/*
* Aphelion
* Copyright (c) 2013 Joris van der Wel
*
* This file is part of Aphelion
*
* Aphelion is free software: you can redistribute it and/or modify
* it under the terms of the GNU Affero General Public License as published by
* the Free Software Foundation, version 3 of the License.
*
* Aphelion is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU Affero General Public License
* along with Aphelion. If not, see <http://www.gnu.org/licenses/>.
*
* In addition, the following supplemental terms apply, based on section 7 of
* the GNU Affero General Public License (version 3):
* a) Preservation of all legal notices and author attributions
* b) Prohibition of misrepresentation of the origin of this material, and
* modified versions are required to be marked in reasonable ways as
* different from the original version (for example by appending a copyright notice).
*
* Linking this library statically or dynamically with other modules is making a
* combined work based on this library. Thus, the terms and conditions of the
* GNU Affero General Public License cover the whole combination.
*
* As a special exception, the copyright holders of this library give you
* permission to link this library with independent modules to produce an
* executable, regardless of the license terms of these independent modules,
* and to copy and distribute the resulting executable under terms of your
* choice, provided that you also meet, for each linked independent module,
* the terms and conditions of the license of that module. An independent
* module is a module which is not derived from or based on this library.
*/
package aphelion.shared.physics.operations;
import aphelion.shared.physics.SimpleEnvironment;
import aphelion.shared.physics.entities.Actor;
import aphelion.shared.physics.operations.pub.ActorModificationPublic;
import aphelion.shared.physics.State;
import aphelion.shared.physics.entities.ActorKey;
import aphelion.shared.swissarmyknife.SwissArmyKnife;
import java.util.logging.Logger;
/**
*
* @author Joris
*/
public class ActorModification extends Operation implements ActorModificationPublic
{
private static final Logger log = Logger.getLogger("aphelion.shared.physics");
private final boolean[] executed;
// all attributes are optional
public String ship;
public ActorModification(SimpleEnvironment env, OperationKey key)
{
super(env, false, PRIORITY.ACTOR_MODIFICATION, key);
executed = new boolean[env.econfig.TRAILING_STATES];
}
@Override
public int comparePriority(Operation other_)
{
int c = super.comparePriority(other_);
if (c == 0 && other_ instanceof ActorModification)
{
ActorModification other = (ActorModification) other_;
// this should rarely happen, the server should not send
// conflicting modifications for the same tick
return SwissArmyKnife.stringCompare(ship, other.ship);
}
return c;
}
@Override
public boolean execute(State state, boolean late, long ticks_late)
{
Actor actor = state.actors.get(new ActorKey(pid));
if (actor == null)
{
return true; // unknown pid
}
assert !executed[state.id];
if (ship != null)
{
if (!state.isLast && ticks_late > 0)
{
// A lot of config is not checked for consistency explicitely
// So make sure config is never executed late. (the server should
// just send config into the future)
// Force a timewarp
return true;
}
}
// might not execute if the player does not exist yet
// so track that we have executed
executed[state.id] = true;
if (ship != null)
{
actor.setShip(ship);
}
return true;
}
@Override
public boolean isConsistent(State older, State newer)
{
/*if (this.tick > older.tick_now)
{
return true; // This operation has not had the chance to execute on both states (yet)
}*/
if (executed[older.id] && !executed[newer.id])
{
//was executed in older but not in newer
return false;
}
return true;
}
@Override
public void resetExecutionHistory(State state, State resetTo, Operation resetToOperation)
{
executed[state.id] = ((ActorModification) resetToOperation).executed[resetTo.id];
}
@Override
public void placedBackOnTodo(State state)
{
executed[state.id] = false;
}
@Override
public String getShip()
{
return ship;
}
}