/* * 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.operations.pub.ActorWarpPublic; import aphelion.shared.physics.entities.Actor; import aphelion.shared.physics.State; import aphelion.shared.physics.entities.ActorKey; import aphelion.shared.physics.valueobjects.PhysicsShipPosition; import aphelion.shared.physics.valueobjects.PhysicsWarp; import java.util.logging.Level; import java.util.logging.Logger; /** * * @author Joris */ public class ActorWarp extends Operation implements ActorWarpPublic { private static final Logger log = Logger.getLogger("aphelion.shared.physics"); public PhysicsWarp warp; public boolean hint; // optional execution, used to correct inconsistencies caused by super high latency public ActorWarp(SimpleEnvironment env, OperationKey key) { super(env, true, PRIORITY.ACTOR_WARP, key); } @Override public int comparePriority(Operation other_) { int c = super.comparePriority(other_); if (c == 0 && other_ instanceof ActorWarp) { ActorWarp other = (ActorWarp) other_; return warp.compareTo(other.warp); } return c; } @Override public boolean execute(State state, boolean late, long ticks_late) { Actor actor; actor = state.actors.get(new ActorKey(pid)); if (actor == null) // ignore operation { return true; } if (this.hint) { PhysicsShipPosition historicPos = new PhysicsShipPosition(); if (actor.getHistoricPosition(historicPos, this.tick, false)) { if (warp.equalsShipPosition(historicPos)) { // no need to execute, our position is still consistent if (state.id == 0) { log.log(Level.INFO, "ActorWarp (consistent) for pid {0} at tick {1} (late {2}) (hint {3})", new Object[] {pid, tick, ticks_late, hint}); } return true; } } } // allow duplicate warps (unlike moves), warps are only generated by the server // the old warp is replaced (see this.comparePriority()) actor.moveHistory.setHistory(this.tick, warp); actor.applyMoveable(warp, this.tick); // sets the current position actor.updatedPosition(this.tick); // Note: this tick the new velocity is set, but this new velocity is not used yet. // It will be used in the next tick // dead reckon current position so that it is no longer late // the position at the tick of this operation should not be dead reckoned, therefor +1 actor.performDeadReckoning(state.env.getMap(), this.tick + 1, ticks_late, true); if (state.id == 0) { log.log(Level.INFO, "ActorWarp for pid {0} at tick {1} (late {2}) (hint {3})", new Object[] {pid, tick, ticks_late, hint}); } return true; } @Override public boolean isConsistent(State older, State newer) { // position is already checked by State (a history is kept for every tick) return true; } @Override public void resetExecutionHistory(State state, State resetTo, Operation resetToOperation) { } @Override public void placedBackOnTodo(State state) { } @Override public PhysicsWarp getWarp() { return warp; } }