/* * 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.net.protobuf.GameOperation; import aphelion.shared.physics.SimpleEnvironment; import aphelion.shared.physics.entities.Actor; import aphelion.shared.physics.operations.pub.ActorSyncPublic; import aphelion.shared.physics.State; import aphelion.shared.physics.entities.ActorKey; import java.util.logging.Level; import java.util.logging.Logger; /** * * @author Joris */ public class ActorSync extends Operation implements ActorSyncPublic { private static final Logger log = Logger.getLogger("aphelion.shared.physics"); public GameOperation.ActorSync sync; private final int[] executionCount; private boolean logged = false; public ActorSync(SimpleEnvironment env, OperationKey key) { super(env, false, PRIORITY.ACTOR_SYNC, key); executionCount = new int[env.econfig.TRAILING_STATES]; } @Override public boolean isLateSyncOperation() { return true; } @Override public boolean execute(State state, boolean late, long ticks_late) { Actor actor = state.actors.get(new ActorKey(pid)); if (actor == null) // ignore operation { return true; } boolean dirty = false; if (this.tick == actor.createdAt_tick) { // always execute it, this is the sync for a new actor actor.initFromSync(sync); ++executionCount[state.id]; } else { if (ticks_late > 0 && !state.isLast) { // can not execute this operation late // (unless this is the last state, in which case we have no choice). return true; } if (executionCount[state.id] > 3) { // this is the 4th time we are execution this operation, this means // there have been 3 timewarps caused by this operation. It is unlikely that // things will resolve this time, abandon. if (executionCount[state.id] == 4) { log.log(Level.INFO, "ActorSync abandoning repeated execution. {0} at state {1} and tick {2} (initial {3}) (execution count {4}).", new Object[] { pid, state.id, tick, this.tick == actor.createdAt_tick, executionCount[state.id], }); } return true; } // initFromSync returns true if something was changed dirty = actor.initFromSync(sync); // If something changed, force a timwarp! // this works because a consistency check for this tick is done // right after the operations are executed for this tick ++executionCount[state.id]; } if (!logged) { logged = true; log.log(Level.INFO, "Synchronized actor {0} at state {1} and tick {2} (initial {3}) (dirty {4}) (execution count {5}) (late {6}).", new Object[] { pid, state.id, tick, this.tick == actor.createdAt_tick, dirty, executionCount[state.id], ticks_late }); } if (dirty && state.id > 0 && executionCount[state.id-1] == 0) { return false; // if this operation already executed on a newer state, there is no need for a timewarp } return true; } @Override public boolean isConsistent(State older, State newer) { return true; } @Override public void resetExecutionHistory(State state, State resetTo, Operation resetToOperation) { } @Override public void placedBackOnTodo(State state) { } }