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Ignore:
Timestamp:
Dec 31, 2007, 7:40:23 PM (17 years ago)
Author:
rgrieder
Message:
  • added dll support to the network library
  • improved header file dependency in network
File:
1 edited

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  • code/branches/FICN/src/network/GameStateClient.cc

    r636 r777  
    11/*
    2  *   ORXONOX - the hottest 3D action shooter ever to exist
    3  *
    4  *
    5  *   License notice:
    6  *
    7  *   This program is free software; you can redistribute it and/or
    8  *   modify it under the terms of the GNU General Public License
    9  *   as published by the Free Software Foundation; either version 2
    10  *   of the License, or (at your option) any later version.
    11  *
    12  *   This program is distributed in the hope that it will be useful,
    13  *   but WITHOUT ANY WARRANTY; without even the implied warranty of
    14  *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
    15  *   GNU General Public License for more details.
    16  *
    17  *   You should have received a copy of the GNU General Public License
    18  *   along with this program; if not, write to the Free Software
    19  *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
    20  *
    21  *   Author:
    22  *      ...
    23  *   Co-authors:
    24  *      ...
    25  *
    26  */
     2*   ORXONOX - the hottest 3D action shooter ever to exist
     3*
     4*
     5*   License notice:
     6*
     7*   This program is free software; you can redistribute it and/or
     8*   modify it under the terms of the GNU General Public License
     9*   as published by the Free Software Foundation; either version 2
     10*   of the License, or (at your option) any later version.
     11*
     12*   This program is distributed in the hope that it will be useful,
     13*   but WITHOUT ANY WARRANTY; without even the implied warranty of
     14*   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
     15*   GNU General Public License for more details.
     16*
     17*   You should have received a copy of the GNU General Public License
     18*   along with this program; if not, write to the Free Software
     19*   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
     20*
     21*   Author:
     22*      ...
     23*   Co-authors:
     24*      ...
     25*
     26*/
     27#include <zlib.h>
    2728
     29#include "core/CoreIncludes.h"
     30#include "Synchronisable.h"
    2831#include "GameStateClient.h"
    2932
    30 namespace network {
    31 
    32 GameStateClient::GameStateClient()
     33namespace network
    3334{
    34 }
    35 
    36 
    37 GameStateClient::~GameStateClient()
    38 {
    39 }
    40 
    41 bool GameStateClient::pushGameState(GameStateCompressed *compstate){
    42   if(compstate->diffed)
    43     return loadSnapshot(decode(reference, *compstate));
    44   else
    45     return loadSnapshot(decode(*compstate));
    46 }
    47 
    48 
    49 /**
    50  * This function removes a Synchronisable out of the universe
    51  * @param it iterator of the list pointing to the object
    52  * @return iterator pointing to the next object in the list
    53  */
    54 void GameStateClient::removeObject(orxonox::Iterator<Synchronisable> &it){
    55   orxonox::Iterator<Synchronisable> temp=it;
    56   ++it;
    57   delete  *temp;
    58 }
    59 
    60 /**
    61  * This function loads a Snapshort of the gamestate into the universe
    62  * @param state a GameState struct containing the size of the gamestate and a pointer linking to a flat list (returned by getSnapshot)
    63  */
    64 bool GameStateClient::loadSnapshot(GameState state)
    65 {
    66   unsigned char *data=state.data;
    67   std::cout << "loadSnapshot: loading gs: " << state.id << std::endl;
    68   // get the start of the Synchronisable list
    69   orxonox::Iterator<Synchronisable> it=orxonox::ObjectList<Synchronisable>::start();
    70   syncData sync;
    71   // loop as long as we have some data ;)
    72   while(data < state.data+state.size){
    73     // prepare the syncData struct
    74     sync.length = (int)*data;
    75     data+=sizeof(int);
    76     sync.objectID = (int)*data;
    77     data+=sizeof(int);
    78     sync.classID = (int)*data;
    79     data+=sizeof(int);
    80     sync.data = data;
    81     data+=sync.length;
    82 
    83     if(it->objectID!=sync.objectID){
    84       // bad luck ;)
    85       // delete the synchronisable (obviously seems to be deleted on the server)
    86       while(it != 0 && it->objectID!=sync.objectID){
    87         removeObject(it);
    88       }
    89       if(it==0){
    90         std::cout << "classid: " << sync.classID << ", name: " << ID(sync.classID)->getName() << std::endl;
    91         orxonox::BaseObject *no = ID(sync.classID)->fabricate();
    92         ((Synchronisable *)no)->objectID=sync.objectID;
    93         ((Synchronisable *)no)->classID=sync.classID;
    94         it=orxonox::ObjectList<Synchronisable>::end();
    95         // update data and create object/entity...
