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source: code/branches/network/src/network/TrafficControl.cc @ 2348

Last change on this file since 2348 was 2348, checked in by scheusso, 15 years ago

still not complete yet but much better i hope…

File size: 12.3 KB
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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 <scheusso [at] ee.ethz.ch>, (C) 2008
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29#include "TrafficControl.h"
30
31#include <cassert>
32#include <boost/bind.hpp>
33#include "Synchronisable.h"
34#include "ClientInformation.h"
35
36namespace network {
37
38/**
39*Initializing protected members
40*/
41        TrafficControl *TrafficControl::instance_=0;
42       
43        /**
44        * @brief Constructor: assures that only one reference will be created and sets the pointer
45        */
46        TrafficControl::TrafficControl()
47        {
48          assert(instance_=0);
49          instance_=this;
50    targetSize = 5000;//5000bytes
51        }
52       
53        /**
54        * @brief Destructor: resets the instance pointer to 0
55        */
56        TrafficControl::~TrafficControl()
57        { 
58          //was macht das genau? da instance ja gleich this ist im moment
59          instance_=0;
60          //muss ich alles deallozieren was ich im constructor aufgebaut habe?
61        }
62
63/**
64*Definition of public members
65*/
66
67  /**
68          *eigener sortieralgorithmus
69  */
70//   bool TrafficControl::priodiffer(obj i, obj j)
71//   {
72//     std::map<unsigned int, objInfo>::iterator iti;
73//     std::map<unsigned int, objInfo>::iterator itj;
74//     iti=listToProcess_.find(i.objID);
75//     itj=listToProcess_.find(j.objID);
76//     return iti->second.objValuePerm < itj->second.objValuePerm;
77//   }
78 
79  /**
80  * eigener sortieralgorithmus
81  */
82  bool TrafficControl::priodiffer(uint32_t clientID, obj i, obj j)
83  {
84    assert(clientListPerm_.find(clientID) != clientListPerm_.end());  //make sure the client exists in our list
85    assert(clientListPerm_[clientID].find(i.objID) != clientListPerm_[clientID].end()); // make sure the object i is in the client list
86    assert(clientListPerm_[clientID].find(j.objID) != clientListPerm_[clientID].end()); // make sure the object j is in the client list
87   
88    return clientListPerm_[clientID][i.objID].objID < clientListPerm_[clientID][j.objID].objID;
89  }
90
91
92        std::vector<obj>* TrafficControl::processObjectList(unsigned int clientID, unsigned int gamestateID, std::vector<obj> *list)
93        {
94          copiedVector = *list;
95          currentClientID=clientID;
96          currentGamestateID=gamestateID;
97          evaluateList(clientID, list);
98          //list hatte vorher ja vielmehr elemente, nach zuweisung nicht mehr... speicherplatz??
99          *list=copiedVector;
100    //später wird copiedVector ja überschrieben, ist das ein problem für list-dh. für gamestatemanager?
101          return list;
102        }
103       
104        void TrafficControl::processAck(unsigned int clientID, unsigned int gamestateID)
105        {
106          std::vector<obj>::iterator itvec;  // iterator to iterate through the acked objects
107   
108    //assertions to make sure the maps already exist
109    assert(clientListTemp_.find(clientID) != clientListTemp_.end() );
110    assert(clientListPerm_.find(clientID) != clientListPerm_.end() );
111          assert( clientListTemp_[clientID].find(gamestateID) != clientListTemp_[clientID].end() );
112   
113    for(itvec = clientListTemp_[clientID][gamestateID].begin(); itvec != clientListTemp_[clientID][gamestateID].end(); itvec++)
114          {
115      if(clientListPerm_[clientID].find((*itvec).objID) != clientListPerm_[clientID].end()) // check whether the obj already exists in our lists
116      {
117        clientListPerm_[clientID][(*itvec).objID].objID = gamestateID;
118      }
119      else
120      {
121        clientListPerm_[clientID][(*itvec).objID].objCurGS = gamestateID;
122        clientListPerm_[clientID][(*itvec).objID].objID = (*itvec).objID;
123        clientListPerm_[clientID][(*itvec).objID].objCreatorID = (*itvec).objCreatorID;
124        clientListPerm_[clientID][(*itvec).objID].objSize = (*itvec).objSize;
125      }
126          }
127           // remove temporary vector (with acked objects) from the map
128    clientListTemp_[clientID].erase( clientListTemp_[clientID].find(gamestateID) );
129        }
130
131/**
132*Definition of private members
133*/
134       
135       
136        /**
137        *copyList gets vector of Gamestate Manager and turns it to *listToProcess
138        */
139//      void TrafficControl::copyList(std::vector<obj> *list)
140//      {
141//        std::vector<obj>::iterator itvec;
142//        for(itvec = (*list).begin(); itvec != (*list).end(); itvec++)
143//        {
144//          objInfo objectA;
145//          objectA.objCreatorID=(*itvec).objCreatorID;
146//          objectA.objSize = (*itvec).objSize;
147//          listToProcess_.insert(std::pair<currentClientID, map<(*itvec).objID,objectA>>);//unsicher: ob map<...> so richtig ist
148//        }
149//      }
150        /**
151        *updateReferenceList compares the sent list by GSmanager with the current *reference list and updates it.
