1 /* Copyright (C) 2017 Wildfire Games.
2 * This file is part of 0 A.D.
4 * 0 A.D. is free software: you can redistribute it and/or modify
5 * it under the terms of the GNU General Public License as published by
6 * the Free Software Foundation, either version 2 of the License, or
7 * (at your option) any later version.
9 * 0 A.D. is distributed in the hope that it will be useful,
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 * GNU General Public License for more details.
14 * You should have received a copy of the GNU General Public License
15 * along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
18 #ifndef INCLUDED_NETSERVERTURNMANAGER
19 #define INCLUDED_NETSERVERTURNMANAGER
24 class CNetServerWorker
;
27 * The server-side counterpart to CNetClientTurnManager.
28 * Records the turn state of each client, and sends turn advancement messages
29 * when all clients are ready.
32 * - This is constructed and used by CNetServerWorker in the network server thread.
34 class CNetServerTurnManager
36 NONCOPYABLE(CNetServerTurnManager
);
38 CNetServerTurnManager(CNetServerWorker
& server
);
40 void NotifyFinishedClientCommands(int client
, u32 turn
);
42 void NotifyFinishedClientUpdate(int client
, const CStrW
& playername
, u32 turn
, const CStr
& hash
);
45 * Inform the turn manager of a new client who will be sending commands.
47 void InitialiseClient(int client
, u32 turn
);
50 * Inform the turn manager that a previously-initialised client has left the game
51 * and will no longer be sending commands.
53 void UninitialiseClient(int client
);
55 void SetTurnLength(u32 msecs
);
58 * Returns the latest turn for which all clients are ready;
59 * they will have already been told to execute this turn.
61 u32
GetReadyTurn() { return m_ReadyTurn
; }
64 * Returns the turn length that was used for the given turn.
65 * Requires turn <= GetReadyTurn().
67 u32
GetSavedTurnLength(u32 turn
);
70 void CheckClientsReady();
72 /// The latest turn for which we have received all commands from all clients
75 // Client ID -> ready turn number (the latest turn for which all commands have been received from that client)
76 std::map
<int, u32
> m_ClientsReady
;
78 // Client ID -> last known simulated turn number (for which we have the state hash)
79 // (the client has reached the start of this turn, not done the update for it yet)
80 std::map
<int, u32
> m_ClientsSimulated
;
82 // Map of turn -> {Client ID -> state hash}; old indexes <= min(m_ClientsSimulated) are deleted
83 std::map
<u32
, std::map
<int, std::string
>> m_ClientStateHashes
;
85 // Map of client ID -> playername
86 std::map
<u32
, CStrW
> m_ClientPlayernames
;
88 // Current turn length
91 // Turn lengths for all previously executed turns
92 std::vector
<u32
> m_SavedTurnLengths
;
94 CNetServerWorker
& m_NetServer
;
99 #endif // INCLUDED_NETSERVERTURNMANAGER