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source: code/branches/network/src/network/GameStateManager.h @ 1494

Last change on this file since 1494 was 1494, checked in by rgrieder, 16 years ago
  • set the svn:eol-style property to all files so, that where ever you check out, you'll get the right line endings (had to change every file with mixed endings to windows in order to set the property)
  • Property svn:eol-style set to native
File size: 3.1 KB
Line 
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++ Interface: 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#ifndef _GameStateManager_H__
41#define _GameStateManager_H__
42
43#include "NetworkPrereqs.h"
44
45#include <map>
46
47#include "PacketTypes.h"
48
49namespace network
50{
51
52#define KEEP_GAMESTATES 10
53
54  /**
55  * This Class implements a manager for gamestates:
56  * - creating snapshots of gamestates
57  * - writing gamestates to universe
58  * - diffing gamestates ?
59  *
60  * EN/DECODATION:
61  * a: last Gamestate a client has received
62  * b: new Gamestate
63  * x: diffed and compressed gamestate
64  * x=(a^b)
65  * b=(a^x)
66  * diff(a,diff(a,x))=x (hope this is correct)
67  * @author Oliver Scheuss
68  */
69  class GameStateManager{
70  public:
71    GameStateManager(ClientInformation *head);
72    ~GameStateManager();
73   
74    void addGameState(GameStateCompressed *gs, int clientID);
75    void processGameStates();
76   
77    void update();
78    GameStateCompressed *popGameState(int clientID);
79    void ackGameState(int clientID, int gamestateID);
80    void removeClient(ClientInformation *client);
81    private:
82    bool pushGameState(GameStateCompressed *gs, int clientID);
83    void cleanup(); // "garbage handler"
84    GameState *getSnapshot();
85    bool loadPartialSnapshot(GameState *state, int clientID);
86    GameStateCompressed *encode(GameState *a, GameState *b);
87    GameStateCompressed *encode(GameState *a);
88    GameState *diff(GameState *alt, GameState *neu);
89    GameStateCompressed *compress_(GameState *a);
90    GameState *decompress(GameStateCompressed *a);
91    bool printGameStates();
92    bool checkAccess(int clientID, int objectID);
93
94    std::map<int, GameState*> gameStateMap; //map gsID to gamestate*
95    std::map<int, int> gameStateUsed; // save the number of clients, that use the specific gamestate
96    std::map<int, GameStateCompressed*> gameStateQueue;
97    GameState *reference;
98    ClientInformation *head_;
99    int id_;
100   
101   
102   
103   
104  public:
105    //#### ADDED FOR TESTING PURPOSE ####
106    GameStateCompressed* testCompress( GameState* g );
107    GameState* testDiff( GameState* a, GameState* b );
108  //#### END TESTING PURPOSE ####
109  };
110
111}
112
113#endif /* _GameStateManager_H__ */
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