/* * ORXONOX - the hottest 3D action shooter ever to exist * > www.orxonox.net < * * * License notice: * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * Author: * Oliver Scheuss * Co-authors: * Dumeni Manatschal * */ #include "GamestateClient.h" #include #include #include "core/CoreIncludes.h" #include "core/BaseObject.h" #include "core/Iterator.h" #include "synchronisable/Synchronisable.h" #include "synchronisable/NetworkCallbackManager.h" #include "packet/Acknowledgement.h" namespace orxonox { struct _NetworkExport GameStateItem{ packet::Gamestate *state; unsigned int id; }; GamestateClient::GamestateClient() { COUT(5) << "this: " << this << std::endl; last_diff_=0; last_gamestate_=GAMESTATEID_INITIAL-1; tempGamestate_=NULL; } GamestateClient::~GamestateClient() { } bool GamestateClient::ack(unsigned int gamestateID, unsigned int clientID){ return true; } bool GamestateClient::add(packet::Gamestate *gs, unsigned int clientID){ if(tempGamestate_!=NULL){ //delete the obsolete gamestate if(tempGamestate_->getID()>gs->getID()) return false; delete tempGamestate_; } tempGamestate_=gs; return true; } bool GamestateClient::processGamestates(){ if(tempGamestate_==NULL) return false; int id = GAMESTATEID_INITIAL; packet::Gamestate *processed = processGamestate(tempGamestate_); // assert(processed); //now call the queued callbacks NetworkCallbackManager::callCallbacks(); if (!processed) return false; //successfully loaded data from gamestate. now save gamestate for diff and delete the old gs tempGamestate_=NULL; gamestateMap_[processed->getID()]=processed; last_diff_ = processed->getID(); id = processed->getID(); sendAck(id); return true; } /** * This function removes a Synchronisable out of the universe * @param it iterator of the list pointing to the object * @return iterator pointing to the next object in the list */ void GamestateClient::removeObject(ObjectList::iterator &it) { ObjectList::iterator temp=it; ++it; delete *temp; } packet::Gamestate *GamestateClient::getGamestate(){ packet::Gamestate *gs = new packet::Gamestate(); if(!gs->collectData(0)){ delete gs; return 0; } return gs; } void GamestateClient::cleanup(){ std::map::iterator temp, it = gamestateMap_.begin(); while(it!=gamestateMap_.end()){ if(it->first>=last_diff_) break; // otherwise delete that stuff delete (*it).second; temp=it++; gamestateMap_.erase(temp); } tempGamestate_=NULL; } void GamestateClient::printGamestateMap(){ std::map::iterator it; COUT(4) << "gamestates: "; for(it=gamestateMap_.begin(); it!=gamestateMap_.end(); it++){ COUT(4) << it->first << ":" << it->second << "|"; } COUT(4) << std::endl; } bool GamestateClient::sendAck(unsigned int gamestateID){ packet::Acknowledgement *ack = new packet::Acknowledgement(gamestateID, 0); if(!ack->send()){ COUT(3) << "could not ack gamestate: " << gamestateID << std::endl; return false; } else{ COUT(5) << "acked a gamestate: " << gamestateID << std::endl; return true; } } packet::Gamestate *GamestateClient::processGamestate(packet::Gamestate *gs){ if(gs->isCompressed()) { bool b = gs->decompressData(); assert(b); } if(gs->isDiffed()){ packet::Gamestate *base = gamestateMap_[gs->getBaseID()]; if(!base){ delete gs; return 0; } // assert(base); //TODO: fix this packet::Gamestate *undiffed = gs->undiff(base); delete gs; gs=undiffed; COUT(5) << "successfully undiffed gamestate id: " << undiffed->getID() << std::endl; } if(gs->spreadData()) return gs; else return NULL; } }