Zones! Scenes can be grouped into zones which are traversed via a
higher-level mechanism. Zones provide zone summaries which can be used to generate maps of the zones on the client. git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@727 542714f4-19e9-0310-aa3c-eee0fc999fb1
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//
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// $Id: ZoneProvider.java,v 1.1 2001/12/04 00:31:58 mdb Exp $
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package com.threerings.whirled.zone.server;
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import com.threerings.presents.server.InvocationProvider;
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import com.threerings.presents.server.ServiceFailedException;
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import com.threerings.crowd.data.BodyObject;
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import com.threerings.crowd.data.PlaceConfig;
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import com.threerings.crowd.data.PlaceObject;
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import com.threerings.crowd.server.LocationProvider;
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import com.threerings.whirled.Log;
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import com.threerings.whirled.data.SceneModel;
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import com.threerings.whirled.server.SceneRegistry;
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import com.threerings.whirled.server.SceneManager;
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import com.threerings.whirled.zone.client.ZoneCodes;
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import com.threerings.whirled.zone.data.ZoneSummary;
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import com.threerings.whirled.zone.data.ZonedBodyObject;
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/**
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* Provides zone related services which are presently the ability to move
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* from zone to zone.
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*/
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public class ZoneProvider
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extends InvocationProvider implements ZoneCodes
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{
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/**
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* Constructs a zone provider that will interoperate with the supplied
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* zone and scene registries. A system that wishes to use the zone
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* services must instantiate a zone provider and register it with the
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* invocation services.
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*/
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public ZoneProvider (ZoneRegistry zonereg, SceneRegistry screg)
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{
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_zonereg = zonereg;
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_screg = screg;
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}
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/**
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* Processes a request from a client to move to a scene in a new zone.
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*
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* @param source the user requesting the move.
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* @param invid the invocation id of the request.
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* @param zoneId the identifier of the new zone.
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* @param sceneId the identifier of the new scene.
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* @param sceneVew the version of the scene model currently held by
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* the client.
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*/
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public void handleMoveToRequest (BodyObject source, int invid,
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int zoneId, int sceneId, int sceneVer)
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{
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// look up the zone manager for the zone
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ZoneManager zmgr = _zonereg.getZoneManager(zoneId);
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if (zmgr == null) {
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Log.warning("Requested to enter a zone for which we have no " +
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"manager [user=" + source +
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", zoneId=" + zoneId + "].");
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sendResponse(source, invid, MOVE_FAILED_RESPONSE, NO_SUCH_ZONE);
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return;
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}
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// make sure they're not already in that zone
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if (((ZonedBodyObject)source).getZoneId() == zoneId) {
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sendResponse(source, invid, MOVE_FAILED_RESPONSE, ALREADY_THERE);
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return;
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}
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// avoid cluttering up the method declaration with final keywords
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final BodyObject fsource = source;
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final int finvid = invid;
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final int fsceneId = sceneId;
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final int fsceneVer = sceneVer;
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// resolve the zone!
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ZoneManager.ResolutionListener zl = new ZoneManager.ResolutionListener()
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{
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public void zoneWasResolved (ZoneSummary summary) {
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continueMoveToRequest(fsource, finvid, summary,
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fsceneId, fsceneVer);
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}
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public void zoneFailedToResolve (int zoneId, Exception reason) {
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Log.warning("Unable to resolve zone [zoneId=" + zoneId +
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", reason=" + reason + "].");
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sendResponse(fsource, finvid,
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MOVE_FAILED_RESPONSE, NO_SUCH_ZONE);
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}
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};
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zmgr.resolveZone(zoneId, zl);
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}
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/**
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* This is called after we have resolved our zone.
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*/
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protected void continueMoveToRequest (
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BodyObject source, int invid, ZoneSummary summary,
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int sceneId, int sceneVer)
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{
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// avoid cluttering up the method declaration with final keywords
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final BodyObject fsource = source;
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final int finvid = invid;
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final ZoneSummary fsum = summary;
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final int fsceneVer = sceneVer;
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// create a callback object that will handle the resolution or
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// failed resolution of the scene
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SceneRegistry.ResolutionListener rl =
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new SceneRegistry.ResolutionListener()
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{
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public void sceneWasResolved (SceneManager scmgr) {
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finishMoveToRequest(fsource, finvid, fsum, scmgr, fsceneVer);
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}
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public void sceneFailedToResolve (int sceneId, Exception reason) {
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Log.warning("Unable to resolve scene [sceneid=" + sceneId +
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", reason=" + reason + "].");
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// pretend like the scene doesn't exist to the client
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sendResponse(fsource, finvid,
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MOVE_FAILED_RESPONSE, NO_SUCH_PLACE);
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}
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};
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// make sure the scene they are headed to is actually loaded into
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// the server
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_screg.resolveScene(sceneId, rl);
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}
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/**
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* This is called after the scene to which we are moving is guaranteed
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* to have been loaded into the server.
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*/
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protected void finishMoveToRequest (
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BodyObject source, int invid, ZoneSummary summary,
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SceneManager scmgr, int sceneVersion)
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{
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// move to the place object associated with this scene
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PlaceObject plobj = scmgr.getPlaceObject();
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int ploid = plobj.getOid();
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try {
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// try doing the actual move
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PlaceConfig config = LocationProvider.moveTo(source, ploid);
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// now that we've finally moved, we can update the user object
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// with the new zone id
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((ZonedBodyObject)source).setZoneId(summary.zoneId);
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// check to see if they need a newer version of the scene data
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SceneModel model = scmgr.getSceneModel();
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if (sceneVersion < model.version) {
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// then send the moveTo response
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sendResponse(source, invid, MOVE_SUCCEEDED_PLUS_UPDATE_RESPONSE,
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new Object[] { new Integer(ploid), config,
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summary, model });
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} else {
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// then send the moveTo response
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sendResponse(source, invid, MOVE_SUCCEEDED_RESPONSE,
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new Integer(ploid), config, summary);
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}
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} catch (ServiceFailedException sfe) {
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sendResponse(source, invid,
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MOVE_FAILED_RESPONSE, sfe.getMessage());
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}
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}
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/** The zone registry with which we communicate. */
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protected ZoneRegistry _zonereg;
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/** The scene registry with which we communicate. */
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protected SceneRegistry _screg;
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}
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