0ad/source/network/fsm.cpp
Ykkrosh 31699e830d Handle disconnections better.
Remove local sessions (just use ENet for everything instead) because
they add far too much complexity.
Fix memory leaks.

This was SVN commit r7706.
2010-07-06 19:54:17 +00:00

455 lines
14 KiB
C++

/* Copyright (C) 2010 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/>.
*/
// INCLUDES
#include "precompiled.h"
#include "fsm.h"
// DECLARATIONS
//-----------------------------------------------------------------------------
// Name: CFsmEvent()
// Desc: Constructor
//-----------------------------------------------------------------------------
CFsmEvent::CFsmEvent( unsigned int type )
{
m_Type = type;
m_Param = NULL;
}
//-----------------------------------------------------------------------------
// Name; ~CFsmEvent()
// Desc: Destructor
//-----------------------------------------------------------------------------
CFsmEvent::~CFsmEvent( void )
{
m_Param = NULL;
}
//-----------------------------------------------------------------------------
// Name: SetParamRef()
// Desc: Sets the parameter for the event
//-----------------------------------------------------------------------------
void CFsmEvent::SetParamRef( void* pParam )
{
m_Param = pParam;
}
//-----------------------------------------------------------------------------
// Name: CFsmTransition()
// Desc: Constructor
//-----------------------------------------------------------------------------
CFsmTransition::CFsmTransition( unsigned int state )
{
m_CurrState = state;
}
//-----------------------------------------------------------------------------
// Name: ~CFsmTransition()
// Desc: Destructor
//-----------------------------------------------------------------------------
CFsmTransition::~CFsmTransition( void )
{
m_Actions.clear();
m_Conditions.clear();
}
//-----------------------------------------------------------------------------
// Name: RegisterAction()
// Desc: Adds action that will be executed when the transition will occur
//-----------------------------------------------------------------------------
void CFsmTransition::RegisterAction( void* pAction, void* pContext )
{
CallbackFunction callback;
// Add action at the end of actions list
callback.pFunction = pAction;
callback.pContext = pContext;
m_Actions.push_back( callback );
}
//-----------------------------------------------------------------------------
// Name: AddCondition()
// Desc: Adds condition which will be evaluated when the transition will occurs
//-----------------------------------------------------------------------------
void CFsmTransition::RegisterCondition( void* pCondition, void* pContext )
{
CallbackFunction callback;
// Add condition at the end of conditions list
callback.pFunction = pCondition;
callback.pContext = pContext;
m_Conditions.push_back( callback );
}
//-----------------------------------------------------------------------------
// Name: SetEvent()
// Desc: Set event for which transition will occur
//-----------------------------------------------------------------------------
void CFsmTransition::SetEvent( CFsmEvent* pEvent )
{
m_Event = pEvent;
}
//-----------------------------------------------------------------------------
// Name: SetNextState()
// Desc: Set next state the transition will switch the system to
//-----------------------------------------------------------------------------
void CFsmTransition::SetNextState( unsigned int nextState )
{
m_NextState = nextState;
}
//-----------------------------------------------------------------------------
// Name: ApplyConditions()
// Desc: Evaluate conditions for the transition
// Note: If there are no conditions, assume true
//-----------------------------------------------------------------------------
bool CFsmTransition::ApplyConditions( void ) const
{
bool eval = true;
CallbackList::const_iterator it = m_Conditions.begin();
for( ; it != m_Conditions.end(); it++ )
{
if ( it->pFunction )
{
// Evaluate condition
CONDITION Condition = ( CONDITION )it->pFunction;
eval &= Condition( it->pContext );
}
}
return eval;
}
//-----------------------------------------------------------------------------
// Name: RunActions()
// Desc: Execute actions for the transition
// Note: If there are no actions, assume true
//-----------------------------------------------------------------------------
bool CFsmTransition::RunActions( void ) const
{
bool result = true;
CallbackList::const_iterator it = m_Actions.begin();
for( ; it != m_Actions.end(); it++ )
{
if ( it->pFunction )
{
// Run action
ACTION Action = ( ACTION )it->pFunction;
result &= Action( it->pContext, m_Event );
}
}
return result;
}
