Yet more Parlor progress. Added GameController which manages the flow of

the game on the client side and have started to wire up the DObject stuff.
Whee!


git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@366 542714f4-19e9-0310-aa3c-eee0fc999fb1
This commit is contained in:
Michael Bayne
2001-10-01 06:19:15 +00:00
parent 23ccfde6c8
commit 1e7b01ad85
6 changed files with 354 additions and 45 deletions
@@ -1,5 +1,5 @@
//
// $Id: GameConfig.java,v 1.1 2001/10/01 02:56:35 mdb Exp $
// $Id: GameConfig.java,v 1.2 2001/10/01 06:19:15 mdb Exp $
package com.threerings.parlor.data;
@@ -12,33 +12,87 @@ import com.threerings.cocktail.cher.io.Streamable;
/**
* The game config class encapsulates the configuration information for a
* particular type of game. The hierarchy of game config objects mimics
* the hierarchy of game managers and the client provides a game config
* object to the game manager at game creation time which is used to set
* the game's configuration options.
* the hierarchy of game managers and controllers. Both the game manager
* and game controller are provided with the game config object when the
* game is created.
*
* <p> The game config object is also the mechanism used to instantiate
* the appropriate game manager and controller. Every game must have an
* associated game config derived class that overrides {@link
* #getControllerClass} and {@link getManagerClassName}, returning the
* appropriate game controller and manager class for that game. Thus the
* entire chain of events that causes a particular game to be created is
* the construction of the appropriate game config instance which is
* provided to the server as part of an invitation or via some other
* matchmaking mechanism.
*
* <p> A game that has specific configuration needs would extend this
* class (or an appropriate subclass) adding it's configuration
* information, and also overriding {@link #writeTo} and {@link #readFrom}
* to provide code to effect the necessary serialization and
* unserialization of the added fields.
*
* <p> The implementation of the client-side of the game can either use
* the code provided for obtaining configuration parameters from the user,
* or provide its own specialized configuration interface. It need only
* produce a game config object when the configuration process is complete
* and provide that to the server along with the game creation request.
* information and overriding {@link #writeTo} and {@link #readFrom} to
* provide code to serialize and unserialize the additional fields.
*/
public class GameConfig implements Streamable
public abstract class GameConfig implements Streamable
{
/** Indicates whether or not this game is rated. */
public boolean rated = false;
/**
* Returns the class that should be used to create a controller for
* this game. The controller class must derive from {@link
* com.threerings.parlor.client.GameController}.
*/
public abstract Class getControllerClass ();
/**
* Returns the name of the class that should be used to create a
* manager for this game. The manager class must derive from {@link
* com.threerings.parlor.server.GameManager}. <em>Note:</em> this
* method differs from {@link #getControllerClass} because we want to
* avoid compile time linkage of the game config object (which is used
* on the client) to server code. This allows a code optimizer (DashO
* Pro, for example) to remove the server code from the client,
* knowing that it is never used.
*/
public abstract String getManagerClassName ();
// documentation inherited
public void writeTo (DataOutputStream out)
throws IOException
{
out.writeBoolean(rated);
}
// documentation inherited
public void readFrom (DataInputStream in)
throws IOException
{
rated = in.readBoolean();
}
/**
* Generates a string representation of this object by calling the
* overridable {@link #toString(StringBuffer)} which builds up the
* string in a manner friendly to derived classes.
*/
public String toString ()
{
StringBuffer buf = new StringBuffer();
buf.append("[");
toString(buf);
buf.append("]");
return buf.toString();
}
/**
* An extensible mechanism for generating a string representation of
* this object. Derived classes should override this method, calling
* super and then appending their own data to the supplied string
* buffer. The regular {@link #toString} function will call this
* derived function to generate its string.
*/
protected void toString (StringBuffer buf)
{
buf.append("type=").append(getClass().getName());
buf.append("rated=").append(rated);
}
}