1 | #include "GameStateClient.h" |
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2 | |
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3 | namespace network { |
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4 | |
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5 | GameStateClient::GameStateClient() |
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6 | { |
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7 | } |
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8 | |
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9 | |
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10 | GameStateClient::~GameStateClient() |
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11 | { |
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12 | } |
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13 | |
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14 | bool GameStateClient::pushGameState(GameStateCompressed compstate){ |
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15 | return loadSnapshot(decode(reference, compstate)); |
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16 | } |
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17 | |
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18 | |
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19 | /** |
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20 | * This function removes a Synchronisable out of the universe |
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21 | * @param it iterator of the list pointing to the object |
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22 | * @return iterator pointing to the next object in the list |
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23 | */ |
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24 | void GameStateClient::removeObject(orxonox::Iterator<Synchronisable> &it){ |
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25 | orxonox::Iterator<Synchronisable> temp=it; |
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26 | ++it; |
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27 | delete *temp; |
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28 | } |
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29 | |
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30 | /** |
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31 | * This function loads a Snapshort of the gamestate into the universe |
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32 | * @param state a GameState struct containing the size of the gamestate and a pointer linking to a flat list (returned by getSnapshot) |
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33 | */ |
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34 | bool GameStateClient::loadSnapshot(GameState state) |
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35 | { |
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36 | unsigned char *data=state.data; |
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37 | // get the start of the Synchronisable list |
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38 | orxonox::Iterator<Synchronisable> it=orxonox::ObjectList<Synchronisable>::start(); |
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39 | syncData sync; |
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40 | // loop as long as we have some data ;) |
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41 | while(data < state.data+state.size){ |
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42 | // prepare the syncData struct |
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43 | sync.length = *(int *)data; |
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44 | data+=sizeof(int); |
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45 | sync.objectID = *(int *)data; |
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46 | data+=sizeof(int); |
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47 | sync.classID = *(int *)data; |
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48 | data+=sizeof(int); |
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49 | sync.data = data; |
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50 | data+=sync.length; |
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51 | |
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52 | if(it->objectID!=sync.objectID){ |
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53 | // bad luck ;) |
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54 | // delete the synchronisable (obviously seems to be deleted on the server) |
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55 | while(it != 0 && it->objectID!=sync.objectID){ |
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56 | removeObject(it); |
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57 | } |
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58 | if(it==0){ // add the new object |
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59 | // =================== factory command to add object |
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60 | // can we be sure the object really was added? |
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61 | it=orxonox::ObjectList<Synchronisable>::end(); |
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62 | it->objectID=sync.objectID; |
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63 | it->classID=sync.classID; |
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64 | } |
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65 | } else { |
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66 | // we have our object |
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67 | if(! it->updateData(sync)) |
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68 | std::cout << "We couldn't update objectID: " \ |
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69 | << sync.objectID << "; classID: " << sync.classID << std::endl; |
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70 | } |
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71 | |
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72 | } |
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73 | |
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74 | return true; |
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75 | } |
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76 | |
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77 | GameState GameStateClient::diff(GameState a, GameState b){ |
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78 | unsigned char *ap = a.data, *bp = b.data; |
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79 | int of=0; // pointers offset |
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80 | int dest_length=0; |
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81 | if(a.size>=b.size) |
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82 | dest_length=a.size; |
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83 | else |
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84 | dest_length=b.size; |
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85 | unsigned char *dp = (unsigned char *)malloc(dest_length*sizeof(unsigned char)); |
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86 | while(of<a.size && of<b.size){ |
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87 | *(dp+of)=*(ap+of)^*(bp+of); // do the xor |
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88 | ++of; |
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89 | } |
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90 | if(a.size!=b.size){ // do we have to fill up ? |
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91 | unsigned char n=0; |
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92 | if(a.size<b.size){ |
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93 | while(of<dest_length){ |
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94 | *(dp+of)=n^*(bp+of); |
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95 | of++; |
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96 | } |
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97 | } else{ |
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98 | while(of<dest_length){ |
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99 | *(dp+of)=*(ap+of)^n; |
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100 | of++; |
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101 | } |
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102 | } |
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103 | } |
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104 | // should be finished now |
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105 | GameState r = {b.id, dest_length, dp}; |
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106 | return r; |
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107 | } |
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108 | |
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109 | |
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110 | GameState GameStateClient::decompress(GameStateCompressed a){ |
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111 | int normsize = a.normsize; |
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112 | int compsize = a.compsize; |
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113 | unsigned char* dest = (unsigned char*)malloc( normsize ); |
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114 | int retval; |
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115 | uLongf length=normsize; |
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116 | retval = uncompress( dest, &length, a.data, (uLong)compsize ); |
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117 | |
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118 | switch ( retval ) { |
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119 | case Z_OK: std::cout << "successfully compressed" << std::endl; break; |
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120 | case Z_MEM_ERROR: std::cout << "not enough memory available" << std::endl; break; |
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121 | case Z_BUF_ERROR: std::cout << "not enough memory available in the buffer" << std::endl; break; |
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122 | case Z_DATA_ERROR: std::cout << "data corrupted" << std::endl; break; |
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123 | } |
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124 | |
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125 | GameState gamestate; |
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126 | gamestate.id = a.id; |
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127 | gamestate.size = normsize; |
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128 | gamestate.data = dest; |
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129 | |
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130 | return gamestate; |
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131 | } |
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132 | |
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133 | |
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134 | GameState GameStateClient::decode(GameState a, GameStateCompressed x){ |
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135 | GameState t = decompress(x); |
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136 | return diff(a, t); |
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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 | } |
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