    96         if( !(((Synchronisable *)no)->updateData(sync)) && !(((Synchronisable *)no)->create()) )
    97           COUT(0) << "We couldn't create/update the object: " << sync.objectID << std::endl;
    98         ++it;
    99       }
    100     } else {
    101       // we have our object
    102       if(! it->updateData(sync))
    103         std::cout << "We couldn't update objectID: " \
    104             << sync.objectID << "; classID: " << sync.classID << std::endl;
    105     }
    106     ++it;
     35  GameStateClient::GameStateClient() {
    10736  }
    10837
    109   return true;
    110 }
     38  GameStateClient::~GameStateClient() {
     39  }
    11140
    112 GameState GameStateClient::diff(GameState a, GameState b){
    113   unsigned char *ap = a.data, *bp = b.data;
    114   int of=0; // pointers offset
    115   int dest_length=0;
    116   if(a.size>=b.size)
    117     dest_length=a.size;
    118   else
    119     dest_length=b.size;
    120   unsigned char *dp = (unsigned char *)malloc(dest_length*sizeof(unsigned char));
    121   while(of<a.size && of<b.size){
    122     *(dp+of)=*(ap+of)^*(bp+of); // do the xor
    123     ++of;
     41  bool GameStateClient::pushGameState(GameStateCompressed *compstate) {
     42    if(compstate->diffed)
     43      return loadSnapshot(decode(reference, *compstate));
     44    else
     45      return loadSnapshot(decode(*compstate));
    12446  }
    125   if(a.size!=b.size){ // do we have to fill up ?
    126     unsigned char n=0;
    127     if(a.size<b.size){
    128       while(of<dest_length){
    129         *(dp+of)=n^*(bp+of);
    130         of++;
     47
     48  /**
     49  * This function removes a Synchronisable out of the universe
     50  * @param it iterator of the list pointing to the object
     51  * @return iterator pointing to the next object in the list
     52  */
     53  void GameStateClient::removeObject(orxonox::Iterator<Synchronisable> &it) {
     54    orxonox::Iterator<Synchronisable> temp=it;
     55    ++it;
     56    delete  *temp;
     57  }
     58
     59  /**
     60  * This function loads a Snapshort of the gamestate into the universe
     61  * @param state a GameState struct containing the size of the gamestate and a pointer linking to a flat list (returned by getSnapshot)
     62  */
     63  bool GameStateClient::loadSnapshot(GameState state) {
     64    unsigned char *data=state.data;
     65    std::cout << "loadSnapshot: loading gs: " << state.id << std::endl;
     66    // get the start of the Synchronisable list
     67    orxonox::Iterator<Synchronisable> it=orxonox::ObjectList<Synchronisable>::start();
     68    syncData sync;
     69    // loop as long as we have some data ;)
     70    while(data < state.data+state.size){
     71      // prepare the syncData struct
     72      sync.length = (int)*data;
     73      data+=sizeof(int);
     74      sync.objectID = (int)*data;
     75      data+=sizeof(int);
     76      sync.classID = (int)*data;
     77      data+=sizeof(int);
     78      sync.data = data;
     79      data+=sync.length;
     80
     81      if(it->objectID!=sync.objectID){
     82        // bad luck ;)
     83        // delete the synchronisable (obviously seems to be deleted on the server)
     84        while(it != 0 && it->objectID!=sync.objectID){
     85          removeObject(it);
     86        }
     87        if(it==0){
     88          std::cout << "classid: " << sync.classID << ", name: " << ID(sync.classID)->getName() << std::endl;
     89          Synchronisable *no = (Synchronisable*)(ID(sync.classID)->fabricate());
     90          no->objectID=sync.objectID;
     91          no->classID=sync.classID;
     92          it=orxonox::ObjectList<Synchronisable>::end();
     93          // update data and create object/entity...
     94          if( !no->updateData(sync) && !no->create() )
     95            COUT(0) << "We couldn't create/update the object: " << sync.objectID << std::endl;
     96          ++it;
     97        }
     98      } else {
     99        // we have our object
     100        if(! it->updateData(sync))
     101          std::cout << "We couldn't update objectID: " \
     102          << sync.objectID << "; classID: " << sync.classID << std::endl;
    131103      }
    132     } else{
    133       while(of<dest_length){
    134         *(dp+of)=*(ap+of)^n;
    135         of++;
     104      ++it;
     105    }
     106
     107    return true;
     108  }
     109
     110  GameState GameStateClient::diff(GameState a, GameState b) {
     111    unsigned char *ap = a.data, *bp = b.data;
     112    int of=0; // pointers offset
     113    int dest_length=0;
     114    if(a.size>=b.size)
     115      dest_length=a.size;
     116    else
     117      dest_length=b.size;
     118    unsigned char *dp = (unsigned char *)malloc(dest_length*sizeof(unsigned char));
     119    while(of<a.size && of<b.size){
     120      *(dp+of)=*(ap+of)^*(bp+of); // do the xor
     121      ++of;
     122    }
     123    if(a.size!=b.size){ // do we have to fill up ?
