
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| 302 | } |
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| 303 | ++it; |
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| 304 | } |
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| 305 | //client->setPartialGamestateID(state->id); |
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| 306 | return true; |
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| 307 | } |
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| 308 | |
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| 309 | |
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| 310 | //##### ADDED FOR TESTING PURPOSE ##### |
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| 311 | GameStateCompressed* GameStateManager::testCompress( GameState* g ) { |
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| 312 | return compress_( g ); |
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| 313 | } |
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| 314 | |
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| 315 | GameState* GameStateManager::testDiff( GameState* a, GameState* b ) { |
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| 316 | return diff( a, b ); |
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| 317 | } |
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| 318 | //##### END TESTING PURPOSE ##### |
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| 319 | |
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| 320 | GameStateCompressed *GameStateManager::encode(GameState *a, GameState *b) { |
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| 321 | COUT(4) << "G.St.Man: this will be a DIFFED gamestate" << std::endl; |
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| 322 | GameState *r = diff(a,b); |
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| 323 | GameStateCompressed *c = compress_(r); |
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| 324 | delete[] r->data; |
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| 325 | delete r; |
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| 326 | return c; |
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| 327 | } |
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| 328 | |
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| 329 | GameStateCompressed *GameStateManager::encode(GameState *a) { |
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| 330 | COUT(5) << "G.St.Man: encoding gamestate (compress)" << std::endl; |
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| 331 | a->base_id=GAMESTATEID_INITIAL; |
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| 332 | return compress_(a); |
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| 333 | /*GameStateCompressed *g = new GameStateCompressed; |
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| 334 | g->base_id = a->base_id; |
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| 335 | g->id = a->id; |
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| 336 | g->diffed = a->diffed; |
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| 337 | g->data = a->data; |
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| 338 | g->normsize = a->size; |
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| 339 | g->compsize = a->size; |
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| 340 | return g;*/ |
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| 341 | } |
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| 342 | |
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| 343 | GameState *GameStateManager::diff(GameState *alt, GameState *neu) { |
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| 344 | unsigned char *ap = alt->data, *bp = neu->data; |
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| 345 | int of=0; // pointers offset |
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| 346 | int dest_length=0; |
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| 347 | /*if(alt->size>neu->size) |
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| 348 | dest_length=alt->size; |
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| 349 | else*/ |
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| 350 | dest_length=neu->size; |
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| 351 | if(dest_length==0) |
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| 352 | return NULL; |
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| 353 | //unsigned char *dp = (unsigned char *)malloc(dest_length*sizeof(unsigned char)); |
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| 354 | unsigned char *dp = new unsigned char[dest_length*sizeof(unsigned char)]; |
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| 355 | while(of<alt->size && of<neu->size){ |
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| 356 | *(dp+of)=*(ap+of)^*(bp+of); // do the xor |
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| 357 | ++of; |
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| 358 | } |
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| 359 | if(alt->size!=neu->size){ // do we have to fill up ? |
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| 360 | unsigned char n=0; |
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| 361 | if(alt->size<neu->size){ |
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| 362 | while(of<dest_length){ |
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| 363 | *(dp+of)=n^*(bp+of); |
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| 364 | of++; |
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| 365 | } |
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| 366 | } /*else{ |
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| 367 | while(of<dest_length){ |
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| 368 | *(dp+of)=*(ap+of)^n; |
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| 369 | of++; |
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| 370 | } |
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| 371 | }*/ |
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| 372 | } |
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| 373 | |
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| 374 | GameState *r = new GameState; |
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| 375 | r->id = neu->id; |
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| 376 | r->size = dest_length; |
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| 377 | r->diffed = true; |
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| 378 | r->base_id = alt->id; |
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| 379 | r->data = dp; |
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| 380 | r->complete = true; |
