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forked from 0ad/0ad
0ad/source/network/NetTurnManager.h
Yves c02a7e1a7b SpiderMonkey 31 upgrade
This upgrade also introduces exact stack rooting (see to the wiki:
JSRootingGuide) and fixes problems with moving GC. This allows us to
enable generational garbage collection (GGC).
Measurements a few months ago have shown a performance improvement of a
non-visual replay of around 13.5%. This probably varies quite a bit, but
it should be somewhere between 5-20%. Memory usage has also been
improved. Check the forum thread for details.

Thanks to everyone from the team who helped with this directly or
indirectly (review, finding and fixing issues, the required C++11
upgrade, the new autobuilder etc.)! Also thanks to the SpiderMonkey
developers who helped on the #jsapi channel or elsewhere!

Fixes #2462, #2415, #2428, #2684, #1374
Refs #2973, #2669

This was SVN commit r16214.
2015-01-24 14:46:52 +00:00

305 lines
9.0 KiB
C++

/* Copyright (C) 2012 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_NETTURNMANAGER
#define INCLUDED_NETTURNMANAGER
#include "simulation2/helpers/SimulationCommand.h"
#include <list>
#include <map>
class CNetServerWorker;
class CNetClient;
class CSimulationMessage;
class CSimulation2;
class IReplayLogger;
/*
* This file deals with the logic of the network turn system. The basic idea is as in
* http://www.gamasutra.com/view/feature/3094/1500_archers_on_a_288_network_.php?print=1
*
* Each player performs the simulation for turn N.
* User input is translated into commands scheduled for execution in turn N+2 which are
* distributed to all other clients.
* After a while, a player wants to perform the simulation for turn N+1,
* which first requires that it has all the other clients' commands for turn N+1.
* In that case, it does the simulation and tells all the other clients (via the server)
* it has finished sending commands for turn N+2, and it starts sending commands for turn N+3.
*
* Commands are redistributed immediately by the server.
* To ensure a consistent execution of commands, they are each associated with a
* client session ID (which is globally unique and consistent), which is used to sort them.
*/
/**
* Common network turn system (used by clients and offline games).
*/
class CNetTurnManager
{
NONCOPYABLE(CNetTurnManager);
public:
/**
* Construct for a given network session ID.
*/
CNetTurnManager(CSimulation2& simulation, u32 defaultTurnLength, int clientId, IReplayLogger& replay);
virtual ~CNetTurnManager() { }
void ResetState(u32 newCurrentTurn, u32 newReadyTurn);
/**
* Set the current user's player ID, which will be added into command messages.
*/
void SetPlayerID(int playerId);
/**
* Advance the simulation by a certain time. If this brings us past the current
* turn length, the next turns are processed and the function returns true.
* Otherwise, nothing happens and it returns false.
*
* @param simFrameLength Length of the previous frame, in simulation seconds
* @param maxTurns Maximum number of turns to simulate at once
*/
bool Update(float simFrameLength, size_t maxTurns);
/**
* Advance the simulation by as much as possible. Intended for catching up
* over a small number of turns when rejoining a multiplayer match.
* Returns true if it advanced by at least one turn.
*/
bool UpdateFastForward();
/**
* Returns whether Update(simFrameLength, ...) will process at least one new turn.
* @param simFrameLength Length of the previous frame, in simulation seconds
*/
bool WillUpdate(float simFrameLength);
/**
* Advance the graphics by a certain time.
* @param simFrameLength Length of the previous frame, in simulation seconds
* @param realFrameLength Length of the previous frame, in real time seconds
*/
void Interpolate(float simFrameLength, float realFrameLength);
/**
* Called by networking code when a simulation message is received.
*/
virtual void OnSimulationMessage(CSimulationMessage* msg) = 0;
/**
* Called when there has been an out-of-sync error.
*/
virtual void OnSyncError(u32 turn, const std::string& expectedHash);
/**
* Called by simulation code, to add a new command to be distributed to all clients and executed soon.
*/
virtual void PostCommand(JS::HandleValue data) = 0;
/**
* Called when all commands for a given turn have been received.
* This allows Update to progress to that turn.
*/
void FinishedAllCommands(u32 turn, u32 turnLength);
/**
* Enables the recording of state snapshots every @p numTurns,
* which can be jumped back to via RewindTimeWarp().
* If @p numTurns is 0 then recording is disabled.
*/
void EnableTimeWarpRecording(size_t numTurns);
/**
* Jumps back to the latest recorded state snapshot (if any).
*/
void RewindTimeWarp();
void QuickSave();
void QuickLoad();
u32 GetCurrentTurn() { return m_CurrentTurn; }
protected:
/**
* Store a command to be executed at a given turn.
*/
void AddCommand(int client, int player, JS::HandleValue data, u32 turn);
/**
* Called when this client has finished sending all its commands scheduled for the given turn.
*/
virtual void NotifyFinishedOwnCommands(u32 turn) = 0;
/**
* Called when this client has finished a simulation update.
*/
virtual void NotifyFinishedUpdate(u32 turn) = 0;
/**
* Returns whether we should compute a complete state hash for the given turn,
* instead of a quick less-complete hash.
*/
bool TurnNeedsFullHash(u32 turn);
CSimulation2& m_Simulation2;
/// The turn that we have most recently executed
u32 m_CurrentTurn;
/// The latest turn for which we have received all commands from all clients
u32 m_ReadyTurn;
// Current turn length
u32 m_TurnLength;
/// Commands queued at each turn (index 0 is for m_CurrentTurn+1)
std::deque<std::map<u32, std::vector<SimulationCommand> > > m_QueuedCommands;
int m_PlayerId;
uint m_ClientId;
/// Simulation time remaining until we ought to execute the next turn (as a negative value to
/// add elapsed time increments to until we reach 0).
float m_DeltaSimTime;
bool m_HasSyncError;
IReplayLogger& m_Replay;
private:
size_t m_TimeWarpNumTurns; // 0 if disabled
std::list<std::string> m_TimeWarpStates;
std::string m_QuickSaveState; // TODO: should implement a proper disk-based quicksave system
std::string m_QuickSaveMetadata;
};
/**
* Implementation of CNetTurnManager for network clients.
*/
class CNetClientTurnManager : public CNetTurnManager
{
public:
CNetClientTurnManager(CSimulation2& simulation, CNetClient& client, int clientId, IReplayLogger& replay);
virtual void OnSimulationMessage(CSimulationMessage* msg);
virtual void PostCommand(JS::HandleValue data);
/**
* Notifiy the server that all commands are sent to prepare the connection for termination.
*/
void OnDestroyConnection();
protected:
virtual void NotifyFinishedOwnCommands(u32 turn);
virtual void NotifyFinishedUpdate(u32 turn);
CNetClient& m_NetClient;
};
/**
* Implementation of CNetTurnManager for offline games.
*/
class CNetLocalTurnManager : public CNetTurnManager
{
public:
CNetLocalTurnManager(CSimulation2& simulation, IReplayLogger& replay);
virtual void OnSimulationMessage(CSimulationMessage* msg);
virtual void PostCommand(JS::HandleValue data);
protected:
virtual void NotifyFinishedOwnCommands(u32 turn);
virtual void NotifyFinishedUpdate(u32 turn);
};
/**
* 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(int client, u32 turn);
void NotifyFinishedClientUpdate(int client, u32 turn, const std::string& 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);
protected:
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;
// Current turn length
u32 m_TurnLength;
// Turn lengths for all previously executed turns
std::vector<u32> m_SavedTurnLengths;
CNetServerWorker& m_NetServer;
};
#endif // INCLUDED_NETTURNMANAGER