/* * 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 , (C) 2008 * Co-authors: * ... * */ #ifndef NETWORK_TRAFFICCONTROL_H #define NETWORK_TRAFFICCONTROL_H #include "NetworkPrereqs.h" #include #include #include #include #include #include "core/OrxonoxClass.h" #include "network/ClientConnectionListener.h" namespace orxonox { /** *a list of objects of this type will be given by the Server's Gamestate Manager */ class objInfo { public: uint32_t objID; uint32_t objCreatorID; uint32_t objCurGS;//current GameState ID uint32_t objDiffGS;//difference between current and latest GameState uint32_t objSize; int objValuePerm; int objValueSched; objInfo(uint32_t ID, uint32_t creatorID, int32_t curGsID, int32_t diffGsID, uint32_t size, unsigned int prioperm, unsigned int priosched); objInfo(); }; /** *a list of objects of this type will be given by the Server's Gamestate Manager */ class obj { public: uint32_t objID; uint32_t objCreatorID; uint32_t objSize; uint32_t objDataOffset; obj(); obj( uint32_t ID, uint32_t creatorID, uint32_t size, uint32_t offset ); }; /** * */ class TrafficControl : public ClientConnectionListener { private: /** *Lists that will be used: *listToProcess *clientListPerm *clientListTemp *referenceList *permObjPrio list *schedObjPrio */ //start: lists to be used /** *creates list (typ map) that contains objids, struct with info concerning object(objid) */ // std::map listToProcess_;//copy of argument, when traffic control tool is being called, the original of this must be returned later on, eg the list given by GS /** *permanent client list: contains client ids, object ids and objectInfos (in this order) */ std::map > clientListPerm_; //has to be created with constructor and then needs to be updated by evaluateList(). /** *temporary client list: contains client ids, gamestate ids and object ids (in this order) */ std::map > > clientListTemp_; /** *static priority list: contains obj id, basic priority (in this order) */ // std::map permObjPrio_; /** *dynamic priority list: contains obj id, dynamic priority (eg scheduled) (in this order) */ // std::map schedObjPrio_; //end: lists to be used /**updateReferenceList *currentGamestateID and currentClientID will be defined as soon as TrafficControl is being called by Server */ unsigned int currentGamestateID; unsigned int currentClientID; unsigned int targetSize; bool bActive_; /** *copiedVector is a copy of the given Vector by the GSmanager, on this list all manipulations are performed */ // std::list copiedVector; // void updateReferenceList(std::map *list);//done void insertinClientListPerm(unsigned int clientID, obj objinf);//done /** *creates listToProcess, which can be easialy compared with other lists */ // void copyList(std::list *list);//done void cut(std::list *list, unsigned int targetsize); void updateClientListTemp(std::list *list);//done /** *evaluates Data given (list) and produces result(->Data to be updated) */ void evaluateList(unsigned int clientID, std::list *list);//done void ack(unsigned int clientID, unsigned int gamestateID); // this function gets called when the server receives an ack from the client //ClientConnectionListener functions virtual void clientConnected(unsigned int clientID){}; virtual void clientDisconnected(unsigned int clientID); protected: static TrafficControl *instance_; public: TrafficControl(); virtual ~TrafficControl(); /** *is being used by GSManager from Server: *list contains: ObjIds, CreatorIds, Size (in this order) from Client XY *Elements of list are accessed by *list[i] *Elements of struct i are therefore: *list[i].objID */ void setConfigValues(); static TrafficControl *getInstance(); void processObjectList(unsigned int clientID, unsigned int gamestateID, std::list* list); //gets a pointer to the list (containing objectIDs) and sorts it //done static void processAck(unsigned int clientID, unsigned int gamestateID) { return instance_->ack(clientID, gamestateID); } //done void deleteObject(unsigned int objectID); // this function gets called when an object has been deleted (in order to clean up lists and maps) bool prioritySort(uint32_t clientID, obj i, obj j); bool dataSort(obj i, obj j); void printList(std::list *list, unsigned int clientID); void fixCreatorDependencies(std::list::iterator it, std::list *list, unsigned int clientID); }; } #endif