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source: code/branches/network/src/network/TrafficControl.h @ 2276

Last change on this file since 2276 was 2276, checked in by chpeter, 15 years ago

network traffic current progress

File size: 5.6 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#ifndef NETWORKTRAFFICCONTROL_H
29#define NETWORKTRAFFICCONTROL_H
30
31#include <string>
32#include <vector>
33#include <map>
34#include <utility>
35#include <algorithm>
36
37#include "NetworkPrereqs.h"
38#include "Synchronisable.h"
39
40namespace network {
41
42// Synchronisable *bla = Synchronisable::getSynchronisable(objectID);
43
44//stuff to iterate through:  map<unsigned int, objInfo>::iterator itproc;
45//   map<unsigned int, Synchronisable>::iterator itref;
46//   for(it=listToProcess_->begin(); it != listToProcess_->end();it++)
47//   {
48//   
49//     itref=referenceList_->find((*itproc).first);
50//     refCurObj=(*itref).second;
51
52/**
53*a vector of objects of this type will be given by the Server's Gamestate Manager
54*/
55struct objInfo
56{
57  unsigned int objCreatorID;
58  unsigned int objCurGS;//current GameState ID
59  unsigned int objDiffGS;//difference between current and latest GameState
60  unsigned int objSize;
61  unsigned int objValuePerm;
62  unsigned int objValueSched;
63};
64
65/**
66*a vector of objects of this type will be given by the Server's Gamestate Manager
67*/
68struct obj
69{
70  unsigned int objID;
71  unsigned int objCreatorID;
72  unsigned int objSize;
73};
74
75/**
76*eigener sortieralgorithmus
77*/
78bool priodiffer(obj i, obj j)
79{ 
80  map<unsigned int, objInfo>::iterator iti;
81  map<unsigned int, objInfo>::iterator itj;
82  iti=listToProcess_->find(i.objID);
83  itj=listToProcess_->find(j.objID);
84  return iti->second.objValuePerm < itj->second.objValuePerm;
85}
86
87/**
88*
89*/
90class TrafficControl{
91  private:
92
93    //start: lists to be used
94    /**
95    *creates list (typ map) that contains objids, struct with info concerning object(objid)
96    */
97    std::map<unsigned int, objInfo> *listToProcess_;//copy of argument, when traffic control tool is being called, the original of this must be returned later on, eg the vector given by GS
98    /**
99    *reference list: contains object ids and the reference belonging to this id.
100    */
101//     std::map<unsigned int, Synchronisable*> *referenceList_;//has to be created with constructor and then needs to be updated by evaluateList().
102    /**
103    *permanent client list: contains client ids, gamestate ids and object ids (in this order)
104    */
105    std::map<unsigned int, std::map<unsigned int, objInfo>> *clientListPerm_;
106    //has to be created with constructor and then needs to be updated by evaluateList().
107
108    /**
109    *temporary client list: contains client ids, gamestate ids and object ids (in this order)
110    */
111    std::map<unsigned int, std::map<unsigned int, std::vector<obj>>> *clientListTemp_;
112    /**
113    *static priority list: contains obj id, basic priority (in this order)
114    */
115    std::map<unsigned int, unsigned int> *permObjPrio_;
116    /**
117    *dynamic priority list: contains obj id, dynamic priority (eg scheduled) (in this order)
118    */
119    std::map<unsigned int, unsigned int> *schedObjPrio_;
120    //end: lists to be used
121
122    /**
123    *currentGamestateID and currentClientID will be defined as soon as TrafficControl is being called by Server
124    */
125    unsigned int currentGamestateID;
126    unsigned int currentClientID;
127    Synchronisable *refCurObj;//reference to current object, uninitialized yet, do I have to or can I just set refCurObj=...; later on?
128    //not used yet anyway
129    std::vector<obj> copiedVector; //copy of original that I get from GSmanager
130
131    void updateReferenceList(std::map<unsigned int, objInfo> *list);
132    void insertinClientListPerm(unsigned int objid, objInfo objinf);
133    /**
134    *creates listToProcess, which can be easialy compared with other lists
135    */
136    void copyList(std::vector<obj> *list);
137    /**
138    *copies Data to be updated into vector, therefore vector can trashed by server
139    */
140    std::vector<unsigned int>* copyBackList(std::map<unsigned int,Synchronisable*>);
141    /**
142    *evaluates Data given (vector) and produces result(->Data to be updated)
143    */
144    void evaluateList(std::map<obj> *list);
145
146
147
148
149  protected:
150    TrafficControl();
151    virtual ~TrafficControl();//virtual because???
152    static TrafficControl *instance_;
153
154  public:
155    /**
156    *is being used by GSManager from Server:
157    *vector contains: ObjIds, CreatorIds, Size (in this order) from Client XY
158    *Elements of vector are accessed by *list[i]
159    *Elements of struct i are therefore: *list[i].objID
160    */
161    std::vector<obj>* processObjectList(unsigned int clientID, unsigned int gamestateID, std::vector<obj>* list); //gets a pointer to the vector (containing objectIDs) and sorts it
162    void processAck(unsigned int clientID, unsigned int gamestateID);   // this function gets called when the server receives an ack from the client
163    void deleteObject(unsigned int objectID);                           // this function gets called when an object has been deleted (in order to clean up lists and maps)
164};
165
166}
167
168#endif
169
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