/* * 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: * Dumeni Manatschal, (C) 2007 * Oliver Scheuss, (C) 2007 * Co-authors: * ... * */ #include "Synchronisable.h" #include #include "core/CoreIncludes.h" #include "core/GameMode.h" #include "core/BaseObject.h" #include "network/Host.h" namespace orxonox { std::map Synchronisable::objectMap_; std::queue Synchronisable::deletedObjects_; uint8_t Synchronisable::state_=0x1; // detemines wheter we are server (default) or client /** * Constructor: * Initializes all Variables and sets the right objectID_ */ Synchronisable::Synchronisable(BaseObject* creator ){ RegisterRootObject(Synchronisable); static uint32_t idCounter=0; objectMode_=0x1; // by default do not send data to server if ( GameMode::isMaster() || ( Host::running() && Host::isServer() ) ) { this->setObjectID( idCounter++ ); } else { objectID_=OBJECTID_UNKNOWN; } classID_ = static_cast(-1); // set dataSize to 0 this->dataSize_ = 0; // set standard priority this->setPriority( Priority::Normal ); // get creator id if( creator ) this->creatorID_ = creator->getSceneID(); else this->creatorID_ = OBJECTID_UNKNOWN; /*searchcreatorID: if (creator) { Synchronisable* synchronisable_creator = orxonox_cast(creator); if (synchronisable_creator && synchronisable_creator->objectMode_) { this->creatorID = synchronisable_creator->getScene()->getObjectID(); } else if (creator != creator->getCreator()) { creator = creator->getCreator(); goto searchcreatorID; } }*/ } /** * Destructor: * Delete all callback objects and remove objectID_ from the objectMap_ */ Synchronisable::~Synchronisable(){ // delete callback function objects if(!Identifier::isCreatingHierarchy()){ // remove object from the static objectMap if (this->objectMode_ != 0x0 && (Host::running() && Host::isServer())) deletedObjects_.push(objectID_); } // delete all Synchronisable Variables from syncList ( which are also in stringList ) for(std::vector::iterator it = syncList.begin(); it!=syncList.end(); it++) delete (*it); syncList.clear(); stringList.clear(); std::map::iterator it; it = objectMap_.find(objectID_); if (it != objectMap_.end()) objectMap_.erase(it); } /** * This function sets the internal mode for synchronisation * @param b true if this object is located on a client or on a server */ void Synchronisable::setClient(bool b){ if(b) // client state_=0x2; else // server state_=0x1; } /** * This function fabricated a new synchrnisable (and children of it), sets calls updateData and create * After calling this function the mem pointer will be increased by the size of the needed data * @param mem pointer to where the appropriate data is located * @param mode defines the mode, how the data should be loaded * @return pointer to the newly created synchronisable */ Synchronisable *Synchronisable::fabricate(uint8_t*& mem, uint8_t mode) { SynchronisableHeader header(mem); if(!header.isDataAvailable()) { mem += header.getDataSize(); return 0; } COUT(4) << "fabricating object with id: " << header.getObjectID() << std::endl; Identifier* id = ClassByID(header.getClassID()); if (!id) { for(int i = 0; i<160; i++) COUT(0) << "classid: " << i << " identifier: " << ClassByID(i) << endl; COUT(0) << "Assertion failed: id" << std::endl; COUT(0) << "Possible reason for this error: Client received a synchronizable object whose class has no factory." << std::endl; abort(); } assert(id); BaseObject* creator = 0; if (header.getCreatorID() != OBJECTID_UNKNOWN) { Synchronisable* synchronisable_creator = Synchronisable::getSynchronisable(header.getCreatorID()); if (!synchronisable_creator) { mem += header.getDataSize(); //.TODO: this suckz.... remove size from header assert(0); // TODO: uncomment this if we have a clean objecthierarchy (with destruction of children of objects) ^^ return 0; } else creator = orxonox_cast(synchronisable_creator); } assert(getSynchronisable(header.getObjectID())==0); //make sure no object with this id exists BaseObject *bo = id->fabricate(creator); assert(bo); Synchronisable *no = orxonox_cast(bo); assert(no); assert( Synchronisable::objectMap_.find(header.getObjectID()) == Synchronisable::objectMap_.end() ); no->setObjectID(header.getObjectID()); //no->creatorID=header.getCreatorID(); //TODO: remove this no->setClassID(header.getClassID()); assert(no->creatorID_ == header.getCreatorID()); //assert(no->classID_ == header.getClassID()); COUT(4) << "fabricate objectID_: " << no->objectID_ << " classID_: " << no->classID_ << std::endl; // update data and create object/entity... bool b = no->updateData(mem, mode, true); assert(b); if (b) { // b = no->create(); assert(b); } return no; } /** * Finds and deletes the Synchronisable with the appropriate objectID_ * @param objectID_ objectID_ of the Synchronisable * @return true/false */ bool Synchronisable::deleteObject(uint32_t objectID_){ if(!getSynchronisable(objectID_)) return false; assert(getSynchronisable(objectID_)->objectID_==objectID_); Synchronisable *s = getSynchronisable(objectID_); if(s) s->destroy(); // or delete? else return false; return true; } /** * This function looks up the objectID_ in the objectMap_ and returns a pointer to the right Synchronisable * @param objectID_ objectID_ of the Synchronisable * @return pointer to the Synchronisable with the objectID_ */ Synchronisable* Synchronisable::getSynchronisable(uint32_t objectID_){ std::map::iterator it1; it1 = objectMap_.find(objectID_); if (it1 != objectMap_.end()) return it1->second; // ObjectList::iterator it; // for(it = ObjectList::begin(); it; ++it){ // if( it->getObjectID()==objectID_ ){ // objectMap_[objectID_] = *it; // return *it; // } // } // if the objects not in the map it should'nt exist at all anymore return NULL; } /** * This function takes all SynchronisableVariables out of the Synchronisable and saves them together with the size, objectID_ and classID_ to the given memory * takes a pointer to already allocated memory (must have at least getSize bytes length) * structure of the bitstream: * |totalsize,objectID_,classID_,var1,var2,string1_length,string1,var3,...