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| 381 | return r; |
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| 382 | } |
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| 383 | |
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| 384 | GameStateCompressed *GameStateManager::compress_(GameState *a) { |
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| 385 | //COUT(4) << "G.St.Man: compressing gamestate" << std::endl; |
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| 386 | |
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| 387 | //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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| 388 | int size = a->size; |
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| 389 | |
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| 390 | uLongf buffer = (uLongf)((a->size + 12)*1.01)+1; |
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| 391 | //COUT(4) << "size: " << size << ", buffer: " << buffer << std::endl; |
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| 392 | //unsigned char* dest = (unsigned char*)malloc( buffer ); |
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| 393 | if(buffer==0) |
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| 394 | return NULL; |
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| 395 | unsigned char *dest = new unsigned char[buffer]; |
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| 396 | //COUT(4) << "dest: " << dest << std::endl; |
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| 397 | int retval; |
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| 398 | //std::cout << "before ziped " << buffer << std::endl; |
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| 399 | retval = compress( dest, &buffer, a->data, (uLong)size ); |
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| 400 | //COUT(4) << "bloablabla aft3er compress" << std::endl; |
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| 401 | //std::cout << "after ziped " << buffer << std::endl; |
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| 402 | |
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| 403 | switch ( retval ) { |
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| 404 | case Z_OK: COUT(5) << "G.St.Man: compress: successfully compressed" << std::endl; break; |
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| 405 | case Z_MEM_ERROR: COUT(1) << "G.St.Man: compress: not enough memory available in gamestate.compress" << std::endl; |
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| 406 | return NULL; |
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| 407 | 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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| 408 | return NULL; |
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| 409 | case Z_DATA_ERROR: COUT(2) << "G.St.Man: compress: data corrupted in gamestate.compress" << std::endl; |
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| 410 | return NULL; |
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| 411 | } |
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| 412 | |
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| 413 | GameStateCompressed *compressedGamestate = new GameStateCompressed; |
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| 414 | compressedGamestate->compsize = buffer; |
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| 415 | // std::cout << "compressedGamestate.compsize = buffer; " << buffer << std::endl; |
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| 416 | compressedGamestate->normsize = size; |
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| 417 | // std::cout << "compressedGamestate.normsize = size; " << size << std::endl; |
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| 418 | compressedGamestate->id = a->id; |
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| 419 | compressedGamestate->data = dest; |
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| 420 | compressedGamestate->diffed = a->diffed; |
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| 421 | compressedGamestate->complete = a->complete; |
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| 422 | compressedGamestate->base_id = a->base_id; |
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| 423 | //COUT(5) << "G.St.Man: saved compressed data in GameStateCompressed:" << std::endl; |
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| 424 | return compressedGamestate; |
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| 425 | } |
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| 426 | |
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| 427 | GameState *GameStateManager::decompress(GameStateCompressed *a) { |
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| 428 | //COUT(4) << "GameStateClient: uncompressing gamestate. id: " << a->id << ", baseid: " << a->base_id << ", normsize: " << a->normsize << ", compsize: " << a->compsize << std::endl; |
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| 429 | int normsize = a->normsize; |
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| 430 | int compsize = a->compsize; |
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| 431 | int bufsize; |
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| 432 | if(normsize < compsize) |
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| 433 | bufsize = compsize; |
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| 434 | else |
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| 435 | bufsize = normsize; |
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| 436 | // unsigned char* dest = (unsigned char*)malloc( bufsize ); |
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| 437 | if(bufsize==0) |
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| 438 | return NULL; |
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| 439 | unsigned char *dest = new unsigned char[bufsize]; |
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| 440 | int retval; |
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| 441 | uLongf length=normsize; |
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| 442 | //std::cout << "gamestateclient" << std::endl; |
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| 443 | //std::cout << "normsize " << a.normsize << " compsize " << a.compsize << " " << bufsize << std::endl; |
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| 444 | retval = uncompress( dest, &length, a->data, (uLong)compsize ); |
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| 445 | //std::cout << "length " << length << std::endl; |
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| 446 | switch ( retval ) { |
