forked from 0ad/0ad
janwas
c0ed950657
this snowballed into a massive search+destroy of the hodgepodge of mostly equivalent types we had in use (int, uint, unsigned, unsigned int, i32, u32, ulong, uintN). it is more efficient to use 64-bit types in 64-bit mode, so the preferred default is size_t (for anything remotely resembling a size or index). tile coordinates are ssize_t to allow more efficient conversion to/from floating point. flags are int because we almost never need more than 15 distinct bits, bit test/set is not slower and int is fastest to type. finally, some data that is pretty much directly passed to OpenGL is now typed accordingly. after several hours, the code now requires fewer casts and less guesswork. other changes: - unit and player IDs now have an "invalid id" constant in the respective class to avoid casting and -1 - fix some endian/64-bit bugs in the map (un)packing. added a convenience function to write/read a size_t. - ia32: change CPUID interface to allow passing in ecx (required for cache topology detection, which I need at work). remove some unneeded functions from asm, replace with intrinsics where possible. This was SVN commit r5942.
130 lines
3.4 KiB
C++
130 lines
3.4 KiB
C++
#ifndef INCLUDED_TURNMANAGER
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#define INCLUDED_TURNMANAGER
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//#include "Network/NetMessage.h"
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//#include "Network/Network.h"
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#include <vector>
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class CGameRecord;
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class CNetMessage;
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class IMessagePipeEnd;
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class CTurnManager
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{
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public:
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// Default turn length
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static const int DEFAULT_TURN_LENGTH = 150;
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// Used with IterateBatch() to iterate a command batch and set the sync mask
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// for each message. If the iterating function doesn't wish to change the
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// mask, it should return oldMask unchanged.
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typedef uintptr_t (BatchIteratorFunc)(CNetMessage *pMsg, uintptr_t oldMask, void *userdata);
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// FIXME Should be in CNetServer instead
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struct SClientTimingData
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{
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// The maximum latency observed from this client
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int m_MaxLatency;
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// Approximate current round-trip time in milliseconds
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int m_Latency;
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// Frames per Second - won't be used unless 1000/m_FPS > m_Latency (i.e.
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// framerate is too slow to handle [m_Latency] as the turn length)
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int m_FPS;
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};
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private:
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struct SMessageSyncEntry
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{
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// A bitmask telling which clients to sync this message to
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uintptr_t m_ClientMask;
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// The message pointer
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CNetMessage *m_pMessage;
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inline SMessageSyncEntry(CNetMessage *pMsg):
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m_ClientMask(0),
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m_pMessage(pMsg)
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{}
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};
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struct SBatch
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{
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std::vector <SMessageSyncEntry> m_Messages;
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int m_TurnLength;
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void Swap(SBatch &other);
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};
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struct SClient
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{
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// FIXME Move to CNetServer
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SClientTimingData m_TimingData;
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IMessagePipeEnd *m_Pipe;
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};
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std::vector <SClient> m_Clients;
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SBatch m_Batches[3];
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CGameRecord *m_pRecord;
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protected:
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// Rotate the three batches: {0, 1, 2} => {1, 2, 0}
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void RotateBatches();
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// Go through each message in the specified batch and send the message to
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// each of the clients whose bit in the message's mask is set
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void SendBatch(uintptr_t batch);
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void ClearBatch(uintptr_t batch);
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void SetClientPipe(size_t client, IMessagePipeEnd *pipe);
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// FIXME Should be in CNetServer instead [and implemented]
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// void UpdateTimingData(size_t client, int fps, int currentLatency);
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void SetTurnLength(uintptr_t batch, int turnLength);
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void SendMessage(CNetMessage *pMsg, uintptr_t clientMask);
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// Add the message to the specified batch. The message is assumed to be
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// validated before passed here, and will be blindly trusted.
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void QueueMessage(uintptr_t batch, CNetMessage *pMsg);
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// Send the specified batch to CGameRecord for recording
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void RecordBatch(uintptr_t batch);
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static BatchIteratorFunc RecordIterator;
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public:
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CTurnManager();
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virtual ~CTurnManager() { }
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void Initialize(size_t numClients);
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// Return the millisecond delay between the last frame and the next.
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// CSimulation will use this to determine when to perform the deterministic
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// update and call NewTurn()
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int GetTurnLength();
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// Called by CSimulation when the current turn time has passed.
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virtual void NewTurn() = 0;
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// Used by CSimulation to ask whether it can call NewTurn.
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virtual bool NewTurnReady() = 0;
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// Apply a function to all messages in a given batch.
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void IterateBatch(uintptr_t batch, BatchIteratorFunc *func, void *userdata);
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// Queue a command originating from the local player.
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virtual void QueueLocalCommand(CNetMessage *pMsg) = 0;
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};
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class CSinglePlayerTurnManager: public CTurnManager
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{
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public:
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CSinglePlayerTurnManager();
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virtual void NewTurn();
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virtual void QueueLocalCommand(CNetMessage *pMsg);
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virtual bool NewTurnReady();
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};
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extern CSinglePlayerTurnManager *g_SinglePlayerTurnManager;
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#endif
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