/* * 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; } }