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0ad/source/network/NetServerTurnManager.h
2018-01-26 23:02:13 +00:00

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3.0 KiB
C++

/* Copyright (C) 2018 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 <map>
#include "ps/CStr.h"
class CNetServerWorker;
class CNetServerSession;
/**
* The server-side counterpart to CNetClientTurnManager.
* Records the turn state of each client, and sends turn advancement messages
* when all 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 who will be sending commands.
*/
void InitialiseClient(int client, u32 turn);
/**
* Inform the turn manager that a previously-initialised client has left the game
* and will no longer be sending commands.
*/
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();
/// The latest turn for which we have received all commands from all clients
u32 m_ReadyTurn;
// Client ID -> ready turn number (the latest turn for which all commands have been received from that client)
std::map<int, u32> m_ClientsReady;
// Client ID -> last known simulated turn number (for which we have the state hash)
// (the client has reached the start of this turn, not done the update for it yet)
std::map<int, u32> m_ClientsSimulated;
// Map of turn -> {Client ID -> state hash}; old indexes <= min(m_ClientsSimulated) are deleted
std::map<u32, std::map<int, std::string>> m_ClientStateHashes;
// Map of client ID -> playername
std::map<u32, CStrW> m_ClientPlayernames;
// Current turn length
u32 m_TurnLength;
// Turn lengths for all previously executed turns
std::vector<u32> m_SavedTurnLengths;
CNetServerWorker& m_NetServer;
bool m_HasSyncError;
};
#endif // INCLUDED_NETSERVERTURNMANAGER