/* * ORXONOX - the hottest 3D action shooter ever to exist * > www.orxonox.net < * * * License notice: * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * Author: * Oliver Scheuss * Co-authors: * ... * */ // // C++ Implementation: GameStateManager // // Description: // // // Author: Oliver Scheuss, (C) 2007 // // Copyright: See COPYING file that comes with this distribution // // #include "GamestateManager.h" #include #include "util/Debug.h" #include "ClientInformation.h" #include "packet/Acknowledgement.h" #include "packet/Gamestate.h" #include "synchronisable/NetworkCallbackManager.h" #include "TrafficControl.h" namespace orxonox { GamestateManager::GamestateManager() : reference(0), id_(0) { trafficControl_ = new TrafficControl(); } GamestateManager::~GamestateManager() { if( this->reference ) delete this->reference; for( std::map::iterator it = gamestateQueue.begin(); it != gamestateQueue.end(); it++ ) delete (*it).second; delete trafficControl_; } bool GamestateManager::update(){ // cleanup(); return getSnapshot(); } bool GamestateManager::add(packet::Gamestate *gs, unsigned int clientID){ assert(gs); std::map::iterator it = gamestateQueue.find(clientID); if(it!=gamestateQueue.end()){ // delete obsolete gamestate delete it->second; } gamestateQueue[clientID] = gs; return true; } bool GamestateManager::processGamestates(){ std::map::iterator it; // now push only the most recent gamestates we received (ignore obsolete ones) for(it = gamestateQueue.begin(); it!=gamestateQueue.end(); it++){ bool b = processGamestate(it->second); assert(b); delete it->second; } // now clear the queue gamestateQueue.clear(); //and call all queued callbacks NetworkCallbackManager::callCallbacks(); return true; } bool GamestateManager::getSnapshot(){ if ( reference != 0 ) delete reference; reference = new packet::Gamestate(); if(!reference->collectData(++id_, 0x1)){ //we have no data to send delete reference; reference=0; } return true; } packet::Gamestate *GamestateManager::popGameState(unsigned int clientID) { //why are we searching the same client's gamestate id as we searched in //Server::sendGameState? packet::Gamestate *gs; unsigned int gID = ClientInformation::findClient(clientID)->getGamestateID(); if(!reference) return 0; gs = reference->doSelection(clientID, 10000); // save the (undiffed) gamestate in the clients gamestate map gamestateMap_[clientID][gs->getID()]=gs; //chose wheather the next gamestate is the first or not packet::Gamestate *client=0; if(gID != GAMESTATEID_INITIAL){ assert(gamestateMap_.find(clientID)!=gamestateMap_.end()); std::map::iterator it = gamestateMap_[clientID].find(gID); if(it!=gamestateMap_[clientID].end()) { client = it->second; } } if(client){ // COUT(3) << "diffing" << std::endl; // packet::Gamestate* gs1 = gs; packet::Gamestate *diffed = gs->diff(client); //packet::Gamestate *gs2 = diffed->undiff(gs); // assert(*gs == *gs2); gs = diffed; // packet::Gamestate* gs2 = gs->undiff(client); // gs = new packet::Gamestate(*gs); // assert(*gs1==*gs2); } else{ // COUT(3) << "not diffing" << std::endl; gs = new packet::Gamestate(*gs); } bool b = gs->compressData(); assert(b); COUT(4) << "sending gamestate with id " << gs->getID(); if(gs->isDiffed()) COUT(4) << " and baseid " << gs->getBaseID() << endl; else COUT(4) << endl; return gs; } bool GamestateManager::ack(unsigned int gamestateID, unsigned int clientID) { ClientInformation *temp = ClientInformation::findClient(clientID); assert(temp); unsigned int curid = temp->getGamestateID(); if(gamestateID == ACKID_NACK){ temp->setGamestateID(GAMESTATEID_INITIAL); // now delete all saved gamestates for this client std::map::iterator it; for(it = gamestateMap_[clientID].begin(); it!=gamestateMap_[clientID].end(); ){ delete it->second; gamestateMap_[clientID].erase(it++); } return true; } assert(curid==(unsigned int)GAMESTATEID_INITIAL || curid::iterator it; for(it = gamestateMap_[clientID].begin(); it!=gamestateMap_[clientID].end() && it->firstsecond; gamestateMap_[clientID].erase(it++); } temp->setGamestateID(gamestateID); TrafficControl::processAck(clientID, gamestateID); return true; } void GamestateManager::removeClient(ClientInformation* client){ assert(client); std::map >::iterator clientMap = gamestateMap_.find(client->getID()); // first delete all remained gamestates std::map::iterator it; for(it=clientMap->second.begin(); it!=clientMap->second.end(); it++) delete it->second; // now delete the clients gamestatemap gamestateMap_.erase(clientMap); } bool GamestateManager::processGamestate(packet::Gamestate *gs){ if(gs->isCompressed()) { bool b = gs->decompressData(); assert(b); } assert(!gs->isDiffed()); return gs->spreadData(0x1); } }