Changed countdown from a mixture of ms and seconds to seconds only;

added documentation.
This commit is contained in:
hiker 2016-10-27 08:40:45 +11:00
parent e31a7ca4a8
commit b1f6632e5b
5 changed files with 71 additions and 21 deletions

View File

@ -34,6 +34,7 @@
#include "network/protocol_manager.hpp" #include "network/protocol_manager.hpp"
#include "network/race_event_manager.hpp" #include "network/race_event_manager.hpp"
#include "network/stk_host.hpp" #include "network/stk_host.hpp"
#include "network/protocols/synchronization_protocol.hpp"
#include "online/request_manager.hpp" #include "online/request_manager.hpp"
#include "race/history.hpp" #include "race/history.hpp"
#include "race/race_manager.hpp" #include "race/race_manager.hpp"
@ -288,9 +289,18 @@ void MainLoop::run()
PROFILER_POP_CPU_MARKER(); PROFILER_POP_CPU_MARKER();
} }
// Update world time if world exists if (World::getWorld() )
if (World::getWorld()) {
World::getWorld()->updateTime(dt); // In case of networking world we can only start the timing once the
// SynchronizationProtocol has disappeared (which indicates that all
// other protocols necessary for running a game are running).
SynchronizationProtocol* protocol = static_cast<SynchronizationProtocol*>(
ProtocolManager::getInstance()->getProtocol(PROTOCOL_SYNCHRONIZATION));
if (!protocol)
{
World::getWorld()->updateTime(dt);
}
}
PROFILER_POP_CPU_MARKER(); PROFILER_POP_CPU_MARKER();
PROFILER_SYNC_FRAME(); PROFILER_SYNC_FRAME();

View File

@ -59,7 +59,7 @@ void StartGameProtocol::setup()
// This creates the network world. // This creates the network world.
RaceEventManager::getInstance<RaceEventManager>()->start(); RaceEventManager::getInstance<RaceEventManager>()->start();
// The number of karts includes the AI karts, which are not supported atn // The number of karts includes the AI karts, which are not supported atm
race_manager->setNumKarts(m_game_setup->getPlayerCount()); race_manager->setNumKarts(m_game_setup->getPlayerCount());
// Set number of global and local players. // Set number of global and local players.
@ -121,6 +121,11 @@ void StartGameProtocol::setup()
} // setup } // setup
// ---------------------------------------------------------------------------- // ----------------------------------------------------------------------------
/** Handles incoming messages on the server. Should never be called on a
* client. It counts how many clients are ready, and once all clients
* are ready, will call startRace().
* \param event Details about the received mnessage.
*/
bool StartGameProtocol::notifyEventAsynchronous(Event* event) bool StartGameProtocol::notifyEventAsynchronous(Event* event)
{ {
if(!checkDataSize(event, 1)) return true; if(!checkDataSize(event, 1)) return true;
@ -157,7 +162,7 @@ void StartGameProtocol::startRace()
static_cast<SynchronizationProtocol*>(p); static_cast<SynchronizationProtocol*>(p);
if (protocol) if (protocol)
{ {
protocol->startCountdown(5000); // 5 seconds countdown protocol->startCountdown(5.0f); // 5 seconds countdown
Log::info("StartGameProtocol", Log::info("StartGameProtocol",
"All players ready, starting countdown."); "All players ready, starting countdown.");
m_ready = true; m_ready = true;

