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source: code/trunk/src/network/GamestateManager.cc @ 3159

Last change on this file since 3159 was 3102, checked in by scheusso, 16 years ago

fixed some problems when changing the gamestate (from menu to server i.e.)

  • Property svn:eol-style set to native
File size: 6.1 KB
Line 
1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      Oliver Scheuss
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29//
30// C++ Implementation: GameStateManager
31//
32// Description:
33//
34//
35// Author:  Oliver Scheuss, (C) 2007
36//
37// Copyright: See COPYING file that comes with this distribution
38//
39//
40
41#include "GamestateManager.h"
42
43#include <utility>
44#include <iostream>
45#include <zlib.h>
46#include <cassert>
47
48#include "core/CoreIncludes.h"
49#include "core/BaseObject.h"
50#include "ClientInformation.h"
51#include "synchronisable/Synchronisable.h"
52#include "synchronisable/NetworkCallbackManager.h"
53#include "packet/Acknowledgement.h"
54
55namespace orxonox
56{
57  GamestateManager::GamestateManager() :
58  reference(0), id_(0)
59  {
60    trafficControl_ = new TrafficControl();
61  }
62
63  GamestateManager::~GamestateManager()
64  {
65    delete trafficControl_;
66  }
67
68  bool GamestateManager::update(){
69//     cleanup();
70    return getSnapshot();
71  }
72
73  bool GamestateManager::add(packet::Gamestate *gs, unsigned int clientID){
74    assert(gs);
75    std::map<unsigned int, packet::Gamestate*>::iterator it = gamestateQueue.find(clientID);
76    if(it!=gamestateQueue.end()){
77      // delete obsolete gamestate
78      delete it->second;
79    }
80    gamestateQueue[clientID] = gs;
81    return true;
82  }
83
84  bool GamestateManager::processGamestates(){
85    std::map<unsigned int, packet::Gamestate*>::iterator it;
86    // now push only the most recent gamestates we received (ignore obsolete ones)
87    for(it = gamestateQueue.begin(); it!=gamestateQueue.end(); it++){
88      bool b = processGamestate(it->second);
89      assert(b);
90      delete it->second;
91    }
92    // now clear the queue
93    gamestateQueue.clear();
94    //and call all queued callbacks
95    NetworkCallbackManager::callCallbacks();
96    return true;
97  }
98
99
100  bool GamestateManager::getSnapshot(){
101    if ( reference != 0 )
102      delete reference;
103    reference = new packet::Gamestate();
104    if(!reference->collectData(++id_, 0x1)){ //we have no data to send
105      delete reference;
106      reference=0;
107    }
108    return true;
109  }
110
111
112  packet::Gamestate *GamestateManager::popGameState(unsigned int clientID) {
113    //why are we searching the same client's gamestate id as we searched in
114    //Server::sendGameState?
115    packet::Gamestate *gs;
116    unsigned int gID = ClientInformation::findClient(clientID)->getGamestateID();
117    if(!reference)
118      return 0;
119    gs = reference->doSelection(clientID, 10000);
120    // save the (undiffed) gamestate in the clients gamestate map
121    gamestateMap_[clientID][gs->getID()]=gs;
122    //chose wheather the next gamestate is the first or not
123    packet::Gamestate *client=0;
124    if(gID != GAMESTATEID_INITIAL){
125      assert(gamestateMap_.find(clientID)!=gamestateMap_.end());
126      std::map<unsigned int, packet::Gamestate*>::iterator it = gamestateMap_[clientID].find(gID);
127      if(it!=gamestateMap_[clientID].end())
128      {
129        client = it->second;
130      }
131    }
132    if(client){
133//       COUT(3) << "diffing" << std::endl;
134//       packet::Gamestate* gs1  = gs;
135      gs = gs->diff(client);
136//       packet::Gamestate* gs2 = gs->undiff(client);
137//       gs = new packet::Gamestate(*gs);
138//       assert(*gs1==*gs2);
139    }
140    else{
141//       COUT(3) << "not diffing" << std::endl;
142      gs = new packet::Gamestate(*gs);
143    }
144    bool b = gs->compressData();
145    assert(b);
146    COUT(4) << "sending gamestate with id " << gs->getID();
147    if(gs->isDiffed())
148    COUT(4) << " and baseid " << gs->getBaseID() << endl;
149    else
150    COUT(4) << endl;
151    return gs;
152  }
153
154
155  bool GamestateManager::ack(unsigned int gamestateID, unsigned int clientID) {
156    ClientInformation *temp = ClientInformation::findClient(clientID);
157    assert(temp);
158    unsigned int curid = temp->getGamestateID();
159
160    if(gamestateID == ACKID_NACK){
161      temp->setGamestateID(GAMESTATEID_INITIAL);
162      // now delete all saved gamestates for this client
163      std::map<unsigned int, packet::Gamestate*>::iterator it;
164      for(it = gamestateMap_[clientID].begin(); it!=gamestateMap_[clientID].end(); ){
165        delete it->second;
166
167        gamestateMap_[clientID].erase(it++);
168      }
169      return true;
170    }
171
172    assert(curid==(unsigned int)GAMESTATEID_INITIAL || curid<gamestateID);
173    COUT(4) << "acking gamestate " << gamestateID << " for clientid: " << clientID << " curid: " << curid << std::endl;
174    std::map<unsigned int, packet::Gamestate*>::iterator it;
175    for(it = gamestateMap_[clientID].begin(); it!=gamestateMap_[clientID].end() && it->first<gamestateID; ){
176      delete it->second;
177      gamestateMap_[clientID].erase(it++);
178    }
179    temp->setGamestateID(gamestateID);
180    TrafficControl::processAck(clientID, gamestateID);
181    return true;
182  }
183
184  void GamestateManager::removeClient(ClientInformation* client){
185    assert(client);
186    std::map<unsigned int, std::map<unsigned int, packet::Gamestate*> >::iterator clientMap = gamestateMap_.find(client->getID());
187    // first delete all remained gamestates
188    std::map<unsigned int, packet::Gamestate*>::iterator it;
189    for(it=clientMap->second.begin(); it!=clientMap->second.end(); it++)
190      delete it->second;
191    // now delete the clients gamestatemap
192    gamestateMap_.erase(clientMap);
193  }
194
195  bool GamestateManager::processGamestate(packet::Gamestate *gs){
196    if(gs->isCompressed())
197    {
198       bool b = gs->decompressData();
199       assert(b);
200    }
201    assert(!gs->isDiffed());
202    return gs->spreadData(0x1);
203  }
204
205}
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