1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106
|
/* Copyright (C) 2021 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. 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.
*
* 0 A.D. 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 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef INCLUDED_NETSERVERTURNMANAGER
#define INCLUDED_NETSERVERTURNMANAGER
#include "ps/CStr.h"
#include <map>
#include <unordered_map>
class CNetServerWorker;
class CNetServerSession;
/**
* The server-side counterpart to CNetClientTurnManager.
* Records the turn state of each client, and sends turn advancement messages
* when clients are ready.
*
* Thread-safety:
* - This is constructed and used by CNetServerWorker in the network server thread.
*/
class CNetServerTurnManager
{
NONCOPYABLE(CNetServerTurnManager);
public:
CNetServerTurnManager(CNetServerWorker& server);
void NotifyFinishedClientCommands(CNetServerSession& session, u32 turn);
void NotifyFinishedClientUpdate(CNetServerSession& session, u32 turn, const CStr& hash);
/**
* Inform the turn manager of a new client
* @param observer - whether this client is an observer.
*/
void InitialiseClient(int client, u32 turn, bool observer);
/**
* Inform the turn manager that a previously-initialised client has left the game.
*/
void UninitialiseClient(int client);
void SetTurnLength(u32 msecs);
/**
* Returns the latest turn for which all clients are ready;
* they will have already been told to execute this turn.
*/
u32 GetReadyTurn() { return m_ReadyTurn; }
/**
* Returns the turn length that was used for the given turn.
* Requires turn <= GetReadyTurn().
*/
u32 GetSavedTurnLength(u32 turn);
private:
void CheckClientsReady();
struct Client
{
CStrW playerName;
// Latest turn for which all commands have been received.
u32 readyTurn;
// Last known simulated turn.
u32 simulatedTurn;
bool isObserver;
bool isOOS = false;
};
std::unordered_map<int, Client> m_ClientsData;
// Cached value - is any client OOS? This is reset when the OOS client leaves.
bool m_HasSyncError = false;
// Map of turn -> {Client ID -> state hash}; old indexes <= min(m_ClientsSimulated) are deleted
std::map<u32, std::map<int, std::string>> m_ClientStateHashes;
/// The latest turn for which we have received all commands from all clients
u32 m_ReadyTurn;
// Current turn length
u32 m_TurnLength;
// Turn lengths for all previously executed turns
std::vector<u32> m_SavedTurnLengths;
CNetServerWorker& m_NetServer;
};
#endif // INCLUDED_NETSERVERTURNMANAGER
|