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source: code/branches/FICN/src/network/GameStateManager.cc @ 599

Last change on this file since 599 was 599, checked in by scheusso, 16 years ago

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File size: 6.3 KB
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[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;
[590]84  int memsize=1000;
[332]85  //the size of one specific synchronisable
86  int tempsize=0;
87  // get the start of the Synchronisable list
88  orxonox::Iterator<Synchronisable> it;
89  // struct for return value of Synchronisable::getData()
90  syncData sync;
[514]91
[422]92  GameState *retval=new GameState; //return value
[568]93  retval->id=id++;
[332]94  // reserve a little memory and increase it later on
[599]95  //COUT(2) << "mallocing" << std::endl;
[590]96  retval->data = (unsigned char*)malloc(memsize);
[599]97  //COUT(2) << "malloced" << std::endl;
[514]98
[332]99  // offset of memory functions
100  int offset=0;
101  // go through all Synchronisables
102  for(it = orxonox::ObjectList<Synchronisable>::start(); it != 0; ++it){
103    //get size of the synchronisable
104    tempsize=it->getSize();
[569]105    //COUT(2) << "size of synchronisable: " << tempsize << std::endl;
[332]106    // add place for data and 3 ints (length,classid,objectid)
107    totalsize+=tempsize+3*sizeof(int);
108    // allocate additional space
[590]109    if(totalsize+tempsize>memsize){
110      retval->data = (unsigned char *)realloc((void *)retval->data, totalsize+1000);
111      memsize+=1000;
112    }
[514]113
[332]114    // run Synchronisable::getData with offset and additional place for 3 ints in between (for ids and length)
[422]115    sync=it->getData(retval->data+offset+3*sizeof(int));
116    *(retval->data+offset)=sync.length;
117    *(retval->data+offset+sizeof(int))=sync.objectID;
118    *(retval->data+offset+2*sizeof(int))=sync.classID;
[332]119    // increase data pointer
120    offset+=tempsize+3*sizeof(int);
121  }
[422]122  retval->size=totalsize;
[413]123  return retval;
[247]124}
125
126
[332]127
[413]128GameStateCompressed GameStateManager::encode(GameState *a, GameState *b){
[436]129    GameState r = diff(a,b);
130  r.diffed = true;
131  return compress_(&r);
[385]132}
[332]133
[436]134GameStateCompressed GameStateManager::encode(GameState *a){
135  a->diffed=false;
136  return compress_(a);
137}
[332]138
[413]139GameState GameStateManager::diff(GameState *a, GameState *b){
140  unsigned char *ap = a->data, *bp = b->data;
[385]141  int of=0; // pointers offset
142  int dest_length=0;
[413]143  if(a->size>=b->size)
144    dest_length=a->size;
[385]145  else
[413]146    dest_length=b->size;
[385]147  unsigned char *dp = (unsigned char *)malloc(dest_length*sizeof(unsigned char));
[413]148  while(of<a->size && of<b->size){
[385]149    *(dp+of)=*(ap+of)^*(bp+of); // do the xor
150    ++of;
151  }
[413]152  if(a->size!=b->size){ // do we have to fill up ?
[385]153    unsigned char n=0;
[413]154    if(a->size<b->size){
[385]155      while(of<dest_length){
156        *(dp+of)=n^*(bp+of);
157        of++;
158      }
159    } else{
160      while(of<dest_length){
161        *(dp+of)=*(ap+of)^n;
162        of++;
163      }
164    }
165  }
166  // should be finished now
[413]167  GameState r = {b->id, dest_length, dp};
[385]168  return r;
169}
[332]170
[436]171GameStateCompressed GameStateManager::compress_(GameState *a) {
[571]172  COUT(2) << "compressing gamestate" << std::endl;
[436]173  int size = a->size;
174  uLongf buffer = (uLongf)((a->size + 12)*1.01)+1;
[407]175  unsigned char* dest = (unsigned char*)malloc( buffer );
176  int retval;
[514]177  retval = compress( dest, &buffer, a->data, (uLong)size );
178
[407]179  switch ( retval ) {
[413]180  case Z_OK: std::cout << "successfully compressed" << std::endl; break;
181  case Z_MEM_ERROR: std::cout << "not enough memory available" << std::endl; break;
182  case Z_BUF_ERROR: std::cout << "not enough memory available in the buffer" << std::endl; break;
183  case Z_DATA_ERROR: std::cout << "data corrupted" << std::endl; break;
[407]184  }
[514]185
[413]186  GameStateCompressed compressedGamestate;
[407]187  compressedGamestate.compsize = buffer;
188  compressedGamestate.normsize = size;
189  compressedGamestate.id = GAMESTATE;
190  compressedGamestate.data = dest;
[436]191  compressedGamestate.diffed = a->diffed;
[514]192
[407]193  return compressedGamestate;
[385]194}
195
[422]196void GameStateManager::ackGameState(int clientID, int gamestateID){
[436]197  ClientInformation *temp = head_->findClient(clientID);
198  int curid = temp->getID();
199  // decrease usage of gamestate and save it
200  deleteUnusedGameState(curid);
201  //increase gamestateused
202  ++gameStateUsed.find(gamestateID)->second;
203  temp->setGamestateID(gamestateID);
204  /*
[422]205  GameState *old = clientGameState[clientID];
206  deleteUnusedGameState(old);
[436]207  clientGameState[clientID]=idGameState[gamestateID];*/
[422]208}
[385]209
[436]210bool GameStateManager::deleteUnusedGameState(int gamestateID){
211  int used = --(gameStateUsed.find(gamestateID)->second);
212  if(id-gamestateID>KEEP_GAMESTATES && used==0){
213    // delete gamestate
214    delete gameStateMap.find(gamestateID)->second;
215    gameStateMap.erase(gamestateID);
216    return true;
[422]217  }
[436]218  return false;
[422]219}
[413]220
[385]221}
222
223
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