Pyrogenesis  trunk
Public Member Functions | Protected Member Functions | Protected Attributes | Private Member Functions | Private Attributes | List of all members
CTurnManager Class Referenceabstract

This file defines the base class of the turn managers for clients, local games and replays. More...

#include <TurnManager.h>

Inheritance diagram for CTurnManager:
Inheritance graph
[legend]
Collaboration diagram for CTurnManager:
Collaboration graph
[legend]

Public Member Functions

 CTurnManager (CSimulation2 &simulation, u32 defaultTurnLength, int clientId, IReplayLogger &replay)
 Construct for a given network session ID. More...
 
virtual ~CTurnManager ()
 
void ResetState (u32 newCurrentTurn, u32 newReadyTurn)
 
void SetPlayerID (int playerId)
 Set the current user's player ID, which will be added into command messages. More...
 
bool Update (float simFrameLength, size_t maxTurns)
 Advance the simulation by a certain time. More...
 
bool UpdateFastForward ()
 Advance the simulation by as much as possible. More...
 
bool WillUpdate (float simFrameLength) const
 Returns whether Update(simFrameLength, ...) will process at least one new turn. More...
 
void Interpolate (float simFrameLength, float realFrameLength)
 Advance the graphics by a certain time. More...
 
virtual void OnSimulationMessage (CSimulationMessage *msg)=0
 Called by networking code when a simulation message is received. More...
 
virtual void PostCommand (JS::HandleValue data)=0
 Called by simulation code, to add a new command to be distributed to all clients and executed soon. More...
 
void FinishedAllCommands (u32 turn, u32 turnLength)
 Called when all commands for a given turn have been received. More...
 
void EnableTimeWarpRecording (size_t numTurns)
 Enables the recording of state snapshots every numTurns, which can be jumped back to via RewindTimeWarp(). More...
 
void RewindTimeWarp ()
 Jumps back to the latest recorded state snapshot (if any). More...
 
void QuickSave ()
 
void QuickLoad ()
 
u32 GetCurrentTurn ()
 

Protected Member Functions

void AddCommand (int client, int player, JS::HandleValue data, u32 turn)
 Store a command to be executed at a given turn. More...
 
virtual void NotifyFinishedOwnCommands (u32 turn)=0
 Called when this client has finished sending all its commands scheduled for the given turn. More...
 
virtual void NotifyFinishedUpdate (u32 turn)=0
 Called when this client has finished a simulation update. More...
 
bool TurnNeedsFullHash (u32 turn) const
 Returns whether we should compute a complete state hash for the given turn, instead of a quick less-complete hash. More...
 

Protected Attributes

CSimulation2m_Simulation2
 
u32 m_CurrentTurn
 The turn that we have most recently executed. More...
 
u32 m_ReadyTurn
 The latest turn for which we have received all commands from all clients. More...
 
u32 m_TurnLength
 
std::deque< std::map< u32, std::vector< SimulationCommand > > > m_QueuedCommands
 Commands queued at each turn (index 0 is for m_CurrentTurn+1) More...
 
int m_PlayerId
 
uint m_ClientId
 
float m_DeltaSimTime
 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). More...
 
bool m_HasSyncError
 
IReplayLoggerm_Replay
 
u32 m_FinalTurn
 

Private Member Functions

 NONCOPYABLE (CTurnManager)
 

Private Attributes

size_t m_TimeWarpNumTurns
 
std::list< std::string > m_TimeWarpStates
 
std::string m_QuickSaveState
 
std::string m_QuickSaveMetadata
 

Detailed Description

This file defines the base class of the turn managers for clients, local games and replays.

The basic idea of our turn managing system across a network is as in this article: 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 client 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 turn system (used by clients and offline games).

Constructor & Destructor Documentation

CTurnManager::CTurnManager ( CSimulation2 simulation,
u32  defaultTurnLength,
int  clientId,
IReplayLogger replay 
)

Construct for a given network session ID.

virtual CTurnManager::~CTurnManager ( )
inlinevirtual

Member Function Documentation

void CTurnManager::AddCommand ( int  client,
int  player,
JS::HandleValue  data,
u32  turn 
)
protected

Store a command to be executed at a given turn.

void CTurnManager::EnableTimeWarpRecording ( size_t  numTurns)

Enables the recording of state snapshots every numTurns, which can be jumped back to via RewindTimeWarp().

