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source: code/branches/network/src/network/GameStateManager.cc @ 1523

Last change on this file since 1523 was 1523, checked in by scheusso, 16 years ago

some enhanced error handling

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1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      Oliver Scheuss, (C) 2007
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29//
30// C++ Implementation: GameStateManager
31//
32// Description:
33//
34//
35// Author:  Oliver Scheuss, (C) 2007
36//
37// Copyright: See COPYING file that comes with this distribution
38//
39//
40
41#include "GameStateManager.h"
42
43#include <utility>
44#include <iostream>
45#include <zlib.h>
46#include <assert.h>
47
48#include "core/CoreIncludes.h"
49#include "core/BaseObject.h"
50#include "ClientInformation.h"
51#include "Synchronisable.h"
52
53namespace network
54{
55  GameStateManager::GameStateManager(ClientInformation *head) {
56    id_=0;
57    head_=head;
58  }
59
60  GameStateManager::~GameStateManager() {
61  }
62
63  void GameStateManager::update(){
64    cleanup();
65    reference = getSnapshot();
66    COUT(4) << "inserting gamestate: " << reference << std::endl;
67    gameStateMap.insert(std::pair<int, GameState*>(id_, reference));
68    gameStateUsed[id_]=0;
69    printGameStates();
70    return;
71  }
72 
73  void GameStateManager::addGameState(GameStateCompressed *gs, int clientID){
74    if(!gs)
75      return;
76    std::map<int, GameStateCompressed*>::iterator it = gameStateQueue.find(clientID);
77    if(it!=gameStateQueue.end()){
78      // delete obsolete gamestate
79      delete[] it->second->data;
80      delete it->second;
81    }
82    gameStateQueue[clientID] = gs;
83    return;
84  }
85 
86  void GameStateManager::processGameStates(){
87    std::map<int, GameStateCompressed*>::iterator it;
88    // now push only the most recent gamestates we received (ignore obsolete ones)
89    for(it = gameStateQueue.begin(); it!=gameStateQueue.end(); it++){
90      pushGameState(it->second, it->first);
91    }
92    // now clear the queue
93    gameStateQueue.clear();
94  }
95 
96 
97  /**
98   * this function is used to keep the memory usage low
99   * it tries to delete all the unused gamestates
100   *
101   *
102   */
103  void GameStateManager::cleanup(){
104    std::map<int,int>::iterator it = gameStateUsed.begin();
105    while(it!=gameStateUsed.end()){
106      if((id_-(*it).first)<KEEP_GAMESTATES)
107        break;
108      if( (*it).second <= 0 ){
109        COUT(5) << "GameStateManager: deleting gamestate with id: " << (*it).first << ", uses: " << (*it).second << std::endl;
110        std::map<int, GameState *>::iterator tempit = gameStateMap.find((*it).first);
111        if( tempit != gameStateMap.end() ){
112          GameState *temp = tempit->second;
113          if(temp){
114            delete[] gameStateMap[(*it).first]->data;
115            delete gameStateMap[(*it).first];
116            gameStateMap.erase((*it).first);
117          }
118        }
119        gameStateUsed.erase(it++);
120        continue;
121      }/*else if(id_-it->first<=KEEP_GAMESTATES){  //as soon as we got a used gamestate break here because we could use newer gamestates in future but only if we do not exceed KEEP_GAMESTATES # of gamestates in cache
122        COUT(4) << "breaking " << std::endl;
123        break;
124      }*/
125      it++;
126    }
127  }
128
129  GameStateCompressed *GameStateManager::popGameState(int clientID) {
130    //why are we searching the same client's gamestate id as we searched in
131    //Server::sendGameState?
