/* 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 . */ #ifndef INCLUDED_NETSERVERTURNMANAGER #define INCLUDED_NETSERVERTURNMANAGER #include "ps/CStr.h" #include #include 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 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> 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 m_SavedTurnLengths; CNetServerWorker& m_NetServer; }; #endif // INCLUDED_NETSERVERTURNMANAGER