[2052] | 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 <scheusso [at] ee.ethz.ch>, (C) 2008 |
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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 | #ifndef NETWORKTRAFFICCONTROL_H |
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| 29 | #define NETWORKTRAFFICCONTROL_H |
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| 30 | |
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| 31 | #include <string> |
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| 32 | #include <vector> |
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| 33 | #include <map> |
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[2231] | 34 | #include <utility> |
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[2052] | 35 | |
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| 36 | #include "NetworkPrereqs.h" |
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| 37 | #include "Synchronisable.h" |
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| 38 | |
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| 39 | namespace network { |
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| 40 | |
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[2231] | 41 | // Synchronisable *bla = Synchronisable::getSynchronisable(objectID); |
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| 42 | |
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[2052] | 43 | /** |
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[2231] | 44 | *a vector of objects of this type will be given by the Server's Gamestate Manager |
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| 45 | */ |
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| 46 | struct objInfo |
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| 47 | { |
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| 48 | unsigned int objCreatorID; |
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| 49 | unsigned int objCurGS;//current GameState ID |
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| 50 | unsigned int objDiffGS;//difference between current and latest GameState |
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| 51 | unsigned int objSize; |
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| 52 | }; |
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| 53 | |
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| 54 | /** |
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| 55 | *a vector of objects of this type will be given by the Server's Gamestate Manager |
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| 56 | */ |
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| 57 | struct obj |
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| 58 | { |
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| 59 | unsigned int objID; |
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| 60 | unsigned int objCreatorID; |
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| 61 | unsigned int objSize; |
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| 62 | }; |
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| 63 | |
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| 64 | |
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| 65 | /** |
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[2052] | 66 | * |
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| 67 | */ |
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[2231] | 68 | class TrafficControl{ |
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[2052] | 69 | private: |
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| 70 | |
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[2231] | 71 | //start: lists to be used |
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| 72 | /** |
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| 73 | *creates list (typ map) that contains objids, struct with info concerning object(objid) |
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| 74 | */ |
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| 75 | std::map<unsigned int, objInfo> *listToProcess_;//copy of argument, when traffic control tool is being called, the original of this must be returned later on, eg the vector given by GS |
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| 76 | /** |
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| 77 | *reference list: contains object ids and the reference belonging to this id. |
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| 78 | */ |
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| 79 | std::map<unsigned int, Synchronisable*> *referenceList_;//has to be created with constructor and then needs to be updated by evaluateList(). |
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| 80 | /** |
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| 81 | *permanent client list: contains client ids, gamestate ids and object ids (in this order) |
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| 82 | */ |
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| 83 | std::map<unsigned int, objInfo> *clientListPerm_; //has to be created with constructor and then needs to be updated by evaluateList(). |
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| 84 | /** |
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| 85 | *temporary client list: contains client ids, gamestate ids and object ids (in this order) |
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| 86 | */ |
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| 87 | std::map<unsigned int,std::map<unsigned int, unsigned int>> *clientListTemp_; |
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| 88 | /** |
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| 89 | *static priority list: contains obj id, basic priority (in this order) |
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| 90 | */ |
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| 91 | std::map<unsigned int, unsigned int> *permObjPrio_; |
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| 92 | /** |
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| 93 | *dynamic priority list: contains obj id, dynamic priority (eg scheduled) (in this order) |
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| 94 | */ |
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| 95 | std::map<unsigned int, unsigned int> *schedObjPrio_; |
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| 96 | //end: lists to be used |
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[2052] | 97 | |
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[2231] | 98 | /** |
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| 99 | *currentGamestateID and currentClientID will be defined as soon as TrafficControl is being called by Server |
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| 100 | */ |
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| 101 | unsigned int currentGamestateID; |
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| 102 | unsigned int currentClientID; |
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[2052] | 103 | |
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[2231] | 104 | void updateReferenceList(std::map<unsigned int, objInfo> *list); |
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| 105 | void insertinClientListPerm(unsigned int objid, objInfo objinf); |
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| 106 | /** |
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| 107 | *creates listToProcess, which can be easialy compared with other lists |
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| 108 | */ |
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| 109 | void copyList(std::vector<obj> *list); |
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| 110 | /** |
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| 111 | *copies Data to be updated into vector, therefore vector can trashed by server |
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| 112 | */ |
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| 113 | std::vector<unsigned int>* copyBackList(std::map<unsigned int,Synchronisable*>); |
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| 114 | /** |
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| 115 | *evaluates Data given (vector) and produces result(->Data to be updated) |
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| 116 | */ |
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| 117 | void evaluateList(std::map<obj> *list); |
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| 118 | |
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| 119 | |
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| 120 | |
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| 121 | |
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[2052] | 122 | protected: |
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| 123 | TrafficControl(); |
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[2231] | 124 | virtual ~TrafficControl();//virtual because??? |
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[2052] | 125 | static TrafficControl *instance_; |
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| 126 | |
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| 127 | public: |
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[2231] | 128 | /** |
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| 129 | *is being used by GSManager from Server: |
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| 130 | *vector contains: ObjIds, CreatorIds, Size (in this order) from Client XY |
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| 131 | *Elements of vector are accessed by *list[i] |
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| 132 | *Elements of struct i are therefore: *list[i].objID |
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| 133 | */ |
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| 134 | std::vector<obj>* processObjectList(unsigned int clientID, unsigned int gamestateID, std::vector<obj>* list); //gets a pointer to the vector (containing objectIDs) and sorts it |
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[2052] | 135 | void processAck(unsigned int clientID, unsigned int gamestateID); // this function gets called when the server receives an ack from the client |
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| 136 | void deleteObject(unsigned int objectID); // this function gets called when an object has been deleted (in order to clean up lists and maps) |
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| 137 | }; |
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| 138 | |
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| 139 | } |
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| 140 | |
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| 141 | #endif |
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| 142 | |
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