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source: code/branches/objecthierarchy/src/network/GamestateManager.cc @ 1944

Last change on this file since 1944 was 1944, checked in by scheusso, 16 years ago

Some fixes in gamestate generation and handling (especially when no
objects are present)

  • Property svn:eol-style set to native
File size: 6.1 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, (C) 2007
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29//
30// C++ Implementation: GameStateManager
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
41#include "GamestateManager.h"
42
43#include <utility>
44#include <iostream>
45#include <zlib.h>
46#include <cassert>
47
48#include "core/CoreIncludes.h"
49#include "core/BaseObject.h"
50#include "ClientInformation.h"
51#include "Synchronisable.h"
52
53namespace network
54{
55  GamestateManager::GamestateManager() {
56    id_=0;
57  }
58
59  GamestateManager::~GamestateManager() {
60  }
61
62  bool GamestateManager::update(){
63//     cleanup();
64    return getSnapshot();
65  }
66 
67  bool GamestateManager::add(packet::Gamestate *gs, int clientID){
68    assert(gs);
69    std::map<int, packet::Gamestate*>::iterator it = gamestateQueue.find(clientID);
70    if(it!=gamestateQueue.end()){
71      // delete obsolete gamestate
72      delete it->second;
73    }
74    gamestateQueue[clientID] = gs;
75    return true;
76  }
77 
78  bool GamestateManager::processGamestates(){
79    std::map<int, packet::Gamestate*>::iterator it;
80    // now push only the most recent gamestates we received (ignore obsolete ones)
81    for(it = gamestateQueue.begin(); it!=gamestateQueue.end(); it++){
82      assert(processGamestate(it->second));
83      delete it->second;
84    }
85    // now clear the queue
86    gamestateQueue.clear();
87    return true;
88  }
89 
90 
91  bool GamestateManager::getSnapshot(){
92    reference = new packet::Gamestate();
93    if(!reference->collectData(++id_)){ //we have no data to send
94      delete reference;
95      reference=0;
96    }
97    return true;
98  }
99 
100  /**
101   * this function is used to keep the memory usage low
102   * it tries to delete all the unused gamestates
103   *
104   *
105   */
106/*  void GamestateManager::cleanup(){
107    std::map<int,int>::iterator it = gamestateUsed.begin();
108    while(it!=gamestateUsed.end()){
109      if((id_-(*it).first)<KEEP_GAMESTATES)
110        break;
111      if( (*it).second <= 0 ){
112        COUT(5) << "GameStateManager: deleting gamestate with id: " << (*it).first << ", uses: " << (*it).second << std::endl;
113        std::map<int, packet::Gamestate *>::iterator tempit = gamestateMap.find((*it).first);
114        if( tempit != gamestateMap.end() ){
115          packet::Gamestate *temp = tempit->second;
116          if(temp){
117            delete gamestateMap[(*it).first];
118            gamestateMap.erase((*it).first);
119          }
120        }
121        gamestateUsed.erase(it++);
122        continue;
123      }
124      it++;
125    }
126  }*/
127
128  packet::Gamestate *GamestateManager::popGameState(int clientID) {
129    //why are we searching the same client's gamestate id as we searched in
130    //Server::sendGameState?
131    packet::Gamestate *gs;
132    int gID = ClientInformation::findClient(clientID)->getGamestateID();
133    if(!reference)
134      return 0;
135    gs = reference->doSelection(clientID);
136//     gs = new packet::Gamestate(*reference);
137//     gs = new packet::Gamestate(*reference);
138    // save the (undiffed) gamestate in the clients gamestate map
139    gamestateMap_[clientID].insert(std::pair<int, packet::Gamestate*>(gs->getID(), gs));
140    //chose wheather the next gamestate is the first or not
141    packet::Gamestate *client=NULL;
142    if(gID != GAMESTATEID_INITIAL){
143      std::map<unsigned int, std::map<int, packet::Gamestate*> >::iterator clientMap = gamestateMap_.find(clientID);
144      if(clientMap!=gamestateMap_.end()){
145        std::map<int, packet::Gamestate*>::iterator it = clientMap->second.find(gID);
146        if(it!=clientMap->second.end())
147          client = it->second;
148      }
149    }
150    if(client){
151//       COUT(3) << "diffing" << std::endl;
152      gs = gs->diff(client);
153    }
154    else{
155//       COUT(3) << "not diffing" << std::endl;
156      gs = new packet::Gamestate(*gs);
157    }
158    bool b = gs->compressData();
159    assert(b);
160    return gs;
161  }
162 
163 
164  bool GamestateManager::ack(int gamestateID, int clientID) {
165    ClientInformation *temp = ClientInformation::findClient(clientID);
166    assert(temp);
167    int curid = temp->getGamestateID();
168   
169    if(gamestateID == 0){
170      temp->setGamestateID(GAMESTATEID_INITIAL);
171      return true;
172    }
173   
174    assert(curid<gamestateID);
175    COUT(4) << "acking gamestate " << gamestateID << " for clientid: " << clientID << " curid: " << curid << std::endl;
176    std::map<int, packet::Gamestate*>::iterator it, tempit;
177    for(it = gamestateMap_[clientID].begin(); it!=gamestateMap_[clientID].end() && it->first<gamestateID; it++){
178      delete it->second;
179      tempit=it++;
180      gamestateMap_[clientID].erase(tempit);
181    }
182    temp->setGamestateID(gamestateID);
183    return true;
184  }
185
186  void GamestateManager::removeClient(ClientInformation* client){
187    assert(client);
188    std::map<unsigned int, std::map<int, packet::Gamestate*> >::iterator clientMap = gamestateMap_.find(client->getID());
189    // first delete all remained gamestates
190    std::map<int, packet::Gamestate*>::iterator it;
191    for(it=clientMap->second.begin(); it!=clientMap->second.end(); it++)
192      delete it->second;
193    // now delete the clients gamestatemap
194    gamestateMap_.erase(clientMap);
195  }
196 
197  bool GamestateManager::processGamestate(packet::Gamestate *gs){
198    if(gs->isCompressed())
199    {
200       bool b = gs->decompressData();
201       assert(b);
202    }
203    assert(!gs->isDiffed());
204    return gs->spreadData();
205  }
206
207}
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