//-----------------------------------------------------------------------------
// Name: CFsm()
// Desc: Constructor
//-----------------------------------------------------------------------------
CFsm::CFsm( void )
{
m_Done = false;
m_FirstState = ( unsigned int )FSM_INVALID_STATE;
m_CurrState = ( unsigned int )FSM_INVALID_STATE;
}
//-----------------------------------------------------------------------------
// Name: ~CFsm()
// Desc: Destructor
//-----------------------------------------------------------------------------
CFsm::~CFsm( void )
{
Shutdown();
}
//-----------------------------------------------------------------------------
// Name: Setup()
// Desc: Setup events, actions and state transitions
//-----------------------------------------------------------------------------
void CFsm::Setup( void )
{
// Does nothing by default
}
//-----------------------------------------------------------------------------
// Name: Reset()
// Desc: Shuts down the state machine and releases any resources
//-----------------------------------------------------------------------------
void CFsm::Shutdown( void )
{
// Release transitions
TransitionList::iterator itTransition = m_Transitions.begin();
for ( ; itTransition < m_Transitions.end(); itTransition++ )
{
CFsmTransition* pCurrTransition = *itTransition;
if ( !pCurrTransition ) continue;
delete pCurrTransition;
}
// Release events
EventMap::iterator itEvent = m_Events.begin();
for( ; itEvent != m_Events.end(); itEvent++ )
{
CFsmEvent* pCurrEvent = itEvent->second;
if ( !pCurrEvent ) continue;
delete pCurrEvent;
}
m_States.clear();
m_Events.clear();
m_Transitions.clear();
m_Done = false;
m_FirstState = ( unsigned int )FSM_INVALID_STATE;
m_CurrState = ( unsigned int )FSM_INVALID_STATE;
}
//-----------------------------------------------------------------------------
// Name: AddState()
// Desc: Adds the specified state to the internal list of states
// Note: If a state with the specified ID exists, the state is not added
//-----------------------------------------------------------------------------
void CFsm::AddState( unsigned int state )
{
m_States.insert( state );
}
//-----------------------------------------------------------------------------
// Name: AddEvent()
// Desc: Adds the specified event to the internal list of events
// Note: If an eveny with the specified ID exists, the event is not added
//-----------------------------------------------------------------------------
CFsmEvent* CFsm::AddEvent( unsigned int eventType )
{
CFsmEvent* pEvent = NULL;
// Lookup event by type
EventMap::iterator it = m_Events.find( eventType );
if ( it != m_Events.end() )
{
pEvent = it->second;
}
else
{
pEvent = new CFsmEvent( eventType );
if ( !pEvent ) return NULL;
// Store new event into internal map
m_Events[ eventType ] = pEvent;
}
return pEvent;
}
//-----------------------------------------------------------------------------
// Name: AddTransition()
// Desc: Adds a new transistion to the state machine
//-----------------------------------------------------------------------------
CFsmTransition* CFsm::AddTransition(
unsigned int state,
unsigned int eventType,
unsigned int nextState )
{
// Make sure we store the current state
AddState( state );
// Make sure we store the next state
AddState( nextState );
// Make sure we store the event
CFsmEvent* pEvent = AddEvent( eventType );
if ( !pEvent ) return NULL;
// Create new transition
CFsmTransition* pNewTransition = new CFsmTransition( state );
if ( !pNewTransition ) return NULL;
// Setup new transition
pNewTransition->SetEvent( pEvent );
pNewTransition->SetNextState( nextState );
// Store new transition
m_Transitions.push_back( pNewTransition );
return pNewTransition;
}
//-----------------------------------------------------------------------------
// Name: AddTransition()
// Desc: Adds a new transition to the state machine
//-----------------------------------------------------------------------------
CFsmTransition* CFsm::AddTransition(
unsigned int state,
unsigned int eventType,
unsigned int nextState,
void* pAction,
void* pContext )
{
CFsmTransition* pTransition = AddTransition( state, eventType, nextState );
if ( !pTransition ) return NULL;
// If action specified, register it
if ( pAction )
pTransition->RegisterAction( pAction, pContext );
return pTransition;
}
//-----------------------------------------------------------------------------
// Name: GetTransition()
// Desc: Lookup transition given the state, event and next state to transition
//-----------------------------------------------------------------------------
CFsmTransition* CFsm::GetTransition(
unsigned int state,
unsigned int eventType ) const
{
// Valid state?
