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Ignore:
Timestamp:
Sep 23, 2008, 12:46:37 AM (16 years ago)
Author:
scheusso
Message:

another new gamestate concept ;)

  • server does an individual object composition (to be sent) for every client
  • atm objects have sync frequencies and are priorized after their frequency (not clienbased yet)
  • after highlevel diff (object composition) a lowlevel diff is done
  • afterwards compression

→ 65 to 80 percent less data to be transmitted

File:
1 edited

Legend:

Unmodified
Added
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  • code/branches/network/src/network/packet/Gamestate.h

    r1800 r1827  
    7474    int getBaseID();
    7575    Gamestate *diff(Gamestate *base);
     76    Gamestate* intelligentDiff(Gamestate *base, unsigned int clientID);
     77    Gamestate *undiff(Gamestate *base);
     78    Gamestate* intelligentUnDiff(Gamestate *base);
    7679    Gamestate* doSelection(unsigned int clientID);
    77     Gamestate *undiff(Gamestate *base);
    7880    bool compressData();
    7981    bool decompressData();
     
    8890    unsigned int calcGamestateSize(unsigned int id, int mode=0x0);
    8991    void removeObject(orxonox::ObjectListIterator<Synchronisable> &it);
    90     std::map<Synchronisable *, unsigned char *> dataMap_;
     92    std::map<unsigned int, Synchronisable*> dataMap_;
    9193};
    9294
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