1 | /* |
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2 | * ORXONOX - the hottest 3D action shooter ever to exist |
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3 | * > www.orxonox.net < |
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4 | * |
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5 | * |
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6 | * License notice: |
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7 | * |
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8 | * This program is free software; you can redistribute it and/or |
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9 | * modify it under the terms of the GNU General Public License |
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10 | * as published by the Free Software Foundation; either version 2 |
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11 | * of the License, or (at your option) any later version. |
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12 | * |
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13 | * This program is distributed in the hope that it will be useful, |
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14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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16 | * GNU General Public License for more details. |
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17 | * |
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18 | * You should have received a copy of the GNU General Public License |
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19 | * along with this program; if not, write to the Free Software |
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20 | * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. |
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21 | * |
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22 | * Author: |
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23 | * Oliver Scheuss <scheusso [at] ee.ethz.ch>, (C) 2008 |
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24 | * Co-authors: |
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25 | * ... |
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26 | * |
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27 | */ |
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28 | #ifndef NETWORKTRAFFICCONTROL_H |
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29 | #define NETWORKTRAFFICCONTROL_H |
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30 | |
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31 | #include <string> |
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32 | #include <vector> |
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33 | #include <map> |
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34 | #include <utility> |
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35 | #include <algorithm> |
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36 | |
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37 | #include "NetworkPrereqs.h" |
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38 | #include "Synchronisable.h" |
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39 | #include "util/Integers.h" |
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40 | |
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41 | namespace network { |
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42 | |
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43 | /** |
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44 | *a vector of objects of this type will be given by the Server's Gamestate Manager |
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45 | */ |
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46 | struct objInfo |
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47 | { |
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48 | uint32_t objID; |
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49 | uint32_t objCreatorID; |
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50 | int32_t objCurGS;//current GameState ID |
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51 | int32_t objDiffGS;//difference between current and latest GameState |
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52 | uint32_t objSize; |
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53 | unsigned int objValuePerm; |
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54 | unsigned int objValueSched; |
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55 | }; |
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56 | |
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57 | /** |
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58 | *a vector of objects of this type will be given by the Server's Gamestate Manager |
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59 | */ |
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60 | struct obj |
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61 | { |
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62 | unsigned int objID; |
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63 | unsigned int objCreatorID; |
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64 | unsigned int objSize; |
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65 | }; |
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66 | |
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67 | |
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68 | |
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69 | /** |
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70 | * |
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71 | */ |
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72 | class TrafficControl{ |
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73 | private: |
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74 | |
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75 | /** |
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76 | *Lists that will be used: |
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77 | *listToProcess |
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78 | *clientListPerm |
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79 | *clientListTemp |
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80 | *referenceList |
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81 | *permObjPrio list |
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82 | *schedObjPrio |
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83 | */ |
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84 | //start: lists to be used |
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85 | /** |
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86 | *creates list (typ map) that contains objids, struct with info concerning object(objid) |
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87 | */ |
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88 | 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 |
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89 | /** |
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90 | *permanent client list: contains client ids, object ids and objectInfos (in this order) |
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91 | */ |
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92 | std::map<unsigned int, std::map<unsigned int, std::vector<objInfo> > > clientListPerm_; |
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93 | //has to be created with constructor and then needs to be updated by evaluateList(). |
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94 | |
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95 | /** |
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96 | *temporary client list: contains client ids, gamestate ids and object ids (in this order) |
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97 | */ |
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98 | std::map<unsigned int, std::map<unsigned int, std::vector<obj> > > clientListTemp_; |
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99 | /** |
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100 | *static priority list: contains obj id, basic priority (in this order) |
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101 | */ |
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102 | std::map<unsigned int, unsigned int> permObjPrio_; |
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103 | /** |
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104 | *dynamic priority list: contains obj id, dynamic priority (eg scheduled) (in this order) |
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105 | */ |
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106 | std::map<unsigned int, unsigned int> schedObjPrio_; |
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107 | //end: lists to be used |
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108 | |
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109 | /**updateReferenceList |
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110 | *currentGamestateID and currentClientID will be defined as soon as TrafficControl is being called by Server |
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111 | */ |
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112 | unsigned int currentGamestateID; |
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113 | unsigned int currentClientID; |
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114 | unsigned int targetSize; |
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115 | /** |
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116 | *copiedVector is a copy of the given Vector by the GSmanager, on this vector all manipulations are performed |
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117 | */ |
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118 | std::vector<obj> copiedVector; |
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119 | |
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120 | void updateReferenceList(std::map<unsigned int, objInfo> *list);//done |
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121 | void insertinClientListPerm(unsigned int clientid, unsigned int objid, objInfo objinf);//done |
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122 | /** |
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123 | *creates listToProcess, which can be easialy compared with other lists |
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124 | */ |
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125 | void copyList(std::vector<obj> *list);//done |
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126 | |
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127 | void cut(std::vector<obj> *list,int targetsize); |
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128 | void updateClientListTemp(std::vector<obj> *list);//done |
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129 | /** |
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130 | *evaluates Data given (vector) and produces result(->Data to be updated) |
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131 | */ |
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132 | void evaluateList(std::vector<obj> *list);//done |
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133 | |
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134 | protected: |
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135 | TrafficControl(); |
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136 | virtual ~TrafficControl();//virtual because??? |
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137 | static TrafficControl *instance_; |
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138 | |
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139 | public: |
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140 | /** |
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141 | *is being used by GSManager from Server: |
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142 | *vector contains: ObjIds, CreatorIds, Size (in this order) from Client XY |
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143 | *Elements of vector are accessed by *list[i] |
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144 | *Elements of struct i are therefore: *list[i].objID |
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145 | */ |
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146 | 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 |
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147 | //done |
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148 | void processAck(unsigned int clientID, unsigned int gamestateID); // this function gets called when the server receives an ack from the client |
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149 | //done |
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150 | void deleteObject(unsigned int objectID); // this function gets called when an object has been deleted (in order to clean up lists and maps) |
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151 | |
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152 | bool priodiffer(obj i, obj j); |
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153 | }; |
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154 | |
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155 | } |
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156 | |
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157 | #endif |
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158 | |
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