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source: code/branches/presentation/src/network/GamestateManager.cc @ 2381

Last change on this file since 2381 was 2381, checked in by scheusso, 15 years ago

corrected some problem with scheduling and cutting (in trafficcontrol)

  • Property svn:eol-style set to native
File size: 6.4 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/Synchronisable.h"
52#include "synchronisable/NetworkCallbackManager.h"
53
54namespace orxonox
55{
56  GamestateManager::GamestateManager() {
57    id_=0;
58  }
59
60  GamestateManager::~GamestateManager() {
61  }
62
63  bool GamestateManager::update(){
64//     cleanup();
65    return getSnapshot();
66  }
67
68  bool GamestateManager::add(packet::Gamestate *gs, unsigned int clientID){
69    assert(gs);
70    std::map<unsigned int, packet::Gamestate*>::iterator it = gamestateQueue.find(clientID);
71    if(it!=gamestateQueue.end()){
72      // delete obsolete gamestate
73      delete it->second;
74    }
75    gamestateQueue[clientID] = gs;
76    return true;
77  }
78
79  bool GamestateManager::processGamestates(){
80    std::map<unsigned int, packet::Gamestate*>::iterator it;
81    // now push only the most recent gamestates we received (ignore obsolete ones)
82    for(it = gamestateQueue.begin(); it!=gamestateQueue.end(); it++){
83      bool b = processGamestate(it->second);
84      assert(b);
85      delete it->second;
86    }
87    // now clear the queue
88    gamestateQueue.clear();
89    //and call all queued callbacks
90    NetworkCallbackManager::callCallbacks();
91    return true;
92  }
93
94
95  bool GamestateManager::getSnapshot(){
96    reference = new packet::Gamestate();
97    if(!reference->collectData(++id_)){ //we have no data to send
98      delete reference;
99      reference=0;
100    }
101    return true;
102  }
103
104  /**
105   * this function is used to keep the memory usage low
106   * it tries to delete all the unused gamestates
107   *
108   *
109   */
110/*  void GamestateManager::cleanup(){
111    std::map<int,int>::iterator it = gamestateUsed.begin();
112    while(it!=gamestateUsed.end()){
113      if((id_-(*it).first)<KEEP_GAMESTATES)
114        break;
115      if( (*it).second <= 0 ){
116        COUT(5) << "GameStateManager: deleting gamestate with id: " << (*it).first << ", uses: " << (*it).second << std::endl;
117        std::map<int, packet::Gamestate *>::iterator tempit = gamestateMap.find((*it).first);
118        if( tempit != gamestateMap.end() ){
119          packet::Gamestate *temp = tempit->second;
120          if(temp){
121            delete gamestateMap[(*it).first];
122            gamestateMap.erase((*it).first);
123          }
124        }
125        gamestateUsed.erase(it++);
126        continue;
127      }
128      it++;
129    }
130  }*/
131
132  packet::Gamestate *GamestateManager::popGameState(unsigned int clientID) {
133    //why are we searching the same client's gamestate id as we searched in
134    //Server::sendGameState?
135    packet::Gamestate *gs;
136    unsigned int gID = ClientInformation::findClient(clientID)->getGamestateID();
137    if(!reference)
138      return 0;
139    gs = reference->doSelection(clientID, 10000);
140//     gs = new packet::Gamestate(*reference);
141    // save the (undiffed) gamestate in the clients gamestate map
142    gamestateMap_[clientID].insert(std::pair<int, packet::Gamestate*>(gs->getID(), gs));
143    //chose wheather the next gamestate is the first or not
144    packet::Gamestate *client=NULL;
145    if(gID != GAMESTATEID_INITIAL){
146      std::map<unsigned int, std::map<unsigned int, packet::Gamestate*> >::iterator clientMap = gamestateMap_.find(clientID);
147      if(clientMap!=gamestateMap_.end()){
148        std::map<unsigned int, packet::Gamestate*>::iterator it = clientMap->second.find(gID);
149        if(it!=clientMap->second.end())
150          client = it->second;
151      }
152    }
153    if(client){
154//       COUT(3) << "diffing" << std::endl;
155      gs = gs->diff(client);
156    }
157    else{
158//       COUT(3) << "not diffing" << std::endl;
159      gs = new packet::Gamestate(*gs);
160    }
161    bool b = gs->compressData();
162    assert(b);
163    return gs;
164  }
165
166
167  bool GamestateManager::ack(unsigned int gamestateID, unsigned int clientID) {
168    ClientInformation *temp = ClientInformation::findClient(clientID);
169    assert(temp);
170    unsigned int curid = temp->getGamestateID();
171
172    if(gamestateID == 0){
173      temp->setGamestateID(GAMESTATEID_INITIAL);
174      return true;
175    }
176
177    assert(curid==(unsigned int)GAMESTATEID_INITIAL || curid<gamestateID);
178    COUT(4) << "acking gamestate " << gamestateID << " for clientid: " << clientID << " curid: " << curid << std::endl;
179    std::map<unsigned int, packet::Gamestate*>::iterator it, tempit;
180    for(it = gamestateMap_[clientID].begin(); it!=gamestateMap_[clientID].end() && it->first<gamestateID; it++){
181      delete it->second;
182      tempit=it++;
183      gamestateMap_[clientID].erase(tempit);
184    }
185    temp->setGamestateID(gamestateID);
186    TrafficControl::processAck(clientID, gamestateID);
187    return true;
188  }
189
190  void GamestateManager::removeClient(ClientInformation* client){
191    assert(client);
192    std::map<unsigned int, std::map<unsigned int, packet::Gamestate*> >::iterator clientMap = gamestateMap_.find(client->getID());
193    // first delete all remained gamestates
194    std::map<unsigned int, packet::Gamestate*>::iterator it;
195    for(it=clientMap->second.begin(); it!=clientMap->second.end(); it++)
196      delete it->second;
197    // now delete the clients gamestatemap
198    gamestateMap_.erase(clientMap);
199  }
200
201  bool GamestateManager::processGamestate(packet::Gamestate *gs){
202    if(gs->isCompressed())
203    {
204       bool b = gs->decompressData();
205       assert(b);
206    }
207    assert(!gs->isDiffed());
208    return gs->spreadData();
209  }
210
211}
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