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source: code/branches/network5/src/libraries/network/GamestateClient.h @ 7777

Last change on this file since 7777 was 7777, checked in by scheusso, 13 years ago

some () structural changes
some functional changes (GamestateClient replaced through GamestateManager on client)
reliable packets get buffered until a recent gamestate arrived and got processed

  • Property svn:eol-style set to native
File size: 2.5 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
24 *   Co-authors:
25 *      Dumeni Manatschal
26 *
27 */
28
29//
30// C++ Interface: GameStateClient
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 _GamestateClient_H__
41#define _GamestateClient_H__
42
43#include "NetworkPrereqs.h"
44
45#include <map>
46#include "core/CorePrereqs.h"
47#include "GamestateHandler.h"
48
49const unsigned int GAMESTATEID_INITIAL = static_cast<unsigned int>(-1);
50
51namespace orxonox
52{
53  class _NetworkExport GamestateClient: public GamestateHandler
54  {
55  public:
56    GamestateClient();
57    ~GamestateClient();
58
59    virtual bool      addGamestate(packet::Gamestate *gs, unsigned int clientID);
60    virtual bool      ackGamestate(unsigned int gamestateID, unsigned int clientID);
61    virtual uint32_t  getLastProcessedGamestateID(unsigned int clientID=0) { return this->lastProcessedGamestateID_; }
62    virtual uint32_t  getCurrentGamestateID(){ return this->lastProcessedGamestateID_; }
63
64    bool processGamestates();
65    packet::Gamestate *getGamestate();
66    void cleanup();
67  private:
68    packet::Gamestate *processGamestate(packet::Gamestate *gs);
69    void removeObject(ObjectListIterator<Synchronisable> &it);
70    void printGamestateMap();
71    bool sendAck(unsigned int gamestateID);
72
73    unsigned int           lastAckedGamestateID_;
74    unsigned int           lastProcessedGamestateID_;
75    std::map<unsigned int, packet::Gamestate *> gamestateMap_;
76    packet::Gamestate *tempGamestate_; // we save the received gamestates here during processQueue
77
78  };
79
80}
81
82#endif /* _GamestateClient_H__ */
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