If numTurns is 0 then recording is disabled.

void CTurnManager::FinishedAllCommands ( u32  turn,
u32  turnLength 
)

Called when all commands for a given turn have been received.

This allows Update to progress to that turn.

u32 CTurnManager::GetCurrentTurn ( )
inline
void CTurnManager::Interpolate ( float  simFrameLength,
float  realFrameLength 
)

Advance the graphics by a certain time.

Parameters
simFrameLengthLength of the previous frame, in simulation seconds
realFrameLengthLength of the previous frame, in real time seconds
CTurnManager::NONCOPYABLE ( CTurnManager  )
private
virtual void CTurnManager::NotifyFinishedOwnCommands ( u32  turn)
protectedpure virtual

Called when this client has finished sending all its commands scheduled for the given turn.

Implemented in CNetClientTurnManager, and CLocalTurnManager.

virtual void CTurnManager::NotifyFinishedUpdate ( u32  turn)
protectedpure virtual

Called when this client has finished a simulation update.

Implemented in CNetClientTurnManager, CReplayTurnManager, and CLocalTurnManager.

virtual void CTurnManager::OnSimulationMessage ( CSimulationMessage msg)
pure virtual

Called by networking code when a simulation message is received.

Implemented in CNetClientTurnManager, and CLocalTurnManager.

virtual void CTurnManager::PostCommand ( JS::HandleValue  data)
pure virtual

Called by simulation code, to add a new command to be distributed to all clients and executed soon.

Implemented in CNetClientTurnManager, and CLocalTurnManager.

void CTurnManager::QuickLoad ( )
void CTurnManager::QuickSave ( )
void CTurnManager::ResetState ( u32  newCurrentTurn,
u32  newReadyTurn 
)
void CTurnManager::RewindTimeWarp ( )

Jumps back to the latest recorded state snapshot (if any).

void CTurnManager::SetPlayerID ( int  playerId)

Set the current user's player ID, which will be added into command messages.

bool CTurnManager::TurnNeedsFullHash ( u32  turn) const
protected

Returns whether we should compute a complete state hash for the given turn, instead of a quick less-complete hash.

bool CTurnManager::Update ( float  simFrameLength,
size_t  maxTurns 
)

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.

Parameters
simFrameLengthLength of the previous frame, in simulation seconds
maxTurnsMaximum number of turns to simulate at once
bool CTurnManager::UpdateFastForward ( )

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 CTurnManager::WillUpdate ( float  simFrameLength) const

Returns whether Update(simFrameLength, ...) will process at least one new turn.

Parameters
simFrameLengthLength of the previous frame, in simulation seconds

Member Data Documentation

uint CTurnManager::m_ClientId
protected
u32 CTurnManager::m_CurrentTurn
protected

The turn that we have most recently executed.

float CTurnManager::m_DeltaSimTime
protected

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).

u32 CTurnManager::m_FinalTurn
protected
bool CTurnManager::m_HasSyncError
protected
int CTurnManager::m_PlayerId
protected
std::deque<std::map<u32, std::vector<SimulationCommand> > > CTurnManager::m_QueuedCommands
protected

Commands queued at each turn (index 0 is for m_CurrentTurn+1)

std::string CTurnManager::m_QuickSaveMetadata
private
std::string CTurnManager::m_QuickSaveState
private
u32 CTurnManager::m_ReadyTurn
protected

The latest turn for which we have received all commands from all clients.

IReplayLogger& CTurnManager::m_Replay
protected
CSimulation2& CTurnManager::m_Simulation2
protected
size_t CTurnManager::m_TimeWarpNumTurns
private
std::list<std::string> CTurnManager::m_TimeWarpStates
private
u32 CTurnManager::m_TurnLength
protected

The documentation for this class was generated from the following files: