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 |
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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 <cassert> |
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44 | #include <queue> |
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45 | // #include <boost/thread/mutex.hpp> |
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46 | |
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47 | #include "util/Debug.h" |
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48 | #include "core/Executor.h" |
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49 | #include "core/ThreadPool.h" |
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50 | #include "ClientInformation.h" |
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51 | #include "packet/Acknowledgement.h" |
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52 | #include "packet/Gamestate.h" |
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53 | #include "synchronisable/NetworkCallbackManager.h" |
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54 | #include "TrafficControl.h" |
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55 | |
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56 | namespace orxonox |
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57 | { |
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58 | GamestateManager::GamestateManager() : |
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59 | reference(0), id_(0) |
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60 | { |
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61 | trafficControl_ = new TrafficControl(); |
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62 | // threadMutex_ = new boost::mutex(); |
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63 | // threadPool_ = new ThreadPool(); |
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64 | } |
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65 | |
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66 | GamestateManager::~GamestateManager() |
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67 | { |
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68 | if( this->reference ) |
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69 | delete this->reference;std::map<unsigned int, packet::Gamestate*>::iterator it; |
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70 | for( it = gamestateQueue.begin(); it != gamestateQueue.end(); ++it ) |
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71 | delete (*it).second; |
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72 | std::map<unsigned int, std::map<unsigned int, packet::Gamestate*> >::iterator it1; |
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73 | std::map<unsigned int, packet::Gamestate*>::iterator it2; |
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74 | for( it1 = gamestateMap_.begin(); it1 != gamestateMap_.end(); ++it1 ) |
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75 | { |
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76 | for( it2 = it1->second.begin(); it2 != it1->second.end(); ++it2 ) |
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77 | delete (*it2).second; |
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78 | } |
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79 | delete this->trafficControl_; |
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80 | // delete this->threadMutex_; |
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81 | // delete this->threadPool_; |
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82 | } |
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83 | |
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84 | bool GamestateManager::update(){ |
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85 | // cleanup(); |
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86 | return getSnapshot(); |
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87 | } |
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88 | |
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89 | bool GamestateManager::add(packet::Gamestate *gs, unsigned int clientID){ |
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90 | assert(gs); |
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91 | std::map<unsigned int, packet::Gamestate*>::iterator it = gamestateQueue.find(clientID); |
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92 | if(it!=gamestateQueue.end()){ |
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93 | // delete obsolete gamestate |
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94 | delete it->second; |
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95 | } |
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96 | gamestateQueue[clientID] = gs; |
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97 | return true; |
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98 | } |
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99 | |
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100 | bool GamestateManager::processGamestates(){ |
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101 | if( this->gamestateQueue.empty() ) |
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102 | return true; |
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103 | std::map<unsigned int, packet::Gamestate*>::iterator it; |
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104 | // now push only the most recent gamestates we received (ignore obsolete ones) |
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105 | for(it = gamestateQueue.begin(); it!=gamestateQueue.end(); it++){ |
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106 | bool b = processGamestate(it->second); |
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107 | assert(b); |
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108 | delete it->second; |
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109 | } |
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110 | // now clear the queue |
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111 | gamestateQueue.clear(); |
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112 | //and call all queued callbacks |
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113 | NetworkCallbackManager::callCallbacks(); |
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114 | return true; |
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115 | } |
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116 | |
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117 | |
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118 | bool GamestateManager::getSnapshot(){ |
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119 | if ( reference != 0 ) |
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120 | delete reference; |
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121 | reference = new packet::Gamestate(); |
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122 | if(!reference->collectData(++id_, 0x1)){ //we have no data to send |
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123 | delete reference; |
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124 | reference=0; |
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125 | } |
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126 | return true; |
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127 | } |
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128 | |
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129 | void GamestateManager::sendGamestates() |
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130 | { |
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131 | ClientInformation *temp = ClientInformation::getBegin(); |
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132 | std::queue<packet::Gamestate*> clientGamestates; |
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133 | while(temp != NULL){ |
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134 | if( !(temp->getSynched()) ){ |
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135 | COUT(5) << "Server: not sending gamestate" << std::endl; |
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136 | temp=temp->next(); |
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137 | if(!temp) |
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138 | break; |
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139 | continue; |
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140 | } |
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141 | COUT(4) << "client id: " << temp->getID() << " RTT: " << temp->getRTT() << " loss: " << temp->getPacketLoss() << std::endl; |
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142 | COUT(5) << "Server: doing gamestate gamestate preparation" << std::endl; |
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143 | int cid = temp->getID(); //get client id |
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144 | |
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145 | unsigned int gID = temp->getGamestateID(); |
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146 | if(!reference) |
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147 | return; |
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148 | |
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149 | packet::Gamestate *client=0; |
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150 | if(gID != GAMESTATEID_INITIAL){ |
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151 | assert(gamestateMap_.find(cid)!=gamestateMap_.end()); |
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152 | std::map<unsigned int, packet::Gamestate*>::iterator it = gamestateMap_[cid].find(gID); |
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153 | if(it!=gamestateMap_[cid].end()) |
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154 | { |
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155 | client = it->second; |
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156 | } |
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157 | } |
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158 | |
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159 | clientGamestates.push(0); |
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160 | finishGamestate( cid, &clientGamestates.back(), client, reference ); |
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161 | //FunctorMember<GamestateManager>* functor = |