| * length of varx: size saved int syncvarlist * @param mem pointer to allocated memory with enough size * @param id gamestateid of the gamestate to be saved (important for priorities) * @param mode defines the direction in which the data will be send/received * 0x1: server->client * 0x2: client->server (not recommended) * 0x3: bidirectional * @return true: if !doSync or if everything was successfully saved */ uint32_t Synchronisable::getData(uint8_t*& mem, int32_t id, uint8_t mode){ if(mode==0x0) mode=state_; //if this tick is we dont synchronise, then abort now if(!doSync(id, mode)) return 0; uint32_t tempsize = 0; #ifndef NDEBUG if (this->classID_==0) COUT(3) << "classid 0 " << this->getIdentifier()->getName() << std::endl; #endif if (this->classID_ == static_cast(-1)) this->classID_ = this->getIdentifier()->getNetworkID(); assert(ClassByID(this->classID_)); assert(this->classID_==this->getIdentifier()->getNetworkID()); assert(this->objectID_!=OBJECTID_UNKNOWN); std::vector::iterator i; // start copy header SynchronisableHeader header(mem); mem += SynchronisableHeader::getSize(); // end copy header COUT(5) << "Synchronisable getting data from objectID_: " << objectID_ << " classID_: " << classID_ << std::endl; // copy to location for(i=syncList.begin(); i!=syncList.end(); ++i){ tempsize += (*i)->getData( mem, mode ); //tempsize += (*i)->getSize( mode ); } tempsize += SynchronisableHeader::getSize(); header.setObjectID( this->objectID_ ); header.setCreatorID( this->creatorID_ ); header.setClassID( this->classID_ ); header.setDataAvailable( true ); header.setDataSize( tempsize ); #ifndef NDEBUG uint32_t size; size=getSize(id, mode); assert(tempsize==size); #endif return tempsize; } /** * This function takes a bytestream and loads the data into the registered variables * @param mem pointer to the bytestream * @param mode same as in getData * @return true/false */ bool Synchronisable::updateData(uint8_t*& mem, uint8_t mode, bool forceCallback){ if(mode==0x0) mode=state_; std::vector::iterator i; if(syncList.empty()){ assert(0); COUT(4) << "Synchronisable::updateData syncList is empty" << std::endl; return false; } uint8_t* data=mem; // start extract header SynchronisableHeader syncHeader(mem); assert(syncHeader.getObjectID()==this->objectID_); assert(syncHeader.getCreatorID()==this->creatorID_); assert(syncHeader.getClassID()==this->classID_); if(syncHeader.isDataAvailable()==false){ mem += syncHeader.getDataSize(); return true; } mem += SynchronisableHeader::getSize(); // stop extract header //COUT(5) << "Synchronisable: objectID_ " << syncHeader.getObjectID() << ", classID_ " << syncHeader.getClassID() << " size: " << syncHeader.getDataSize() << " synchronising data" << std::endl; for(i=syncList.begin(); i!=syncList.end(); i++) { assert( mem <= data+syncHeader.getDataSize() ); // always make sure we don't exceed the datasize in our stream (*i)->putData( mem, mode, forceCallback ); } assert(mem == data+syncHeader.getDataSize()); return true; } /** * This function returns the total amount of bytes needed by getData to save the whole content of the variables * @param id id of the gamestate * @param mode same as getData * @return amount of bytes */ uint32_t Synchronisable::getSize(int32_t id, uint8_t mode){ int tsize=SynchronisableHeader::getSize(); if (mode==0x0) mode=state_; if (!doSync(id, mode)) return 0; assert( mode==state_ ); tsize += this->dataSize_; std::vector::iterator i; for(i=stringList.begin(); i!=stringList.end(); ++i){ tsize += (*i)->getSize( mode ); } return tsize; } /** * This function determines, wheter the object should be saved to the bytestream (according to its syncmode/direction) * @param id gamestate id * @return true/false */ bool Synchronisable::doSync(int32_t id, uint8_t mode){ if(mode==0x0) mode=state_; return ( (this->objectMode_ & mode)!=0 && (!syncList.empty() ) ); } /** * This function looks at the header located in the bytestream and checks wheter objectID_ and classID_ match with the Synchronisables ones * @param mem pointer to the bytestream */ bool Synchronisable::isMyData(uint8_t* mem) { SynchronisableHeader header(mem); assert(header.getObjectID()==this->objectID_); return header.isDataAvailable(); } /** * This function sets the synchronisation mode of the object * If set to 0x0 variables will not be synchronised at all * If set to 0x1 variables will only be synchronised to the client * If set to 0x2 variables will only be synchronised to the server * If set to 0x3 variables will be synchronised bidirectionally (only if set so in registerVar) * @param mode same as in registerVar */ void Synchronisable::setSyncMode(uint8_t mode){ assert(mode==0x0 || mode==0x1 || mode==0x2 || mode==0x3); this->objectMode_=mode; } template <> void Synchronisable::registerVariable( std::string& variable, uint8_t mode, NetworkCallbackBase *cb, bool bidirectional) { SynchronisableVariableBase* sv; if (bidirectional) sv = new SynchronisableVariableBidirectional(variable, mode, cb); else sv = new SynchronisableVariable(variable, mode, cb); syncList.push_back(sv); stringList.push_back(sv); } }