[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++ 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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