152        *returns void
153        */
154//      void TrafficControl::updateReferenceList(std::map<unsigned int, objInfo> *list)
155//      {
156//        std::map<unsigned int, Synchronisable*>::iterator itref;
157//        std::map<unsigned int, objInfo>::iterator itproc;
158//        for(itproc=listToProcess_.begin(); itproc != listToProcess_.end(); itproc++)
159//        {
160//          //itproc->first=objectid that is looked for
161//          if(referenceList_->find(itproc->first))
162//          {
163//            continue;
164//          }
165//          else
166//          {
167//            (*referenceList_).insert(pair<unsigned int,          Synchronisable*>((*itproc).first,Synchronisable::getSynchronisable((*itproc).first)));//important: how to get adress of an object!
168//            insertinClientListPerm(currentClientID,itproc->first,itproc->second);
169//          }
170//        }
171//      }
172        /**
173        *updateClientListPerm
174        *returns void
175        */
176        void TrafficControl::insertinClientListPerm(unsigned int clientID, obj objinf)
177        { 
178          std::map<unsigned int,std::map<unsigned int, objInfo> >::iterator itperm;//iterator clientListPerm over clientIDs
179//        itperm = (clientListPerm_).find(clientID);
180//        assert(itperm != clientListPerm_.end() );
181    unsigned int gsid=GAMESTATEID_INITIAL, gsdiff=currentGamestateID, prioperm=Synchronisable::getSynchronisable(objinf.objID)->getPriority(), priomom=0;
182    clientListPerm_[clientID][objinf.objID] = objInfo(objinf.objID, objinf.objCreatorID,gsid,gsdiff, objinf.objSize,prioperm,priomom);
183//        itperm->second.insert(std::pair<unsigned int, objInfo>(objid,objinf));
184//     permObjPrio_.insert(objid, objinf.objValuePerm);
185        }
186       
187  /**
188  * updateClientListTemp
189  * takes the shortened vector which will be sent to the gsmanager and puts the *info into clientListTemp
190  */   
191  void TrafficControl::updateClientListTemp(std::vector<obj> *list)
192  {
193    clientListTemp_[currentClientID][currentGamestateID] = std::vector<obj>(*list);
194//     std::vector<obj>::iterator itvec;
195//     std::map<unsigned int,std::map<unsigned int, obj> >::iterator ittemp;
196//     std::map<unsigned int, obj>::iterator ittempgs;
197//     ittemp = clientListTemp_.find(currentClientID);
198//     ittempgs = (*ittemp).find(currentGamestateID);
199//     for(itvec = list.begin(); itvec!=list.end(), itvec++)
200//     {
201//       ittempgs.insert(itvec);
202//     }
203  }
204
205  /**
206  *cut
207  *takes the current vector that has to be returned to the gsmanager and shortens it in criteria of bandwidth of clientID(XY)
208  */
209  void TrafficControl::cut(std::vector<obj> *list, unsigned int targetsize)
210  {
211    unsigned int size=0;
212    std::vector<obj>::iterator itvec;
213    itvec = list->begin();
214//     unsigned int i=0;
215    for(itvec = list->begin(); itvec != list->end() && size<targetsize; itvec++)
216//     while(size<targetsize && (itvec!=list.end()))
217    {
218      size = size + (*itvec).objSize;//objSize is given in bytes!??
219//       i++;
220//       itvec = list.begin()+i;
221    }
222    list->erase(itvec, list->end());
223  }
224
225
226        /**
227        *evaluateList evaluates whether new obj are there, whether there are things to be updatet and manipulates all this.
