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0ad/source/network/NetServerTurnManager.h

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C++

/* 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