Changed countdown from a mixture of ms and seconds to seconds only;
added documentation.
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@ -34,6 +34,7 @@
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#include "network/protocol_manager.hpp"
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#include "network/race_event_manager.hpp"
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#include "network/stk_host.hpp"
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#include "network/protocols/synchronization_protocol.hpp"
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#include "online/request_manager.hpp"
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#include "race/history.hpp"
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#include "race/race_manager.hpp"
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@ -288,9 +289,18 @@ void MainLoop::run()
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PROFILER_POP_CPU_MARKER();
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}
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// Update world time if world exists
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if (World::getWorld())
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World::getWorld()->updateTime(dt);
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if (World::getWorld() )
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{
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// In case of networking world we can only start the timing once the
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// SynchronizationProtocol has disappeared (which indicates that all
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// other protocols necessary for running a game are running).
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SynchronizationProtocol* protocol = static_cast<SynchronizationProtocol*>(
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ProtocolManager::getInstance()->getProtocol(PROTOCOL_SYNCHRONIZATION));
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if (!protocol)
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{
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World::getWorld()->updateTime(dt);
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}
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}
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PROFILER_POP_CPU_MARKER();
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PROFILER_SYNC_FRAME();
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@ -59,7 +59,7 @@ void StartGameProtocol::setup()
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// This creates the network world.
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RaceEventManager::getInstance<RaceEventManager>()->start();
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// The number of karts includes the AI karts, which are not supported atn
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// The number of karts includes the AI karts, which are not supported atm
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race_manager->setNumKarts(m_game_setup->getPlayerCount());
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// Set number of global and local players.
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@ -121,6 +121,11 @@ void StartGameProtocol::setup()
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} // setup
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// ----------------------------------------------------------------------------
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/** Handles incoming messages on the server. Should never be called on a
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* client. It counts how many clients are ready, and once all clients
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* are ready, will call startRace().
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* \param event Details about the received mnessage.
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*/
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bool StartGameProtocol::notifyEventAsynchronous(Event* event)
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{
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if(!checkDataSize(event, 1)) return true;
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@ -157,7 +162,7 @@ void StartGameProtocol::startRace()
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static_cast<SynchronizationProtocol*>(p);
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if (protocol)
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{
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protocol->startCountdown(5000); // 5 seconds countdown
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protocol->startCountdown(5.0f); // 5 seconds countdown
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Log::info("StartGameProtocol",
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"All players ready, starting countdown.");
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m_ready = true;
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@ -37,7 +37,12 @@ void SynchronizationProtocol::setup()
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m_has_quit = false;
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} // setup
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//-----------------------------------------------------------------------------
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/** Called when receiving a message. On the client side the message is a ping
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* from the server, which is answered back. The client will also check if the
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* server has started the countdown (which is indicated in the ping message).
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* On the server the received message is a reply to a previous ping request.
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* The server will keep track of average latency.
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*/
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bool SynchronizationProtocol::notifyEventAsynchronous(Event* event)
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{
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if (event->getType() != EVENT_TYPE_MESSAGE)
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@ -79,15 +84,15 @@ bool SynchronizationProtocol::notifyEventAsynchronous(Event* event)
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// countdown time in the message
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if (data.size() == 4)
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{
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uint32_t time_to_start = data.getUInt32();
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float time_to_start = data.getFloat();
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Log::debug("SynchronizationProtocol",
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"Request to start game in %d.", time_to_start);
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"Request to start game in %f.", time_to_start);
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if (!m_countdown_activated)
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startCountdown(time_to_start);
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else
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{
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// Adjust the time based on the value sent from the server.
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m_countdown = (double)(time_to_start/1000.0);
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m_countdown = time_to_start;
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}
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}
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else
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@ -120,10 +125,19 @@ bool SynchronizationProtocol::notifyEventAsynchronous(Event* event)
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} // notifyEventAsynchronous
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//-----------------------------------------------------------------------------
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/** Waits for the countdown to be started. On the server the start of the
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* countdown is triggered by the StartGameProtocol::startRace(), which is
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* called once all clients have confirmed that they are ready to start.