132    int gID = head_->findClient(clientID)->getGamestateID();
133    COUT(4) << "G.St.Man: popgamestate: sending gstate_id: " << id_ << " diffed from: " << gID << std::endl;
134//     COUT(3) << "gamestatemap: " << &gameStateMap << std::endl;
135    //chose wheather the next gamestate is the first or not
136    if(gID != GAMESTATEID_INITIAL){
137      // TODO something with the gamestatemap is wrong
138      GameState *client=NULL;
139      std::map<int, GameState*>::iterator it = gameStateMap.find(gID);
140      if(it!=gameStateMap.end())
141        client = it->second;
142      GameState *server = reference;
143      //COUT(4) << "client: " << client << " server: " << server << " gamestatemap: " << &gameStateMap << " size: " << server->size << std::endl;
144      COUT(4) << "client: " << (client!=0 ? client->id : (int)client) << " server: " << server->id << " gamestatemap: " << &gameStateMap << " size: " << server->size << std::endl;
145      if(client)
146        return encode(client, server);
147      else
148        return encode(server);
149    } else {
150      COUT(4) << "we got a GAMESTATEID_INITIAL for clientID: " << clientID << std::endl;
151      GameState *server = reference;
152//       ackGameState(clientID, reference->id);
153      return encode(server);
154      // return an undiffed gamestate and set appropriate flags
155    }
156  }
157 
158  bool GameStateManager::pushGameState( GameStateCompressed *gs, int clientID ){
159    GameState *ugs = decompress(gs);
160    delete[] gs->data;
161    delete gs;
162    bool result = loadPartialSnapshot(ugs, clientID);
163    delete[] ugs->data;
164    delete ugs;
165    return result;
166  }
167
168  /**
169  * This function goes through the whole list of synchronisables and
170  * saves all the synchronisables to a flat "list".
171  * @return struct of type gamestate containing the size of the whole gamestate and a pointer linking to the flat list
172  */
173  GameState *GameStateManager::getSnapshot()
174  {
175    //std::cout << "begin getSnapshot" << std::endl;
176    //the size of the gamestate
177    int totalsize=0;
178    int memsize=0;
179    //the size of one specific synchronisable
180    int tempsize=0;
181    // get the start of the Synchronisable list
182    orxonox::Iterator<Synchronisable> it;
183    // struct for return value of Synchronisable::getData()
184    syncData sync;
185
186    GameState *retval=new GameState; //return value
187    retval->id=++id_;
188    COUT(4) << "G.ST.Man: producing gamestate with id: " << retval->id << std::endl;
189    // offset of memory functions
190    int offset=0, size=0;
191    // get total size of gamestate
192    for(it = orxonox::ObjectList<Synchronisable>::start(); it; ++it){
193      size+=it->getSize(); // size of the actual data of the synchronisable
194      size+=3*sizeof(int); // size of datasize, classID and objectID
195    }
196    //retval->data = (unsigned char*)malloc(size);
197    if(size==0)
198      return NULL;
199    retval->data = new unsigned char[size];
200    if(!retval->data){
201      COUT(2) << "GameStateManager: could not allocate memory" << std::endl;
202      return NULL;
203    }
204    memsize=size;
205    // go through all Synchronisables
206    for(it = orxonox::ObjectList<Synchronisable>::start(); it; ++it){
207      //get size of the synchronisable
208      tempsize=it->getSize();
209      // add place for data and 3 ints (length,classid,objectid)
210      totalsize+=tempsize+3*sizeof(int);
211      // allocate+tempsize additional space
212      if(totalsize > size){
213        COUT(3) << "G.St.Man: need additional memory" << std::endl;
214//         if(tempsize < 1000){
215//           retval->data = (unsigned char *)realloc((void *)retval->data, totalsize+1000);
216//           memsize+=1000;
217//         } else {
218//           retval->data = (unsigned char *)realloc((void *)retval->data, totalsize+1000);
219//           memsize+=tempsize+1000;
220//         }
221//         COUT(5) << "G.St.Man: additional space allocation finished" << std::endl;
222      }
223
224      // run Synchronisable::getData with offset and additional place for 3 ints in between (for ids and length)
225      sync=it->getData((retval->data)+offset+3*sizeof(int));
226      memcpy(retval->data+offset, (void *)&(sync.length), sizeof(int));
227      memcpy(retval->data+offset+sizeof(int), (void *)&(sync.objectID), sizeof(int));
228      memcpy(retval->data+offset+2*sizeof(int), (void *)&(sync.classID), sizeof(int));
229      // increase data pointer
230      offset+=tempsize+3*sizeof(int);
231    }
232    retval->size=totalsize;
233    //#### bugfix
234    retval->diffed = false;
235    retval->complete = true;
236    //std::cout << "end snapShot" << std::endl;
237    COUT(5) << "G.ST.Man: Gamestate size: " << totalsize << std::endl;
238    COUT(5) << "G.ST.Man: 'estimated' Gamestate size: " << size << std::endl;
239    return retval;
240  }
241
242  bool GameStateManager::loadPartialSnapshot(GameState *state, int clientID){
243    if(!state)
244      return false;
245    unsigned char *data=state->data;
246    COUT(4) << "loadSnapshot: loading gs: " << state->id << std::endl;
247    // get the start of the Synchronisable list
248    orxonox::Iterator<Synchronisable> it=orxonox::ObjectList<Synchronisable>::start();
249    syncData sync;
250    /*ClientInformation *client = head_->findClient(clientID);
251    if(client)
252      if(client->getPartialGamestateID()>state->id){
253        COUT(3) << "we received an obsolete partial gamestate" << std::endl;
254        return false;
255      }
256    else;*/
257        //what should we do now ??
