| 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, (C) 2007 | 
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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 |  | 
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| 29 | // | 
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| 30 | // C++ Implementation: GameStateManager | 
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| 31 | // | 
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| 32 | // Description: | 
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| 33 | // | 
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| 34 | // | 
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| 35 | // Author:  Oliver Scheuss, (C) 2007 | 
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| 36 | // | 
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| 37 | // Copyright: See COPYING file that comes with this distribution | 
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| 38 | // | 
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| 39 | // | 
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| 40 |  | 
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| 41 | #include "GamestateManager.h" | 
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| 42 |  | 
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| 43 | #include <utility> | 
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| 44 | #include <iostream> | 
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| 45 | #include <zlib.h> | 
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| 46 | #include <cassert> | 
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| 47 |  | 
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| 48 | #include "core/CoreIncludes.h" | 
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| 49 | #include "core/BaseObject.h" | 
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| 50 | #include "ClientInformation.h" | 
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| 51 | #include "synchronisable/Synchronisable.h" | 
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| 52 | #include "synchronisable/NetworkCallbackManager.h" | 
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| 53 |  | 
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| 54 | namespace orxonox | 
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| 55 | { | 
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| 56 | GamestateManager::GamestateManager() { | 
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| 57 | id_=0; | 
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| 58 | trafficControl_ = new TrafficControl(); | 
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| 59 | } | 
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| 60 |  | 
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| 61 | GamestateManager::~GamestateManager() { | 
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| 62 | delete trafficControl_; | 
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| 63 | } | 
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| 64 |  | 
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| 65 | bool GamestateManager::update(){ | 
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| 66 | //     cleanup(); | 
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| 67 | return getSnapshot(); | 
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| 68 | } | 
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| 69 |  | 
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| 70 | bool GamestateManager::add(packet::Gamestate *gs, unsigned int clientID){ | 
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| 71 | assert(gs); | 
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| 72 | std::map<unsigned int, packet::Gamestate*>::iterator it = gamestateQueue.find(clientID); | 
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| 73 | if(it!=gamestateQueue.end()){ | 
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| 74 | // delete obsolete gamestate | 
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| 75 | delete it->second; | 
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| 76 | } | 
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| 77 | gamestateQueue[clientID] = gs; | 
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| 78 | return true; | 
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| 79 | } | 
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| 80 |  | 
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| 81 | bool GamestateManager::processGamestates(){ | 
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| 82 | std::map<unsigned int, packet::Gamestate*>::iterator it; | 
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| 83 | // now push only the most recent gamestates we received (ignore obsolete ones) | 
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| 84 | for(it = gamestateQueue.begin(); it!=gamestateQueue.end(); it++){ | 
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| 85 | bool b = processGamestate(it->second); | 
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| 86 | assert(b); | 
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| 87 | delete it->second; | 
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| 88 | } | 
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| 89 | // now clear the queue | 
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| 90 | gamestateQueue.clear(); | 
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| 91 | //and call all queued callbacks | 
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| 92 | NetworkCallbackManager::callCallbacks(); | 
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| 93 | return true; | 
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| 94 | } | 
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| 95 |  | 
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| 96 |  | 
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| 97 | bool GamestateManager::getSnapshot(){ | 
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| 98 | reference = new packet::Gamestate(); | 
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| 99 | if(!reference->collectData(++id_)){ //we have no data to send | 
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| 100 | delete reference; | 
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| 101 | reference=0; | 
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| 102 | } | 
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| 103 | return true; | 
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| 104 | } | 
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| 105 |  | 
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| 106 | /** | 
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| 107 | * this function is used to keep the memory usage low | 
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| 108 | * it tries to delete all the unused gamestates | 
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| 109 | * | 
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| 110 | * | 
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| 111 | */ | 
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| 112 | /*  void GamestateManager::cleanup(){ | 
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| 113 | std::map<int,int>::iterator it = gamestateUsed.begin(); | 
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| 114 | while(it!=gamestateUsed.end()){ | 
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| 115 | if((id_-(*it).first)<KEEP_GAMESTATES) | 
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| 116 | break; | 
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| 117 | if( (*it).second <= 0 ){ | 
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| 118 | COUT(5) << "GameStateManager: deleting gamestate with id: " << (*it).first << ", uses: " << (*it).second << std::endl; | 
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| 119 | std::map<int, packet::Gamestate *>::iterator tempit = gamestateMap.find((*it).first); | 
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| 120 | if( tempit != gamestateMap.end() ){ | 
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| 121 | packet::Gamestate *temp = tempit->second; | 
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| 122 | if(temp){ | 
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| 123 | delete gamestateMap[(*it).first]; | 
