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source: code/branches/FICN/src/network/GameStateManager.cc @ 570

Last change on this file since 570 was 569, checked in by scheusso, 18 years ago

bugfix in Synchronisable

File size: 6.1 KB
RevLine 
[514]1/*
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 *      Oliver Scheuss, (C) 2007
23 *   Co-authors:
24 *      ...
25 *
26 */
27
[247]28//
29// C++ Implementation: GameStateManager
30//
[514]31// Description:
[247]32//
33//
34// Author:  Oliver Scheuss, (C) 2007
35//
36// Copyright: See COPYING file that comes with this distribution
37//
38//
39#include "GameStateManager.h"
40
41namespace network {
42
[436]43GameStateManager::GameStateManager(ClientInformation *head)
[247]44{
[413]45  id=0;
[436]46  head_=head;
[247]47}
48
49GameStateManager::~GameStateManager()
50{
51}
52
[413]53void GameStateManager::update(){
[422]54  reference = getSnapshot(id);
[436]55  gameStateMap.insert(std::pair<int, GameState*>(id, reference));
56  gameStateUsed[id]=0;
[422]57  ++id;
[413]58  return;
59}
60
61GameStateCompressed GameStateManager::popGameState(int clientID){
[436]62  int gID = head_->findClient(clientID)->getGamestateID();
63  if(gID!=GAMESTATEID_INITIAL){
64    GameState *client = gameStateMap[gID];
65    GameState *server = reference;
66    return encode(client, server);
67  }
[422]68  GameState *server = reference;
[436]69  return encode(server);
70  // return an undiffed gamestate and set appropriate flags
[413]71}
72
73
74
[332]75/**
[514]76 * This function goes through the whole list of synchronisables and
[332]77 * saves all the synchronisables to a flat "list".
78 * @return struct of type gamestate containing the size of the whole gamestate and a pointer linking to the flat list
79 */
[422]80GameState *GameStateManager::getSnapshot(int id)
[332]81{
82  //the size of the gamestate
83  int totalsize=0;
84  //the size of one specific synchronisable
85  int tempsize=0;
86  // get the start of the Synchronisable list
87  orxonox::Iterator<Synchronisable> it;
88  // struct for return value of Synchronisable::getData()
89  syncData sync;
[514]90
[422]91  GameState *retval=new GameState; //return value
[568]92  retval->id=id++;
[332]93  // reserve a little memory and increase it later on
[422]94  retval->data = (unsigned char*)malloc(1);
[514]95
[332]96  // offset of memory functions
97  int offset=0;
98  // go through all Synchronisables
99  for(it = orxonox::ObjectList<Synchronisable>::start(); it != 0; ++it){
100    //get size of the synchronisable
101    tempsize=it->getSize();
[569]102    //COUT(2) << "size of synchronisable: " << tempsize << std::endl;
[332]103    // add place for data and 3 ints (length,classid,objectid)
104    totalsize+=tempsize+3*sizeof(int);
105    // allocate additional space
[422]106    retval->data = (unsigned char *)realloc((void *)retval->data, totalsize);
[514]107
[332]108    // run Synchronisable::getData with offset and additional place for 3 ints in between (for ids and length)
[422]109    sync=it->getData(retval->data+offset+3*sizeof(int));
110    *(retval->data+offset)=sync.length;
111    *(retval->data+offset+sizeof(int))=sync.objectID;
112    *(retval->data+offset+2*sizeof(int))=sync.classID;
[332]113    // increase data pointer
114    offset+=tempsize+3*sizeof(int);
115  }
[422]116  retval->size=totalsize;
[413]117  return retval;
[247]118}
119
120
[332]121
[413]122GameStateCompressed GameStateManager::encode(GameState *a, GameState *b){
[436]123    GameState r = diff(a,b);
124  r.diffed = true;
125  return compress_(&r);
[385]126}
[332]127
[436]128GameStateCompressed GameStateManager::encode(GameState *a){
129  a->diffed=false;
130  return compress_(a);
131}
[332]132
[413]133GameState GameStateManager::diff(GameState *a, GameState *b){
134  unsigned char *ap = a->data, *bp = b->data;
[385]135  int of=0; // pointers offset
136  int dest_length=0;
[413]137  if(a->size>=b->size)
138    dest_length=a->size;
[385]139  else
[413]140    dest_length=b->size;
[385]141  unsigned char *dp = (unsigned char *)malloc(dest_length*sizeof(unsigned char));
[413]142  while(of<a->size && of<b->size){
[385]143    *(dp+of)=*(ap+of)^*(bp+of); // do the xor
144    ++of;
145  }
[413]146  if(a->size!=b->size){ // do we have to fill up ?
[385]147    unsigned char n=0;
[413]148    if(a->size<b->size){
[385]149      while(of<dest_length){
150        *(dp+of)=n^*(bp+of);
151        of++;
152      }
153    } else{
154      while(of<dest_length){
155        *(dp+of)=*(ap+of)^n;
156        of++;
157      }
158    }
159  }
160  // should be finished now
[413]161  GameState r = {b->id, dest_length, dp};
[385]162  return r;
163}
[332]164
[436]165GameStateCompressed GameStateManager::compress_(GameState *a) {
166  int size = a->size;
167  uLongf buffer = (uLongf)((a->size + 12)*1.01)+1;
[407]168  unsigned char* dest = (unsigned char*)malloc( buffer );
169  int retval;
[514]170  retval = compress( dest, &buffer, a->data, (uLong)size );
171
[407]172  switch ( retval ) {
[413]173  case Z_OK: std::cout << "successfully compressed" << std::endl; break;
174  case Z_MEM_ERROR: std::cout << "not enough memory available" << std::endl; break;
175  case Z_BUF_ERROR: std::cout << "not enough memory available in the buffer" << std::endl; break;
176  case Z_DATA_ERROR: std::cout << "data corrupted" << std::endl; break;
[407]177  }
[514]178
[413]179  GameStateCompressed compressedGamestate;
[407]180  compressedGamestate.compsize = buffer;
181  compressedGamestate.normsize = size;
182  compressedGamestate.id = GAMESTATE;
183  compressedGamestate.data = dest;
[436]184  compressedGamestate.diffed = a->diffed;
[514]185
[407]186  return compressedGamestate;
[385]187}
188
[422]189void GameStateManager::ackGameState(int clientID, int gamestateID){
[436]190  ClientInformation *temp = head_->findClient(clientID);
191  int curid = temp->getID();
192  // decrease usage of gamestate and save it
193  deleteUnusedGameState(curid);
194  //increase gamestateused
195  ++gameStateUsed.find(gamestateID)->second;
196  temp->setGamestateID(gamestateID);
197  /*
[422]198  GameState *old = clientGameState[clientID];
199  deleteUnusedGameState(old);
[436]200  clientGameState[clientID]=idGameState[gamestateID];*/
[422]201}
[385]202
[436]203bool GameStateManager::deleteUnusedGameState(int gamestateID){
204  int used = --(gameStateUsed.find(gamestateID)->second);
205  if(id-gamestateID>KEEP_GAMESTATES && used==0){
206    // delete gamestate
207    delete gameStateMap.find(gamestateID)->second;
208    gameStateMap.erase(gamestateID);
209    return true;
[422]210  }
[436]211  return false;
[422]212}
[413]213
[385]214}
215
216
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