/* * ORXONOX - the hottest 3D action shooter ever to exist * > www.orxonox.net < * * * License notice: * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * Author: * Oliver Scheuss * Co-authors: * Dumeni Manatschal * */ // // C++ Interface: GameStateClient // // Description: // // // Author: Oliver Scheuss, (C) 2007 // // Copyright: See COPYING file that comes with this distribution // // #ifndef _GameStateClient_H__ #define _GameStateClient_H__ #include // #include "NetworkPrereqs.h" #include "OrxonoxPrereqs.h" #include "core/CorePrereqs.h" #include "PacketTypes.h" #include "Synchronisable.h" #define GAMESTATEID_INITIAL -1 namespace network { class GameStateClient { public: GameStateClient(); ~GameStateClient(); void addGameState(GameStateCompressed *gs); int processGameState(); GameStateCompressed *popPartialGameState(); void cleanup(); private: bool pushGameState(GameStateCompressed *compstate); bool loadSnapshot(GameState *state); GameState *getPartialSnapshot(); GameState *undiff(GameState *old, GameState *diff); GameStateCompressed *compress_(GameState *a); GameState *decompress(GameStateCompressed *a); GameState *decode(GameState *old, GameStateCompressed *diff); GameState *decode(GameStateCompressed *x); void removeObject(orxonox::Iterator &it); void printGameStateMap(); bool saveShipCache(); bool loadShipCache(); int last_diff_; int last_gamestate_; std::map gameStateMap; GameStateCompressed *tempGameState_; // we save the received gamestates here during processQueue orxonox::SpaceShip *myShip_; syncData shipCache_; public: //#### ADDED FOR TESTING PURPOSE #### GameState* testDecompress( GameStateCompressed* gc ); GameState* testUndiff( GameState* g_old, GameState* g_diffed ); //#### END TESTING PURPOSE #### }; } #endif /* _GameStateClient_H__ */