| 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++ Interface: 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 | #ifndef _GameStateManager_H__ | 
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| 41 | #define _GameStateManager_H__ | 
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| 42 |  | 
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| 43 | #include "NetworkPrereqs.h" | 
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| 44 |  | 
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| 45 | #include <map> | 
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| 46 |  | 
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| 47 | #include "PacketTypes.h" | 
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| 48 |  | 
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| 49 | namespace network | 
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| 50 | { | 
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| 51 |  | 
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| 52 | #define KEEP_GAMESTATES 10 | 
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| 53 |  | 
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| 54 | /** | 
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| 55 | * This Class implements a manager for gamestates: | 
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| 56 | * - creating snapshots of gamestates | 
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| 57 | * - writing gamestates to universe | 
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| 58 | * - diffing gamestates ? | 
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| 59 | * | 
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| 60 | * EN/DECODATION: | 
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| 61 | * a: last Gamestate a client has received | 
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| 62 | * b: new Gamestate | 
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| 63 | * x: diffed and compressed gamestate | 
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| 64 | * x=(a^b) | 
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| 65 | * b=(a^x) | 
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| 66 | * diff(a,diff(a,x))=x (hope this is correct) | 
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| 67 | * @author Oliver Scheuss | 
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| 68 | */ | 
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| 69 | class GameStateManager{ | 
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| 70 | public: | 
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| 71 | GameStateManager(ClientInformation *head); | 
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| 72 | ~GameStateManager(); | 
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| 73 |  | 
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| 74 | void update(); | 
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| 75 | GameStateCompressed *popGameState(int clientID); | 
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| 76 | bool pushGameState(GameStateCompressed *gs, int clientID); | 
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| 77 | void ackGameState(int clientID, int gamestateID); | 
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| 78 | void removeClient(ClientInformation *client); | 
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| 79 | private: | 
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| 80 | void cleanup(); // "garbage handler" | 
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| 81 | GameState *getSnapshot(); | 
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| 82 | bool loadPartialSnapshot(GameState *state, int clientID); | 
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| 83 | GameStateCompressed *encode(GameState *a, GameState *b); | 
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| 84 | GameStateCompressed *encode(GameState *a); | 
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| 85 | GameState *diff(GameState *a, GameState *b); | 
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| 86 | GameStateCompressed *compress_(GameState *a); | 
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| 87 | GameState *decompress(GameStateCompressed *a); | 
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| 88 | bool printGameStates(); | 
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| 89 | bool checkAccess(int clientID, int objectID); | 
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| 90 |  | 
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| 91 | std::map<int, GameState*> gameStateMap; //map gsID to gamestate* | 
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| 92 | std::map<int, int> gameStateUsed; // save the number of clients, that use the specific gamestate | 
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| 93 | GameState *reference; | 
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| 94 | ClientInformation *head_; | 
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| 95 | int id_; | 
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| 96 |  | 
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| 97 |  | 
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| 98 |  | 
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| 99 |  | 
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| 100 | public: | 
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| 101 | //#### ADDED FOR TESTING PURPOSE #### | 
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| 102 | GameStateCompressed* testCompress( GameState* g ); | 
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| 103 | GameState* testDiff( GameState* a, GameState* b ); | 
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| 104 | //#### END TESTING PURPOSE #### | 
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| 105 | }; | 
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| 106 |  | 
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| 107 | } | 
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| 108 |  | 
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| 109 | #endif /* _GameStateManager_H__ */ | 
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