/*
* 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)
{
}
}