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162 | // ExecutorMember<GamestateManager>* executor = createExecutor( createFunctor(&GamestateManager::finishGamestate) ); |
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163 | // executor->setObject(this); |
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164 | // executor->setDefaultValues( cid, &clientGamestates.back(), client, reference ); |
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165 | // (*static_cast<Executor*>(executor))(); |
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166 | // this->threadPool_->passFunction( executor, true ); |
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167 | // (*functor)( cid, &(clientGamestates.back()), client, reference ); |
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168 | |
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169 | temp = temp->next(); |
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170 | } |
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171 | |
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172 | // threadPool_->synchronise(); |
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173 | |
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174 | while( !clientGamestates.empty() ) |
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175 | { |
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176 | if(clientGamestates.front()) |
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177 | clientGamestates.front()->send(); |
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178 | clientGamestates.pop(); |
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179 | } |
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180 | } |
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181 | |
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182 | |
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183 | void GamestateManager::finishGamestate( unsigned int clientID, packet::Gamestate** destgamestate, packet::Gamestate* base, packet::Gamestate* gamestate ) { |
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184 | //why are we searching the same client's gamestate id as we searched in |
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185 | //Server::sendGameState? |
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186 | // save the (undiffed) gamestate in the clients gamestate map |
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187 | //chose wheather the next gamestate is the first or not |
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188 | |
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189 | packet::Gamestate *gs = gamestate->doSelection(clientID, 20000); |
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190 | // packet::Gamestate *gs = new packet::Gamestate(*gamestate); |
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191 | // packet::Gamestate *gs = new packet::Gamestate(); |
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192 | // gs->collectData( id_, 0x1 ); |
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193 | // this->threadMutex_->lock(); |
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194 | gamestateMap_[clientID][gamestate->getID()]=gs; |
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195 | // this->threadMutex_->unlock(); |
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196 | |
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197 | if(base) |
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198 | { |
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199 | |
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200 | // COUT(3) << "diffing" << std::endl; |
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201 | // packet::Gamestate* gs1 = gs; |
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202 | packet::Gamestate *diffed = gs->diff(base); |
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203 | //packet::Gamestate *gs2 = diffed->undiff(gs); |
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204 | // assert(*gs == *gs2); |
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205 | gs = diffed; |
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206 | // packet::Gamestate* gs2 = gs->undiff(client); |
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207 | // gs = new packet::Gamestate(*gs); |
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208 | // assert(*gs1==*gs2); |
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209 | } |
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210 | else{ |
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211 | gs = new packet::Gamestate(*gs); |
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212 | } |
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213 | |
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214 | |
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215 | bool b = gs->compressData(); |
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216 | assert(b); |
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217 | // COUT(4) << "sending gamestate with id " << gs->getID(); |
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218 | // if(gamestate->isDiffed()) |
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219 | // COUT(4) << " and baseid " << gs->getBaseID() << endl; |
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220 | // else |
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221 | // COUT(4) << endl; |
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222 | gs->setClientID(clientID); |
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223 | *destgamestate = gs; |
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224 | } |
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225 | |
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226 | |
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227 | bool GamestateManager::ack(unsigned int gamestateID, unsigned int clientID) { |
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228 | ClientInformation *temp = ClientInformation::findClient(clientID); |
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229 | assert(temp); |
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230 | unsigned int curid = temp->getGamestateID(); |
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231 | |
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232 | if(gamestateID == ACKID_NACK){ |
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233 | temp->setGamestateID(GAMESTATEID_INITIAL); |
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234 | // now delete all saved gamestates for this client |
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235 | std::map<unsigned int, packet::Gamestate*>::iterator it; |
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236 | for(it = gamestateMap_[clientID].begin(); it!=gamestateMap_[clientID].end(); ){ |
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237 | delete it->second; |
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238 | |
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239 | gamestateMap_[clientID].erase(it++); |
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240 | } |
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241 | return true; |
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242 | } |
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243 | |
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244 | assert(curid==GAMESTATEID_INITIAL || curid<gamestateID); |
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245 | COUT(5) << "acking gamestate " << gamestateID << " for clientid: " << clientID << " curid: " << curid << std::endl; |
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246 | std::map<unsigned int, packet::Gamestate*>::iterator it; |
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247 | for(it = gamestateMap_[clientID].begin(); it!=gamestateMap_[clientID].end() && it->first<gamestateID; ){ |
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248 | delete it->second; |
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249 | gamestateMap_[clientID].erase(it++); |
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250 | } |
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251 | temp->setGamestateID(gamestateID); |
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252 | TrafficControl::processAck(clientID, gamestateID); |
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253 | return true; |
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254 | } |
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255 | |
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256 | void GamestateManager::removeClient(ClientInformation* client){ |
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257 | assert(client); |
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258 | std::map<unsigned int, std::map<unsigned int, packet::Gamestate*> >::iterator clientMap = gamestateMap_.find(client->getID()); |
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259 | // first delete all remained gamestates |
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260 | std::map<unsigned int, packet::Gamestate*>::iterator it; |
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261 | for(it=clientMap->second.begin(); it!=clientMap->second.end(); it++) |
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262 | delete it->second; |
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263 | // now delete the clients gamestatemap |
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264 | gamestateMap_.erase(clientMap); |
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265 | } |
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266 | |
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267 | bool GamestateManager::processGamestate(packet::Gamestate *gs){ |
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268 | if(gs->isCompressed()) |
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269 | { |
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270 | bool b = gs->decompressData(); |
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271 | assert(b); |
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272 | } |
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273 | assert(!gs->isDiffed()); |
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274 | return gs->spreadData(0x1); |
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275 | } |
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276 | |
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277 | } |
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