258    // loop as long as we have some data ;)
259    while(data < state->data+state->size){
260      // prepare the syncData struct
261      sync.length = *(int *)data;
262      data+=sizeof(int);
263      sync.objectID = *(int*)data;
264      data+=sizeof(int);
265      sync.classID = *(int*)data;
266      if(sync.classID == 0) // TODO: remove this
267        COUT(3) << "received a classid 0" << std::endl;
268      data+=sizeof(int);
269      sync.data = data;
270      data+=sync.length;
271      COUT(5) << "objectID: " << sync.objectID << " classID: " << sync.classID << std::endl;
272      while(it && it->objectID!=sync.objectID)
273        ++it;
274
275
276      if(!it){
277        // the objectaber ich glaub die  does not exist yet
278        COUT(4) << "loadsnapshot: creating new object " << std::endl;
279        //COUT(4) << "loadSnapshot:\tclassid: " << sync.classID << ", name: " << ID((unsigned int) sync.classID)->getName() << std::endl;
280        orxonox::Identifier* id = ID((unsigned int)sync.classID);
281        if(!id){
282          COUT(4) << "We could not identify a new object; classid: " << sync.classID << std::endl;
283          continue;
284        }
285        Synchronisable *no = dynamic_cast<Synchronisable *>(id->fabricate());
286        COUT(4) << "loadpartialsnapshot (generating new object): classid: " << sync.classID << " objectID: " << sync.objectID << " length: " << sync.length << std::endl;
287        no->objectID=sync.objectID;
288        no->classID=sync.classID;
289        it=orxonox::ObjectList<Synchronisable>::end();
290        // update data and create object/entity...
291        if( !no->updateData(sync) )
292          COUT(1) << "We couldn't update the object: " << sync.objectID << std::endl;
293        if( !no->create() )
294          COUT(1) << "We couldn't manifest (create() ) the object: " << sync.objectID << std::endl;
295      }else{
296        // we have our object
297        COUT(4) << "loadpartialsnapshot: we found the appropriate object" << std::endl;
298        if(checkAccess(clientID, sync.objectID)){
299          if(! it->updateData(sync))
300            COUT(1) << "We couldn't update objectID: " \
301              << sync.objectID << "; classID: " << sync.classID << std::endl;
302        }else
303          COUT(4) << "loadPartialSnapshot: no access to change objectID: " << sync.objectID << std::endl;
304      }
305      ++it;
306    }
307    //client->setPartialGamestateID(state->id);
308    return true;
309  }
310 
311 
312  //##### ADDED FOR TESTING PURPOSE #####
313  GameStateCompressed* GameStateManager::testCompress( GameState* g ) {
314    return compress_( g );
315  }
316
317  GameState* GameStateManager::testDiff( GameState* a, GameState* b ) {
318    return diff( a, b );
319  }
320  //##### END TESTING PURPOSE #####
321
322  GameStateCompressed *GameStateManager::encode(GameState *a, GameState *b) {
323    COUT(5) << "G.St.Man: this will be a DIFFED gamestate" << std::endl;
324    GameState *r = diff(a,b);
325    GameStateCompressed *c = compress_(r);
326    delete[] r->data;
327    delete r;
328    return c;
329  }
330
331  GameStateCompressed *GameStateManager::encode(GameState *a) {
332    COUT(5) << "G.St.Man: encoding gamestate (compress)" << std::endl;
333    a->base_id=GAMESTATEID_INITIAL;
334    return compress_(a);
335    /*GameStateCompressed *g = new GameStateCompressed;
336    g->base_id = a->base_id;
337    g->id = a->id;
338    g->diffed = a->diffed;
339    g->data = a->data;
340    g->normsize = a->size;
341    g->compsize = a->size;
342    return g;*/
343  }
344
345  GameState *GameStateManager::diff(GameState *alt, GameState *neu) {
346    unsigned char *ap = alt->data, *bp = neu->data;
347    int of=0; // pointers offset
348    int dest_length=0;
349    /*if(alt->size>neu->size)
350      dest_length=alt->size;
351    else*/
352      dest_length=neu->size;
353    if(dest_length==0)
354      return NULL;
355    //unsigned char *dp = (unsigned char *)malloc(dest_length*sizeof(unsigned char));
356    unsigned char *dp = new unsigned char[dest_length*sizeof(unsigned char)];
357    while(of<alt->size && of<neu->size){
358      *(dp+of)=*(ap+of)^*(bp+of); // do the xor
359      ++of;
360    }
361    if(alt->size!=neu->size){ // do we have to fill up ?
