bool CNetTurnManager::Update(float frameLength, size_t maxTurns) { m_DeltaTime += frameLength; // If we haven't reached the next turn yet, do nothing if (m_DeltaTime < 0) return false; NETTURN_LOG((L"Update current=%d ready=%d\n", m_CurrentTurn, m_ReadyTurn)); // Check that the next turn is ready for execution if (m_ReadyTurn <= m_CurrentTurn) { // Oops, we wanted to start the next turn but it's not ready yet - // there must be too much network lag. // TODO: complain to the user. // TODO: send feedback to the server to increase the turn length. // Reset the next-turn timer to 0 so we try again next update but // so we don't rush to catch up in subsequent turns. // TODO: we should do clever rate adjustment instead of just pausing like this. m_DeltaTime = 0; return false; } maxTurns = std::max((size_t)1, maxTurns); // always do at least one turn for (size_t i = 0; i < maxTurns; ++i) { // Check that we've reached the i'th next turn if (m_DeltaTime < 0) break; // Check that the i'th next turn is still ready if (m_ReadyTurn <= m_CurrentTurn) break; NotifyFinishedOwnCommands(m_CurrentTurn + COMMAND_DELAY); m_CurrentTurn += 1; // increase the turn number now, so Update can send new commands for a subsequent turn // Clean up any destroyed entities since the last turn (e.g. placement previews // or rally point flags generated by the GUI). (Must do this before the time warp // serialization.) m_Simulation2.FlushDestroyedEntities(); // Save the current state for rewinding, if enabled if (m_TimeWarpNumTurns && (m_CurrentTurn % m_TimeWarpNumTurns) == 0) { PROFILE("time warp serialization"); std::stringstream stream; m_Simulation2.SerializeState(stream); m_TimeWarpStates.push_back(stream.str()); } // Put all the client commands into a single list, in a globally consistent order std::vector<SimulationCommand> commands; for (std::map<u32, std::vector<SimulationCommand> >::iterator it = m_QueuedCommands[0].begin(); it != m_QueuedCommands[0].end(); ++it) { commands.insert(commands.end(), it->second.begin(), it->second.end()); } m_QueuedCommands.pop_front(); m_QueuedCommands.resize(m_QueuedCommands.size() + 1); m_Replay.Turn(m_CurrentTurn-1, m_TurnLength, commands); NETTURN_LOG((L"Running %d cmds\n", commands.size())); m_Simulation2.Update(m_TurnLength, commands); NotifyFinishedUpdate(m_CurrentTurn); // Set the time for the next turn update m_DeltaTime -= m_TurnLength / 1000.f; } return true; }
void CNetClientTurnManager::OnDestroyConnection() { NotifyFinishedOwnCommands(m_CurrentTurn + COMMAND_DELAY); }