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* The server will send a ping request to each client once a second, and
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* include the information if the countdown has started (and its current
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* value). On the client the countdown is started in notifyEvenAsynchronous()
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* when a server ping is received that indicates that the countdown has
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* started. The measured times can be used later to estimate the latency
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* between server and client.
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*/
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void SynchronizationProtocol::asynchronousUpdate()
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{
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double current_time = StkTime::getRealTime();
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float current_time = float(StkTime::getRealTime());
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if (m_countdown_activated)
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{
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m_countdown -= (current_time - m_last_countdown_update);
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@ -167,7 +181,7 @@ void SynchronizationProtocol::asynchronousUpdate()
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// message is received), or to update the countdown time.
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if (m_countdown_activated)
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{
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ping_request->addUInt32((int)(m_countdown*1000.0));
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ping_request->addFloat(m_countdown);
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Log::debug("SynchronizationProtocol",
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"CNTActivated: Countdown value : %f", m_countdown);
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}
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@ -191,11 +205,11 @@ void SynchronizationProtocol::asynchronousUpdate()
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* the countdown has to be started.
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* \param ms_countdown Countdown to use in ms.
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*/
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void SynchronizationProtocol::startCountdown(int ms_countdown)
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void SynchronizationProtocol::startCountdown(float ms_countdown)
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{
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m_countdown_activated = true;
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m_countdown = (double)(ms_countdown)/1000.0;
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m_last_countdown_update = StkTime::getRealTime();
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m_countdown_activated = true;
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m_countdown = ms_countdown;
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m_last_countdown_update = float(StkTime::getRealTime());
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Log::info("SynchronizationProtocol", "Countdown started with value %f",
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m_countdown);
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} // startCountdown
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@ -17,9 +17,14 @@ private:
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uint32_t m_pings_count;
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std::vector<uint32_t> m_successed_pings;
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std::vector<double> m_total_diff;
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/** True if the countdown has started, i.e. all clients have loaded
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* the track and karts. */
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bool m_countdown_activated;
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double m_countdown;
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double m_last_countdown_update;
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/** The countdown timer value. */
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float m_countdown;
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float m_last_countdown_update;
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bool m_has_quit;
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/** Keeps track of last time that an update was sent. */
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@ -33,12 +38,13 @@ public:
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virtual bool notifyEventAsynchronous(Event* event) OVERRIDE;
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virtual void setup() OVERRIDE;
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virtual void asynchronousUpdate() OVERRIDE;
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void startCountdown(int ms_countdown);
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void startCountdown(float ms_countdown);
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// ------------------------------------------------------------------------
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virtual void update(float dt) OVERRIDE {}
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// ------------------------------------------------------------------------
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int getCountdown() { return (int)(m_countdown*1000.0); }
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/** Returns the current countdown value. */
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float getCountdown() { return m_countdown; }
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}; // class SynchronizationProtocol
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@ -218,7 +218,22 @@ void STKHost::create()
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* the LocalPlayerController for each kart. Each remote player gets a
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* NULL ActivePlayer (the ActivePlayer is only used for assigning the input
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* device to each kart, achievements and highscores, so it's not needed for
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* remote players).
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* remote players). It will also start the SynchronizationProtocol.
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* The StartGameProtocol has a callback ready which is called from world
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* when the world is loaded (i.e. track and all karts are ready). When
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* this callback is invoked, each client will send a 'ready' message to
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* the server's StartGameProtocol. Once the server has received all
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* messages in notifyEventAsynchronous(), it will call startCountdown()
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* in the SynchronizationProtocol. The SynchronizationProtocol is
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* sending regular (once per second) pings to the clients and measure
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* the averate latency. Upon starting the countdown this information
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* is included in the ping request, so the clients can start the countdown
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* at that stage as wellk.
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*
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* Once the countdown is 0 (or below), the Synchronization Protocol will
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* start the protocols: KartUpdateProtocol, ControllerEventsProtocol,
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* GameEventsProtocol. Then the SynchronizationProtocol is terminated
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* which indicates to the main loop to start the actual game.
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*/
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// ============================================================================
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