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| 124 | gamestateMap.erase((*it).first); | 
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| 125 | } | 
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| 126 | } | 
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| 127 | gamestateUsed.erase(it++); | 
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| 128 | continue; | 
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| 129 | } | 
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| 130 | it++; | 
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| 131 | } | 
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| 132 | }*/ | 
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| 133 |  | 
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| 134 | packet::Gamestate *GamestateManager::popGameState(unsigned int clientID) { | 
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| 135 | //why are we searching the same client's gamestate id as we searched in | 
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| 136 | //Server::sendGameState? | 
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| 137 | packet::Gamestate *gs; | 
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| 138 | unsigned int gID = ClientInformation::findClient(clientID)->getGamestateID(); | 
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| 139 | if(!reference) | 
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| 140 | return 0; | 
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| 141 | gs = reference->doSelection(clientID, 10000); | 
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| 142 | //     gs = new packet::Gamestate(*reference); | 
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| 143 | // save the (undiffed) gamestate in the clients gamestate map | 
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| 144 | gamestateMap_[clientID].insert(std::pair<int, packet::Gamestate*>(gs->getID(), gs)); | 
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| 145 | //chose wheather the next gamestate is the first or not | 
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| 146 | packet::Gamestate *client=NULL; | 
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| 147 | if(gID != GAMESTATEID_INITIAL){ | 
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| 148 | std::map<unsigned int, std::map<unsigned int, packet::Gamestate*> >::iterator clientMap = gamestateMap_.find(clientID); | 
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| 149 | if(clientMap!=gamestateMap_.end()){ | 
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| 150 | std::map<unsigned int, packet::Gamestate*>::iterator it = clientMap->second.find(gID); | 
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| 151 | if(it!=clientMap->second.end()) | 
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| 152 | client = it->second; | 
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| 153 | } | 
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| 154 | } | 
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| 155 | if(client){ | 
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| 156 | //       COUT(3) << "diffing" << std::endl; | 
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| 157 | gs = gs->diff(client); | 
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| 158 | } | 
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| 159 | else{ | 
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| 160 | //       COUT(3) << "not diffing" << std::endl; | 
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| 161 | gs = new packet::Gamestate(*gs); | 
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| 162 | } | 
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| 163 | bool b = gs->compressData(); | 
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| 164 | assert(b); | 
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| 165 | return gs; | 
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| 166 | } | 
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| 167 |  | 
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| 168 |  | 
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| 169 | bool GamestateManager::ack(unsigned int gamestateID, unsigned int clientID) { | 
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| 170 | ClientInformation *temp = ClientInformation::findClient(clientID); | 
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| 171 | assert(temp); | 
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| 172 | unsigned int curid = temp->getGamestateID(); | 
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| 173 |  | 
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| 174 | if(gamestateID == 0){ | 
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| 175 | temp->setGamestateID(GAMESTATEID_INITIAL); | 
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| 176 | return true; | 
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| 177 | } | 
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| 178 |  | 
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| 179 | assert(curid==(unsigned int)GAMESTATEID_INITIAL || curid<gamestateID); | 
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| 180 | COUT(4) << "acking gamestate " << gamestateID << " for clientid: " << clientID << " curid: " << curid << std::endl; | 
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| 181 | std::map<unsigned int, packet::Gamestate*>::iterator it, tempit; | 
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| 182 | for(it = gamestateMap_[clientID].begin(); it!=gamestateMap_[clientID].end() && it->first<gamestateID; it++){ | 
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| 183 | delete it->second; | 
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| 184 | tempit=it++; | 
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| 185 | gamestateMap_[clientID].erase(tempit); | 
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| 186 | } | 
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| 187 | temp->setGamestateID(gamestateID); | 
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| 188 | TrafficControl::processAck(clientID, gamestateID); | 
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| 189 | return true; | 
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| 190 | } | 
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| 191 |  | 
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| 192 | void GamestateManager::removeClient(ClientInformation* client){ | 
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| 193 | assert(client); | 
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| 194 | std::map<unsigned int, std::map<unsigned int, packet::Gamestate*> >::iterator clientMap = gamestateMap_.find(client->getID()); | 
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| 195 | // first delete all remained gamestates | 
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| 196 | std::map<unsigned int, packet::Gamestate*>::iterator it; | 
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| 197 | for(it=clientMap->second.begin(); it!=clientMap->second.end(); it++) | 
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| 198 | delete it->second; | 
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| 199 | // now delete the clients gamestatemap | 
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| 200 | gamestateMap_.erase(clientMap); | 
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| 201 | } | 
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| 202 |  | 
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| 203 | bool GamestateManager::processGamestate(packet::Gamestate *gs){ | 
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| 204 | if(gs->isCompressed()) | 
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| 205 | { | 
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| 206 | bool b = gs->decompressData(); | 
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| 207 | assert(b); | 
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| 208 | } | 
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| 209 | assert(!gs->isDiffed()); | 
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| 210 | return gs->spreadData(); | 
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| 211 | } | 
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| 212 |  | 
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| 213 | } | 
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