/* * 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 * */ // // C++ Interface: GameStateClient // // Description: // // // Author: Oliver Scheuss, (C) 2007 // // Copyright: See COPYING file that comes with this distribution // // #ifndef _GamestateClient_H__ #define _GamestateClient_H__ #include "NetworkPrereqs.h" #include #include "core/CorePrereqs.h" #include "GamestateHandler.h" const unsigned int GAMESTATEID_INITIAL = static_cast(-1); namespace orxonox { class _NetworkExport GamestateClient: public GamestateHandler { public: GamestateClient(); ~GamestateClient(); virtual bool addGamestate(packet::Gamestate *gs, unsigned int clientID); virtual bool ackGamestate(unsigned int gamestateID, unsigned int clientID); virtual uint32_t getLastProcessedGamestateID(unsigned int clientID=0) { return this->lastProcessedGamestateID_; } virtual uint32_t getCurrentGamestateID(){ return this->lastProcessedGamestateID_; } bool processGamestates(); packet::Gamestate *getGamestate(); void cleanup(); private: packet::Gamestate *processGamestate(packet::Gamestate *gs); void removeObject(ObjectListIterator &it); void printGamestateMap(); bool sendAck(unsigned int gamestateID); unsigned int lastAckedGamestateID_; unsigned int lastProcessedGamestateID_; std::map gamestateMap_; packet::Gamestate *tempGamestate_; // we save the received gamestates here during processQueue }; } #endif /* _GamestateClient_H__ */