if ( !IsValidState( state ) ) return NULL;
// Valid event?
if ( !IsValidEvent( eventType ) ) return NULL;
// Loop through the list of transitions
TransitionList::const_iterator it = m_Transitions.begin();
for ( ; it != m_Transitions.end(); it++ )
{
CFsmTransition* pCurrTransition = *it;
if ( !pCurrTransition ) continue;
CFsmEvent* pCurrEvent = pCurrTransition->GetEvent();
if ( !pCurrEvent ) continue;
// Is it our transition?
if ( pCurrTransition->GetCurrState() == state &&
pCurrEvent->GetType() == eventType )
{
return pCurrTransition;
}
}
// No transition found
return NULL;
}
//-----------------------------------------------------------------------------
// Name: SetFirstState()
// Desc: Set initial state for FSM
//-----------------------------------------------------------------------------
void CFsm::SetFirstState( unsigned int firstState )
{
m_FirstState = firstState;
}
//-----------------------------------------------------------------------------
// Name: SetCurrState()
// Desc: Set current state and update last state to current state
//-----------------------------------------------------------------------------
void CFsm::SetCurrState( unsigned int state )
{
m_CurrState = state;
}
//-----------------------------------------------------------------------------
// Name: IsFirstTime()
// Desc: Verifies if the state machine has been already updated
//-----------------------------------------------------------------------------
bool CFsm::IsFirstTime( void ) const
{
return ( m_CurrState == FSM_INVALID_STATE );
}
//-----------------------------------------------------------------------------
// Name: Update()
// Desc: Updates state machine and retrieves next state
//-----------------------------------------------------------------------------
bool CFsm::Update( unsigned int eventType, void* pEventParam )
{
// Valid event?
if ( !IsValidEvent( eventType ) )
return false;
// First time update?
if ( IsFirstTime() )
m_CurrState = m_FirstState;
// Lookup transition
CFsmTransition* pTransition = GetTransition( m_CurrState, eventType );
if ( !pTransition ) return false;
// Setup event parameter
EventMap::iterator it = m_Events.find( eventType );
if ( it != m_Events.end() )
{
CFsmEvent* pEvent = it->second;
if ( pEvent ) pEvent->SetParamRef( pEventParam );
}
// Valid transition?
if ( !pTransition->ApplyConditions() ) return false;
// Run transition actions
if ( !pTransition->RunActions() ) return false;
// Switch state
SetCurrState( pTransition->GetNextState() );
return true;
}
//-----------------------------------------------------------------------------
// Name: IsDone()
// Desc: Tests whether the state machine has finished its work
// Note: This is state machine specific
//-----------------------------------------------------------------------------
bool CFsm::IsDone( void ) const
{
// By default the internal flag m_Done is tested
return m_Done;
}
//-----------------------------------------------------------------------------
// Name: IsValidState()
// Desc: Verifies whether the specified state is managed by FSM
//-----------------------------------------------------------------------------
bool CFsm::IsValidState( unsigned int state ) const
{
StateSet::const_iterator it = m_States.find( state );
if ( it == m_States.end() ) return false;
return true;
}
//-----------------------------------------------------------------------------
// Name: IsValidEvent()
// Desc: Verifies whether the specified event is managed by FSM
//-----------------------------------------------------------------------------
bool CFsm::IsValidEvent( unsigned int eventType ) const
{
EventMap::const_iterator it = m_Events.find( eventType );
if ( it == m_Events.end() ) return false;
return true;
}