228        */
229        void TrafficControl::evaluateList(unsigned int clientID, std::vector<obj> *list)
230        {
231          //copyList(list);
232       
233          //now the sorting
234       
235          //compare listToProcess vs clientListPerm
236    //if listToProcess contains new Objects, add them to clientListPerm
237          std::map<unsigned int, objInfo>::iterator itproc;
238    std::vector<obj>::iterator itvec;
239          std::map<unsigned int, std::map<unsigned int, objInfo> >::iterator itperm;
240//        std::map<unsigned int, objInfo>::iterator itpermobj;
241          unsigned int permprio;
242          for( itvec=list->begin(); itvec != list->end(); itvec++)
243          {
244            itperm = clientListPerm_.find(clientID);
245            if ( clientListPerm_[clientID].find( (*itvec).objID) != clientListPerm_[clientID].end() )
246      {
247        // we already have the object in our map
248        //obj bleibt in liste und permanente prio wird berechnet
249        clientListPerm_[clientID][(*itvec).objID].objDiffGS = currentGamestateID - clientListPerm_[clientID][(*itvec).objID].objCurGS;
250//         ((*itpermobj).second).objDiffGS = ((*itpermobj).second).objCurGS - currentGamestateID;
251//         permprio = clientListPerm_[clientID][(*itproc).first].objValuePerm;
252//         itpermprio = (permObjPrio_).find((*itproc).first);
253//         ((*itpermobj).second).objValuePerm = ((*itpermobj).second).objDiffGS * (*itpermprio).second;
254        continue;//check next objId
255      }
256      else
257      {
258        // insert the object into clientListPerm
259        insertinClientListPerm(clientID,*itvec);
260//         itpermobj=(*itperm).find((*itproc).first)
261//         ((*itpermobj).second).objDiffGS = ((*itpermobj).second).objCurGS - currentGamestateID;
262//         itpermprio = (permObjPrio_).find((*itproc).first);
263//         ((*itpermobj).second).objValuePerm = ((*itpermobj).second).objDiffGS * (*itpermprio).second;
264        continue;//check next objId
265      }
266    }
267          //end compare listToProcess vs clientListPerm
268       
269    //listToProc vs clientListTemp
270    //TODO: uncomment it again and change some things
271    /*
272    std::map<unsigned int, std::map<unsigned int, unsigned int> >::iterator ittemp;
273    std::map<unsigned int, unsigned int>::iterator ittempgs;
274    for( itproc=listToProcess_.begin(); itproc != listToProcess_.end();itproc++)
275    {
276      ittemp = clientListTemp_->find(currentClientID);
277      if( ittempgs = (*ittemp).find(currentGamestateID))
278      {
279        if((*itproc).first == (*ittempgs).find((*itproc).first))//ja, dann ist objekt schon in der zu sendenden liste-muss nicht nochmal gesendet werden
280        {
281          (listToProcess_).erase (itproc);
282        }
283        else
284          continue;
285      }
286      else
287        continue;
288    }*/
289    //end listToProc vs clientListTemp
290   
291    //TODO: check whether we need this, cause i don't think so.
292    //listToProcess contains obj to send now, and since we give gsmanager the copiedvector and not listToProcess shorten copiedvector therefor too.
293    /*std::vector<obj>::iterator itvec;
294    for(itvec = copiedVector.begin(); itvec != copiedVector.end(); itvec++)
295    {
296      if ( listToProcess_.find(itvec->objID) )
297      {
298        continue;//therefore object wasnt thrown out yet and has to be sent back to gsmanager
299      }
300      else
301      {
302        copiedVector.remove(itvec);
303      }
304    }*/
305    //sort copied vector aufgrund der objprioperm in clientlistperm
306    // use boost bind here because we need to pass a memberfunction to stl sort
307    sort(list->begin(), list->end(), boost::bind(&TrafficControl::priodiffer, this, clientID, _1, _2) );
308    //swappen aufgrund von creator oder ganz rausnehmen!?
309    for(itvec = list->begin(); itvec != list->end(); itvec++)
310    { 
311      //TODO: TODO TODO TODO
312      itproc = (listToProcess_).find((*itvec).objID);
313      if((*itproc).second.objCreatorID)
314      {
315      //vor dem child in copiedvector einfügen, wie?
316        copiedVector.insert(copiedVector.find((*itproc).first),(*itproc).second.objCreatorID);
317      }
318      else continue;
319    }
320    //end of sorting
321    //now the cutting, work the same obj out in processobjectlist and copiedvector, compression rate muss noch festgelegt werden.
322    cut(copiedVector,targetSize);
323    //diese Funktion updateClientList muss noch gemacht werden
324    updateClientListTemp(list);
325    //end of sorting
326  }
327
328
329
330
331/*
332void bvlabla(vector *a){
333//sort a
334vector *cache;
335cache = new vector<unsigned int>(*a);
336return a;
337}
338*/
339
340
341}//namespace network
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