362      unsigned char n=0;
363      if(alt->size<neu->size){
364        while(of<dest_length){
365          *(dp+of)=n^*(bp+of);
366          of++;
367        }
368      } /*else{
369        while(of<dest_length){
370          *(dp+of)=*(ap+of)^n;
371          of++;
372        }
373      }*/
374    }
375
376    GameState *r = new GameState;
377    r->id = neu->id;
378    r->size = dest_length;
379    r->diffed = true;
380    r->base_id = alt->id;
381    r->data = dp;
382    r->complete = true;
383    return r;
384  }
385
386  GameStateCompressed *GameStateManager::compress_(GameState *a) {
387    //COUT(4) << "G.St.Man: compressing gamestate" << std::endl;
388
389    //COUT(4) << "G.St.Man: a: id: " << a->id << " base_id: " << a->base_id << " size: " << a->size << " diffed: " << a->diffed << std::endl;
390    int size = a->size;
391
392    uLongf buffer = (uLongf)((a->size + 12)*1.01)+1;
393    //COUT(4) << "size: " << size << ", buffer: " << buffer << std::endl;
394    //unsigned char* dest = (unsigned char*)malloc( buffer );
395    if(buffer==0)
396      return NULL;
397    unsigned char *dest = new unsigned char[buffer];
398    //COUT(4) << "dest: " << dest << std::endl;
399    int retval;
400    //std::cout << "before ziped " << buffer << std::endl;
401    retval = compress( dest, &buffer, a->data, (uLong)size );
402    //COUT(4) << "bloablabla aft3er compress" << std::endl;
403    //std::cout << "after ziped " << buffer << std::endl;
404
405    switch ( retval ) {
406      case Z_OK: COUT(5) << "G.St.Man: compress: successfully compressed" << std::endl; break;
407      case Z_MEM_ERROR: COUT(1) << "G.St.Man: compress: not enough memory available in gamestate.compress" << std::endl; 
408      return NULL;
409      case Z_BUF_ERROR: COUT(2) << "G.St.Man: compress: not enough memory available in the buffer in gamestate.compress" << std::endl;
410      return NULL;
411      case Z_DATA_ERROR: COUT(2) << "G.St.Man: compress: data corrupted in gamestate.compress" << std::endl;
412      return NULL;
413    }
414
415    GameStateCompressed *compressedGamestate = new GameStateCompressed;
416    compressedGamestate->compsize = buffer;
417//     std::cout << "compressedGamestate.compsize = buffer; " << buffer << std::endl;
418    compressedGamestate->normsize = size;
419//     std::cout << "compressedGamestate.normsize = size; " << size << std::endl;
420    compressedGamestate->id = a->id;
421    compressedGamestate->data = dest;
422    compressedGamestate->diffed = a->diffed;
423    compressedGamestate->complete = a->complete;
424    compressedGamestate->base_id = a->base_id;
425    //COUT(5) << "G.St.Man: saved compressed data in GameStateCompressed:" << std::endl;
426    return compressedGamestate;
427  }
428 
429  GameState *GameStateManager::decompress(GameStateCompressed *a) {
430    //COUT(4) << "GameStateClient: uncompressing gamestate. id: " << a->id << ", baseid: " << a->base_id << ", normsize: " << a->normsize << ", compsize: " << a->compsize << std::endl;
431    int normsize = a->normsize;
432    int compsize = a->compsize;
433    int bufsize;
434    if(normsize < compsize)
435      bufsize = compsize;
436    else
437      bufsize = normsize;
438//     unsigned char* dest = (unsigned char*)malloc( bufsize );
439    if(bufsize==0)
440      return NULL;
441    unsigned char *dest = new unsigned char[bufsize];
