initial revision.
git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@1282 542714f4-19e9-0310-aa3c-eee0fc999fb1
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//
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// $Id: AIGameTicker.java,v 1.1 2002/04/19 18:33:32 ray Exp $
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package com.threerings.parlor.game;
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import java.util.Iterator;
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import java.util.ArrayList;
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import com.samskivert.util.Interval;
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import com.samskivert.util.IntervalManager;
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import com.threerings.crowd.server.CrowdServer;
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/**
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* Handles ticking all the GameManagers that are hosting games with AIs.
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*/
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public class AIGameTicker implements Interval, Runnable
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{
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/**
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* Register the specified GameManager to receive AI ticks.
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*/
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public static synchronized void registerAIGame (GameManager mgr)
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{
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if (_ticker == null) {
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_ticker = new AIGameTicker();
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}
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_ticker.addAIGame(mgr);
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}
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/**
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* Take the specified GameManager off the AI tick list.
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*/
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public static synchronized void unregisterAIGame (GameManager mgr)
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{
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if (_ticker != null) {
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_ticker.removeAIGame(mgr);
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}
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}
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/**
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* Construct an AIGameTicker and start it ticking.
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*/
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private AIGameTicker ()
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{
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_games = new ArrayList();
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_id = IntervalManager.register(this, TICK_FREQUENCY, null, true);
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}
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/**
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* Add the specified manager to the list of those receiving AI ticks.
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*/
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protected void addAIGame (GameManager mgr)
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{
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_games.add(mgr);
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}
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/**
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* Remove the specified manager from receiving AI ticks.
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*
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* @return true if there are no more games.
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*/
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protected void removeAIGame (GameManager mgr)
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{
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_games.remove(mgr);
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// if there aren't any AIs, let's
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if (_games.size() == 0) {
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_ticker = null;
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IntervalManager.remove(_id);
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}
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}
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// documentation inherited from interface
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public void intervalExpired (int id, Object arg)
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{
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CrowdServer.omgr.postUnit(this);
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}
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/**
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* Tick all the game AIs while on the dobj thread.
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*/
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public void run ()
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{
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Iterator iter = _games.iterator();
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while (iter.hasNext()) {
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((GameManager) iter.next()).tickAIs();
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}
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}
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/** Our list of ai games. */
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protected ArrayList _games;
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/** Our interval id. */
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protected int _id;
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/** Our single ticker for all AI games. */
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protected static AIGameTicker _ticker;
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/** The frequency with which we dispatch AI game ticks. */
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protected static final long TICK_FREQUENCY = 3333L; // every 3 1/3 seconds
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}
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