View File

@ -37,7 +37,12 @@ void SynchronizationProtocol::setup()
m_has_quit = false; m_has_quit = false;
} // setup } // setup
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
/** Called when receiving a message. On the client side the message is a ping
* from the server, which is answered back. The client will also check if the
* server has started the countdown (which is indicated in the ping message).
* On the server the received message is a reply to a previous ping request.
* The server will keep track of average latency.
*/
bool SynchronizationProtocol::notifyEventAsynchronous(Event* event) bool SynchronizationProtocol::notifyEventAsynchronous(Event* event)
{ {
if (event->getType() != EVENT_TYPE_MESSAGE) if (event->getType() != EVENT_TYPE_MESSAGE)
@ -79,15 +84,15 @@ bool SynchronizationProtocol::notifyEventAsynchronous(Event* event)
// countdown time in the message // countdown time in the message
if (data.size() == 4) if (data.size() == 4)
{ {
uint32_t time_to_start = data.getUInt32(); float time_to_start = data.getFloat();
Log::debug("SynchronizationProtocol", Log::debug("SynchronizationProtocol",
"Request to start game in %d.", time_to_start); "Request to start game in %f.", time_to_start);
if (!m_countdown_activated) if (!m_countdown_activated)
startCountdown(time_to_start); startCountdown(time_to_start);
else else
{ {
// Adjust the time based on the value sent from the server. // Adjust the time based on the value sent from the server.
m_countdown = (double)(time_to_start/1000.0); m_countdown = time_to_start;
} }
} }
else else
@ -120,10 +125,19 @@ bool SynchronizationProtocol::notifyEventAsynchronous(Event* event)
} // notifyEventAsynchronous } // notifyEventAsynchronous
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
/** Waits for the countdown to be started. On the server the start of the
* countdown is triggered by the StartGameProtocol::startRace(), which is
* called once all clients have confirmed that they are ready to start.
* The server will send a ping request to each client once a second, and
* include the information if the countdown has started (and its current
* value). On the client the countdown is started in notifyEvenAsynchronous()
* when a server ping is received that indicates that the countdown has
* started. The measured times can be used later to estimate the latency
* between server and client.
*/
void SynchronizationProtocol::asynchronousUpdate() void SynchronizationProtocol::asynchronousUpdate()
{ {
double current_time = StkTime::getRealTime(); float current_time = float(StkTime::getRealTime());
if (m_countdown_activated) if (m_countdown_activated)
{ {
m_countdown -= (current_time - m_last_countdown_update); m_countdown -= (current_time - m_last_countdown_update);
@ -167,7 +181,7 @@ void SynchronizationProtocol::asynchronousUpdate()
// message is received), or to update the countdown time. // message is received), or to update the countdown time.
if (m_countdown_activated) if (m_countdown_activated)
{ {
ping_request->addUInt32((int)(m_countdown*1000.0)); ping_request->addFloat(m_countdown);
Log::debug("SynchronizationProtocol", Log::debug("SynchronizationProtocol",
"CNTActivated: Countdown value : %f", m_countdown); "CNTActivated: Countdown value : %f", m_countdown);
} }
@ -191,11 +205,11 @@ void SynchronizationProtocol::asynchronousUpdate()
* the countdown has to be started. * the countdown has to be started.
* \param ms_countdown Countdown to use in ms. * \param ms_countdown Countdown to use in ms.
*/ */
void SynchronizationProtocol::startCountdown(int ms_countdown) void SynchronizationProtocol::startCountdown(float ms_countdown)
{ {
m_countdown_activated = true; m_countdown_activated = true;
m_countdown = (double)(ms_countdown)/1000.0; m_countdown = ms_countdown;
m_last_countdown_update = StkTime::getRealTime(); m_last_countdown_update = float(StkTime::getRealTime());
Log::info("SynchronizationProtocol", "Countdown started with value %f", Log::info("SynchronizationProtocol", "Countdown started with value %f",
m_countdown); m_countdown);
} // startCountdown } // startCountdown

View File

@ -17,9 +17,14 @@ private:
uint32_t m_pings_count; uint32_t m_pings_count;
std::vector<uint32_t> m_successed_pings; std::vector<uint32_t> m_successed_pings;
std::vector<double> m_total_diff; std::vector<double> m_total_diff;
/** True if the countdown has started, i.e. all clients have loaded
* the track and karts. */
bool m_countdown_activated; bool m_countdown_activated;
double m_countdown;
double m_last_countdown_update; /** The countdown timer value. */
float m_countdown;
float m_last_countdown_update;
bool m_has_quit; bool m_has_quit;
/** Keeps track of last time that an update was sent. */ /** Keeps track of last time that an update was sent. */
@ -33,12 +38,13 @@ public:
virtual bool notifyEventAsynchronous(Event* event) OVERRIDE; virtual bool notifyEventAsynchronous(Event* event) OVERRIDE;
virtual void setup() OVERRIDE; virtual void setup() OVERRIDE;
virtual void asynchronousUpdate() OVERRIDE; virtual void asynchronousUpdate() OVERRIDE;
void startCountdown(int ms_countdown); void startCountdown(float ms_countdown);
// ------------------------------------------------------------------------ // ------------------------------------------------------------------------
virtual void update(float dt) OVERRIDE {} virtual void update(float dt) OVERRIDE {}
// ------------------------------------------------------------------------ // ------------------------------------------------------------------------
int getCountdown() { return (int)(m_countdown*1000.0); } /** Returns the current countdown value. */
float getCountdown() { return m_countdown; }
}; // class SynchronizationProtocol }; // class SynchronizationProtocol

View File

@ -218,7 +218,22 @@ void STKHost::create()
* the LocalPlayerController for each kart. Each remote player gets a * the LocalPlayerController for each kart. Each remote player gets a
* NULL ActivePlayer (the ActivePlayer is only used for assigning the input * NULL ActivePlayer (the ActivePlayer is only used for assigning the input
* device to each kart, achievements and highscores, so it's not needed for * device to each kart, achievements and highscores, so it's not needed for
* remote players). * remote players). It will also start the SynchronizationProtocol.
* The StartGameProtocol has a callback ready which is called from world
* when the world is loaded (i.e. track and all karts are ready). When
* this callback is invoked, each client will send a 'ready' message to
* the server's StartGameProtocol. Once the server has received all
* messages in notifyEventAsynchronous(), it will call startCountdown()
* in the SynchronizationProtocol. The SynchronizationProtocol is
* sending regular (once per second) pings to the clients and measure
* the averate latency. Upon starting the countdown this information
* is included in the ping request, so the clients can start the countdown
* at that stage as wellk.
*
* Once the countdown is 0 (or below), the Synchronization Protocol will
* start the protocols: KartUpdateProtocol, ControllerEventsProtocol,
* GameEventsProtocol. Then the SynchronizationProtocol is terminated
* which indicates to the main loop to start the actual game.
*/ */
// ============================================================================ // ============================================================================