442    int retval;
443    uLongf length=normsize;
444    //std::cout << "gamestateclient" << std::endl;
445    //std::cout << "normsize " << a.normsize << " compsize " << a.compsize << " " << bufsize << std::endl;
446    retval = uncompress( dest, &length, a->data, (uLong)compsize );
447    //std::cout << "length " << length << std::endl;
448    switch ( retval ) {
449      case Z_OK: COUT(5) << "successfully decompressed" << std::endl; break;
450      case Z_MEM_ERROR: COUT(1) << "not enough memory available" << std::endl; return NULL;
451      case Z_BUF_ERROR: COUT(2) << "not enough memory available in the buffer" << std::endl; return NULL;
452      case Z_DATA_ERROR: COUT(2) << "data corrupted (zlib)" << std::endl; return NULL;
453    }
454
455    GameState *gamestate = new GameState;
456    gamestate->id = a->id;
457    gamestate->size = normsize;
458    gamestate->data = dest;
459    gamestate->base_id = a->base_id;
460    gamestate->diffed = a->diffed;
461    gamestate->complete = a->complete;
462
463
464    return gamestate;
465  }
466 
467
468  void GameStateManager::ackGameState(int clientID, int gamestateID) {
469    ClientInformation *temp = head_->findClient(clientID);
470    if(temp==0)
471      return;
472    int curid = temp->getGamestateID();
473   
474    if(gamestateID == GAMESTATEID_INITIAL){
475      temp->setGameStateID(GAMESTATEID_INITIAL);
476      if(curid!=GAMESTATEID_INITIAL){
477        assert(gameStateUsed.find(curid)!=gameStateUsed.end());
478        --(gameStateUsed.find(curid)->second);
479      }
480      return;
481    }
482    if(curid > gamestateID)
483      // the network packets got messed up
484      return;
485    COUT(4) << "acking gamestate " << gamestateID << " for clientid: " << clientID << " curid: " << curid << std::endl;
486    // decrease usage of gamestate and save it
487//     deleteUnusedGameState(curid);
488    //increase gamestateused
489    std::map<int, int>::iterator it = gameStateUsed.find(curid);
490    if(curid!=GAMESTATEID_INITIAL){
491      if(it!=gameStateUsed.end())
492        --(it->second);
493    }
494    it = gameStateUsed.find(gamestateID);
495    if(it!=gameStateUsed.end()){
496      ++(it->second);
497      temp->setGameStateID(gamestateID);
498    }
499    /*
500    GameState *old = clientGameState[clientID];
501    deleteUnusedGameState(old);
502    clientGameState[clientID]=idGameState[gamestateID];*/
503  }
504
505  bool GameStateManager::printGameStates() {
506    std::map<int, GameState*>::iterator it;
507    COUT(4) << "gamestates: ";
508    for(it = gameStateMap.begin(); it!=gameStateMap.end(); it++){
509      COUT(4) << (*it).first << ":" << (*it).second << " | ";
510    }
511    COUT(4) << std::endl;
512    return true;
513  }
514 
515  bool GameStateManager::checkAccess(int clientID, int objectID){
516    // currently we only check, wheter the object is the clients spaceship
517//     return head_->findClient(objectID)->getShipID()==objectID;
518    return true; // TODO: change this
519  }
520 
521  void GameStateManager::removeClient(ClientInformation* client){
522    if(!client)
523      return;
524    if(client->getGamestateID()>=0)
525      gameStateUsed[client->getGamestateID()]--;
526    head_->removeClient(client->getID());
527  }
528
529}
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