/* * 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: * ... * */ // // C++ Implementation: GameStateManager // // Description: // // // Author: Oliver Scheuss, (C) 2007 // // Copyright: See COPYING file that comes with this distribution // // #include "GamestateManager.h" #include #include // #include #include "util/Debug.h" #include "core/Executor.h" #include "core/ThreadPool.h" #include "ClientInformation.h" #include "packet/Acknowledgement.h" #include "packet/Gamestate.h" #include "synchronisable/NetworkCallbackManager.h" #include "TrafficControl.h" namespace orxonox { GamestateManager::GamestateManager() : reference(0), id_(0) { trafficControl_ = new TrafficControl(); // threadMutex_ = new boost::mutex(); // threadPool_ = new ThreadPool(); } GamestateManager::~GamestateManager() { if( this->reference ) delete this->reference;std::map::iterator it; for( it = gamestateQueue.begin(); it != gamestateQueue.end(); ++it ) delete it->second; std::map >::iterator it1; std::map::iterator it2; for( it1 = gamestateMap_.begin(); it1 != gamestateMap_.end(); ++it1 ) { for( it2 = it1->second.begin(); it2 != it1->second.end(); ++it2 ) delete it2->second; } this->trafficControl_->destroy(); // delete this->threadMutex_; // delete this->threadPool_; } bool GamestateManager::update(){ // cleanup(); return getSnapshot(); } bool GamestateManager::add(packet::Gamestate *gs, unsigned int clientID){ assert(gs); std::map::iterator it = gamestateQueue.find(clientID); if(it!=gamestateQueue.end()){ // delete obsolete gamestate delete it->second; } gamestateQueue[clientID] = gs; return true; } bool GamestateManager::processGamestates(){ if( this->gamestateQueue.empty() ) return true; std::map::iterator it; // now push only the most recent gamestates we received (ignore obsolete ones) for(it = gamestateQueue.begin(); it!=gamestateQueue.end(); it++){ bool b = processGamestate(it->second); assert(b); delete it->second; } // now clear the queue gamestateQueue.clear(); //and call all queued callbacks NetworkCallbackManager::callCallbacks(); return true; } bool GamestateManager::getSnapshot(){ if ( reference != 0 ) delete reference; reference = new packet::Gamestate(); if(!reference->collectData(++id_, 0x1)){ //we have no data to send delete reference; reference=0; } return true; } void GamestateManager::sendGamestates() { ClientInformation *temp = ClientInformation::getBegin(); std::queue clientGamestates; while(temp != NULL){ if( !(temp->getSynched()) ){ COUT(5) << "Server: not sending gamestate" << std::endl; temp=temp->next(); if(!temp) break; continue; } COUT(4) << "client id: " << temp->getID() << " RTT: " << temp->getRTT() << " loss: " << temp->getPacketLoss() << std::endl; COUT(5) << "Server: doing gamestate gamestate preparation" << std::endl; int cid = temp->getID(); //get client id unsigned int gID = temp->getGamestateID(); if(!reference) return; packet::Gamestate *client=0; if(gID != GAMESTATEID_INITIAL){ assert(gamestateMap_.find(cid)!=gamestateMap_.end()); std::map::iterator it = gamestateMap_[cid].find(gID); if(it!=gamestateMap_[cid].end()) { client = it->second; } } clientGamestates.push(0); finishGamestate( cid, &clientGamestates.back(), client, reference ); //FunctorMember* functor = // ExecutorMember* executor = createExecutor( createFunctor(&GamestateManager::finishGamestate, this) ); // executor->setDefaultValues( cid, &clientGamestates.back(), client, reference ); // (*static_cast(executor))(); // this->threadPool_->passFunction( executor, true ); // (*functor)( cid, &(clientGamestates.back()), client, reference ); temp = temp->next(); } // threadPool_->synchronise(); while( !clientGamestates.empty() ) { if(clientGamestates.front()) clientGamestates.front()->send(); clientGamestates.pop(); } } void GamestateManager::finishGamestate( unsigned int clientID, packet::Gamestate** destgamestate, packet::Gamestate* base, packet::Gamestate* gamestate ) { //why are we searching the same client's gamestate id as we searched in //Server::sendGameState? // save the (undiffed) gamestate in the clients gamestate map //chose wheather the next gamestate is the first or not packet::Gamestate *gs = gamestate->doSelection(clientID, 20000); // packet::Gamestate *gs = new packet::Gamestate(*gamestate); // packet::Gamestate *gs = new packet::Gamestate(); // gs->collectData( id_, 0x1 ); // this->threadMutex_->lock(); gamestateMap_[clientID][gamestate->getID()]=gs; // this->threadMutex_->unlock(); if(base) { // COUT(3) << "diffing" << std::endl; // packet::Gamestate* gs1 = gs; packet::Gamestate *diffed = gs->diff(base); //packet::Gamestate *gs2 = diffed->undiff(gs); // assert(*gs == *gs2); gs = diffed; // packet::Gamestate* gs2 = gs->undiff(client); // gs = new packet::Gamestate(*gs); // assert(*gs1==*gs2); } else{ gs = new packet::Gamestate(*gs); } bool b = gs->compressData(); assert(b); // COUT(4) << "sending gamestate with id " << gs->getID(); // if(gamestate->isDiffed()) // COUT(4) << " and baseid " << gs->getBaseID() << endl; // else // COUT(4) << endl; gs->setClientID(clientID); *destgamestate = gs; } bool GamestateManager::ack(unsigned int gamestateID, unsigned int clientID) { ClientInformation *temp = ClientInformation::findClient(clientID); assert(temp); unsigned int curid = temp->getGamestateID(); if(gamestateID == ACKID_NACK){ temp->setGamestateID(GAMESTATEID_INITIAL); // now delete all saved gamestates for this client std::map::iterator it; for(it = gamestateMap_[clientID].begin(); it!=gamestateMap_[clientID].end(); ){ delete it->second; gamestateMap_[clientID].erase(it++); } return true; } assert(curid==GAMESTATEID_INITIAL || curid::iterator it; for(it = gamestateMap_[clientID].begin(); it!=gamestateMap_[clientID].end() && it->firstsecond; gamestateMap_[clientID].erase(it++); } temp->setGamestateID(gamestateID); TrafficControl::processAck(clientID, gamestateID); return true; } void GamestateManager::removeClient(ClientInformation* client){ assert(client); std::map >::iterator clientMap = gamestateMap_.find(client->getID()); // first delete all remained gamestates std::map::iterator it; for(it=clientMap->second.begin(); it!=clientMap->second.end(); it++) delete it->second; // now delete the clients gamestatemap gamestateMap_.erase(clientMap); } bool GamestateManager::processGamestate(packet::Gamestate *gs){ if(gs->isCompressed()) { bool b = gs->decompressData(); assert(b); } assert(!gs->isDiffed()); return gs->spreadData(0x1); } }