     124      unsigned char n=0;
     125      if(a.size<b.size){
     126        while(of<dest_length){
     127          *(dp+of)=n^*(bp+of);
     128          of++;
     129        }
     130      } else{
     131        while(of<dest_length){
     132          *(dp+of)=*(ap+of)^n;
     133          of++;
     134        }
    136135      }
    137136    }
    138   }
    139   // should be finished now
    140   GameState r = {b.id, dest_length, dp};
    141   return r;
    142 }
    143 
    144 
    145 GameState GameStateClient::decompress(GameStateCompressed a){
    146   int normsize = a.normsize;
    147   int compsize = a.compsize;
    148   int bufsize;
    149   if(normsize < compsize)
    150     bufsize = compsize;
    151   else
    152     bufsize = normsize;
    153   unsigned char* dest = (unsigned char*)malloc( bufsize );
    154   int retval;
    155   uLongf length=normsize;
    156   //std::cout << "gamestateclient" << std::endl;
    157   //std::cout << "normsize " << a.normsize << " compsize " << a.compsize << " " << bufsize << std::endl;
    158   retval = uncompress( dest, &length, a.data, (uLong)compsize );
    159   //std::cout << "length " << length << std::endl;
    160   switch ( retval ) {
    161     case Z_OK: std::cout << "successfully decompressed" << std::endl; break;
    162     case Z_MEM_ERROR: std::cout << "not enough memory available" << std::endl; break;
    163     case Z_BUF_ERROR: std::cout << "not enough memory available in the buffer" << std::endl; break;
    164     case Z_DATA_ERROR: std::cout << "data corrupted" << std::endl; break;
     137    // should be finished now
     138    GameState r = {b.id, dest_length, dp};
     139    return r;
    165140  }
    166141
    167   GameState gamestate;
    168   gamestate.id = a.id;
    169   gamestate.size = normsize;
    170   gamestate.data = dest;
    171   gamestate.diffed = a.diffed;
    172  
    173   return gamestate;
    174 }
     142  GameState GameStateClient::decompress(GameStateCompressed a) {
     143    int normsize = a.normsize;
     144    int compsize = a.compsize;
     145    int bufsize;
     146    if(normsize < compsize)
     147      bufsize = compsize;
     148    else
     149      bufsize = normsize;
     150    unsigned char* dest = (unsigned char*)malloc( bufsize );
     151    int retval;
     152    uLongf length=normsize;
     153    //std::cout << "gamestateclient" << std::endl;
     154    //std::cout << "normsize " << a.normsize << " compsize " << a.compsize << " " << bufsize << std::endl;
     155    retval = uncompress( dest, &length, a.data, (uLong)compsize );
     156    //std::cout << "length " << length << std::endl;
     157    switch ( retval ) {
     158      case Z_OK: std::cout << "successfully decompressed" << std::endl; break;
     159      case Z_MEM_ERROR: std::cout << "not enough memory available" << std::endl; break;
     160      case Z_BUF_ERROR: std::cout << "not enough memory available in the buffer" << std::endl; break;
     161      case Z_DATA_ERROR: std::cout << "data corrupted" << std::endl; break;
     162    }
    175163
     164    GameState gamestate;
     165    gamestate.id = a.id;
     166    gamestate.size = normsize;
     167    gamestate.data = dest;
     168    gamestate.diffed = a.diffed;
    176169
    177 GameState GameStateClient::decode(GameState a, GameStateCompressed x){
    178   GameState t = decompress(x);
    179   return diff(a, t);
    180 }
     170    return gamestate;
     171  }
    181172
    182 GameState GameStateClient::decode(GameStateCompressed x){
    183   GameState t = decompress(x);
    184   return t;
    185 }
     173  GameState GameStateClient::decode(GameState a, GameStateCompressed x) {
     174    GameState t = decompress(x);
     175    return diff(a, t);
     176  }
    186177
    187 
     178  GameState GameStateClient::decode(GameStateCompressed x) {
     179    GameState t = decompress(x);
     180    return t;
     181  }
    188182
    189183}
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