/* 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 . */ #ifndef INCLUDED_NETSERVERTURNMANAGER #define INCLUDED_NETSERVERTURNMANAGER #include #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 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 m_ClientsSimulated; // Map of turn -> {Client ID -> state hash}; old indexes <= min(m_ClientsSimulated) are deleted std::map> m_ClientStateHashes; // Map of client ID -> playername std::map m_ClientPlayernames; // Current turn length u32 m_TurnLength; // Turn lengths for all previously executed turns std::vector m_SavedTurnLengths; CNetServerWorker& m_NetServer; bool m_HasSyncError; }; #endif // INCLUDED_NETSERVERTURNMANAGER