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| 447 | case Z_OK: COUT(5) << "successfully decompressed" << std::endl; break; |
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| 448 | case Z_MEM_ERROR: COUT(1) << "not enough memory available" << std::endl; return NULL; |
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| 449 | case Z_BUF_ERROR: COUT(2) << "not enough memory available in the buffer" << std::endl; return NULL; |
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| 450 | case Z_DATA_ERROR: COUT(2) << "data corrupted (zlib)" << std::endl; return NULL; |
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| 451 | } |
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| 452 | |
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| 453 | GameState *gamestate = new GameState; |
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| 454 | gamestate->id = a->id; |
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| 455 | gamestate->size = normsize; |
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| 456 | gamestate->data = dest; |
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| 457 | gamestate->base_id = a->base_id; |
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| 458 | gamestate->diffed = a->diffed; |
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| 459 | gamestate->complete = a->complete; |
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| 460 | |
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| 461 | |
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| 462 | return gamestate; |
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| 463 | } |
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| 464 | |
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| 465 | |
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| 466 | void GameStateManager::ackGameState(int clientID, int gamestateID) { |
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| 467 | ClientInformation *temp = head_->findClient(clientID); |
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| 468 | if(temp==0) |
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| 469 | return; |
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| 470 | int curid = temp->getGamestateID(); |
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| 471 | |
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| 472 | if(gamestateID == GAMESTATEID_INITIAL){ |
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| 473 | temp->setGameStateID(GAMESTATEID_INITIAL); |
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| 474 | if(curid!=GAMESTATEID_INITIAL) |
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| 475 | --(gameStateUsed.find(curid)->second); |
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| 476 | return; |
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| 477 | } |
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| 478 | if(curid > gamestateID) |
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| 479 | // the network packets got messed up |
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| 480 | return; |
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| 481 | COUT(4) << "acking gamestate " << gamestateID << " for clientid: " << clientID << " curid: " << curid << std::endl; |
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| 482 | // decrease usage of gamestate and save it |
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| 483 | // deleteUnusedGameState(curid); |
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| 484 | //increase gamestateused |
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| 485 | if(curid!=GAMESTATEID_INITIAL) |
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| 486 | --(gameStateUsed.find(curid)->second); |
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| 487 | ++(gameStateUsed.find(gamestateID)->second); |
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| 488 | temp->setGameStateID(gamestateID); |
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| 489 | /* |
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| 490 | GameState *old = clientGameState[clientID]; |
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| 491 | deleteUnusedGameState(old); |
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| 492 | clientGameState[clientID]=idGameState[gamestateID];*/ |
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| 493 | } |
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| 494 | |
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| 495 | bool GameStateManager::printGameStates() { |
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| 496 | std::map<int, GameState*>::iterator it; |
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| 497 | COUT(4) << "gamestates: "; |
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| 498 | for(it = gameStateMap.begin(); it!=gameStateMap.end(); it++){ |
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| 499 | COUT(4) << (*it).first << ":" << (*it).second << " | "; |
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| 500 | } |
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| 501 | COUT(4) << std::endl; |
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| 502 | return true; |
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| 503 | } |
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| 504 | |
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| 505 | bool GameStateManager::checkAccess(int clientID, int objectID){ |
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| 506 | // currently we only check, wheter the object is the clients spaceship |
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| 507 | // return head_->findClient(objectID)->getShipID()==objectID; |
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| 508 | return true; // TODO: change this |
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| 509 | } |
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| 510 | |
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| 511 | void GameStateManager::removeClient(ClientInformation* client){ |
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| 512 | if(!client) |
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| 513 | return; |
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| 514 | if(client->getGamestateID()>=0) |
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| 515 | gameStateUsed[client->getGamestateID()]--; |
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| 516 | head_->removeClient(client->getID()); |
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| 517 | } |
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| 518 | |
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| 519 | } |
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