📄 agentcontrol.cpp
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/* -*- mode: c++; c-basic-offset: 4; indent-tabs-mode: nil -*- this file is part of rcssserver3D Fri May 9 2003 Copyright (C) 2003 Koblenz University $Id: agentcontrol.cpp,v 1.2 2004/05/06 09:37:39 rollmark Exp $ This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; version 2 of the License. This program 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 General Public License along with this program; if not, write to the Free Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.*/#include "agentcontrol.h"#include "simulationserver.h"#include "netmessage.h"#include <zeitgeist/logserver/logserver.h>#include <oxygen/gamecontrolserver/gamecontrolserver.h>#include <oxygen/agentaspect/agentaspect.h>using namespace oxygen;using namespace zeitgeist;using namespace boost;using namespace std;AgentControl::AgentControl() : NetControl(){ mLocalAddr.setPort(3100);}AgentControl::~AgentControl(){}void AgentControl::OnLink(){ NetControl::OnLink(); shared_ptr<SimulationServer> sim = GetSimulationServer(); if (sim.get() == 0) { GetLog()->Error() << "(AgentControl) ERROR: SimulationServer not found\n"; return; } mGameControlServer = sim->GetGameControlServer();}void AgentControl::OnUnlink(){ NetControl::OnUnlink(); mGameControlServer.reset();}void AgentControl::ClientConnect(shared_ptr<Client> client){ if (mGameControlServer.get() == 0) { return; } mGameControlServer->AgentConnect(client->id);}void AgentControl::ClientDisconnect(shared_ptr<Client> client){ if (mGameControlServer.get() == 0) { return; } mGameControlServer->AgentDisappear(client->id);}void AgentControl::StartCycle(){ NetControl::StartCycle(); if ( (mGameControlServer.get() == 0) || (mNetMessage.get() == 0) ) { return; } // pass all received messages on to the GameControlServer for ( TBufferMap::iterator iter = mBuffers.begin(); iter != mBuffers.end(); ++iter ) { shared_ptr<NetBuffer>& netBuff = (*iter).second; if ( (netBuff.get() == 0) || (netBuff->IsEmpty()) ) { continue; } // lookup the client entry corresponding for the buffer // entry TAddrMap::iterator clientIter = mClients.find(netBuff->GetAddr()); if (clientIter == mClients.end()) { continue; } shared_ptr<Client>& client = (*clientIter).second; // lookup the AgentAspect node correspoding to the client shared_ptr<AgentAspect> agent = mGameControlServer->GetAgentAspect(client->id); if (agent.get() == 0) { continue; } // parse and immediately realize the action string message; while (mNetMessage->Extract(netBuff,message)) { agent->RealizeActions (mGameControlServer->Parse(client->id,message)); } }}void AgentControl::EndCycle(){ NetControl::EndCycle(); if ( (mGameControlServer.get() == 0) || (mNetMessage.get() == 0) || (mClients.size() == 0) ) { return; } shared_ptr<BaseParser> parser = mGameControlServer->GetParser(); if (parser.get() == 0) { GetLog()->Error() << "(AgentControl) ERROR: got no parser from " << " the GameControlServer" << endl; return; } // generate senses for all agents and send them to the // corresponding net clients for ( TAddrMap::iterator iter = mClients.begin(); iter != mClients.end(); ++iter ) { shared_ptr<Client>& client = (*iter).second; shared_ptr<AgentAspect> agent = mGameControlServer->GetAgentAspect(client->id); if (agent.get() == 0) { continue; } shared_ptr<PredicateList> senseList = agent->QueryPerceptors(); string senses = parser->Generate(senseList); if (senses.empty()) { continue; } mNetMessage->PrepareToSend(senses); SendMessage(client,senses); }}
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