Holy crap Batman! It's the beginnings of refactoring the basic puzzle

stuff into Narya.


git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@2876 542714f4-19e9-0310-aa3c-eee0fc999fb1
This commit is contained in:
Michael Bayne
2003-11-26 01:42:34 +00:00
parent 0601c94e42
commit 54eaddb27d
53 changed files with 9395 additions and 0 deletions
@@ -0,0 +1,810 @@
//
// $Id: PuzzleManager.java,v 1.1 2003/11/26 01:42:34 mdb Exp $
package com.threerings.puzzle.server;
import java.util.Arrays;
import java.util.HashMap;
import java.util.Iterator;
import com.samskivert.util.IntListUtil;
import com.samskivert.util.IntTuple;
import com.samskivert.util.IntervalManager;
import com.samskivert.util.ResultListener;
import com.samskivert.util.StringUtil;
import com.samskivert.util.Tuple;
import com.threerings.presents.data.ClientObject;
import com.threerings.presents.dobj.AttributeChangedEvent;
import com.threerings.presents.dobj.DObject;
import com.threerings.presents.dobj.DSet;
import com.threerings.presents.dobj.OidList;
import com.threerings.presents.server.util.SafeInterval;
import com.threerings.crowd.data.BodyObject;
import com.threerings.crowd.data.OccupantInfo;
import com.threerings.crowd.server.PlaceManagerDelegate;
import com.threerings.parlor.game.GameManager;
import com.threerings.parlor.game.GameObject;
import com.threerings.parlor.game.PartyGameConfig;
import com.threerings.util.MessageBundle;
import com.threerings.util.RandomUtil;
import com.threerings.util.StreamableArrayList;
import com.threerings.yohoho.data.ActivityCodes;
import com.threerings.yohoho.data.YoOccupantInfo;
import com.threerings.crowd.data.BodyObject;
import com.threerings.yohoho.server.PirateManager;
import com.threerings.yohoho.server.YoSceneManager;
import com.threerings.yohoho.server.YoServer;
import com.threerings.puzzle.Log;
import com.threerings.puzzle.data.Board;
import com.threerings.puzzle.data.BoardSummary;
import com.threerings.puzzle.data.PuzzleCodes;
import com.threerings.puzzle.data.PuzzleConfig;
import com.threerings.puzzle.data.PuzzleGameMarshaller;
import com.threerings.puzzle.data.PuzzleObject;
/**
* Extends the {@link GameManager} with facilities for the puzzle games
* that are used in Yohoho. Only features generic to all of our games are
* in this base class and additional features are supported both through
* the inheritance hierarchy and through delegating helpers (because Java
* conveniently doesn't support multiple inheritance).
*/
public abstract class PuzzleManager extends GameManager
implements PuzzleCodes, PuzzleGameProvider
{
/**
* Returns the boards for all players.
*/
public Board[] getBoards ()
{
return _boards;
}
/**
* Returns the user object for the player with the specified index or
* null if the player at that index is not online.
*/
public BodyObject getPlayer (int playerIdx)
{
// if we have their oid, use that
int ploid = _playerOids[playerIdx];
if (ploid > 0) {
return (BodyObject)YoServer.omgr.getObject(ploid);
}
// otherwise look them up by name
String name = getPlayerName(playerIdx);
return (name == null) ? null : (BodyObject)YoServer.lookupBody(name);
}
/**
* Returns the board summary for the given player index.
*/
public BoardSummary getBoardSummary (int pidx)
{
return (_puzobj == null || _puzobj.summaries == null) ? null :
_puzobj.summaries[pidx];
}
/**
* Returns whether this puzzle cares to make use of per-player board
* summaries that are sent periodically to all users in the puzzle via
* {@link #sendStatusUpdate}. The default implementation returns
* <code>false</code>.
*/
public boolean needsBoardSummaries ()
{
return false;
}
/**
* Returns whether this puzzle compares board states before it applies
* progress events, or after. The default implementation returns
* <code>true</code>.
*/
protected boolean compareBeforeApply ()
{
return true;
}
/**
* Calls {@link BoardSummary#summarize} on the given player's board
* summary to refresh the summary information in preparation for
* sending along to the client(s).
*
* @param pidx the player index of the player whose board is to be
* summarized.
*/
public void updateBoardSummary (int pidx)
{
if (_puzobj.summaries != null && _puzobj.summaries[pidx] != null) {
_puzobj.summaries[pidx].summarize();
}
}
/**
* Ends the game for the given player.
*/
public void endPlayerGame (int pidx)
{
// don't update board summaries for AI players since they keep
// their own board summary up to date
if (!isAI(pidx)) {
// update the board summary with the player's final board
updateBoardSummary(pidx);
}
// go for a little transactional efficiency
_puzobj.startTransaction();
try {
// end the player's game
_puzobj.setPlayerStatusAt(PuzzleObject.PLAYER_KNOCKED_OUT, pidx);
// let derived classes do some business
playerGameDidEnd(pidx);
// force a status update
updateStatus();
// notify the players
String message = MessageBundle.tcompose(
"m.player_game_over", getPlayerName(pidx));
systemMessage(PUZZLE_MESSAGE_BUNDLE, message);
} finally {
_puzobj.commitTransaction();
}
// if it's time to end the game, then do so
if (shouldEndGame()) {
endGame();
} else {
// otherwise report that the player was knocked out to other
// people in his/her room
reportPlayerKnockedOut(pidx);
}
}
/**
* Called when a player has been marked as knocked out but before the
* knock-out status update has been sent to the players. Any status
* information that needs be updated in light of the knocked out
* player can be updated here.
*/
protected void playerGameDidEnd (int pidx)
{
}
// documentation inherited
protected Class getPlaceObjectClass ()
{
return PuzzleObject.class;
}
// documentation inherited
protected void didInit ()
{
super.didInit();
// save off a casted reference to our puzzle config
_puzconfig = (PuzzleConfig)_config;
}
// documentation inherited
protected void didStartup ()
{
super.didStartup();
// grab the puzzle object
_puzobj = (PuzzleObject)_gameobj;
// create and fill in our game service object
PuzzleGameMarshaller service = (PuzzleGameMarshaller)
_invmgr.registerDispatcher(new PuzzleGameDispatcher(this), false);
_puzobj.setPuzzleGameService(service);
}
// documentation inherited
protected void handlePartialNoShow ()
{
// mark the no-show players; this will cause allPlayersReady() to
// think that everyone has arrived, but still allow us to tell who
// has not shown up in gameDidStart()
for (int ii = 0; ii < _playerOids.length; ii++) {
if (_playerOids[ii] == 0) {
_playerOids[ii] = -1;
}
}
// go ahead and start the game; gameDidStart() will take care of
// giving the boot to anyone who isn't around
Log.info("Forcing start of partial no-show game " +
"[game=" + _puzobj.which() +
", players=" + StringUtil.toString(_puzobj.players) +
", poids=" + StringUtil.toString(_playerOids) + "].");
startGame();
}
// documentation inherited
protected void gameWillStart ()
{
int size = getPlayerSlots();
if (_boards == null) {
// create our arrays
_boards = new Board[size];
_lastProgress = new long[size];
} else {
Arrays.fill(_boards, null);
}
// start everyone out with reasonable last progress stamps
Arrays.fill(_lastProgress, System.currentTimeMillis());
// initialize the seed that goes out with this round
_puzobj.setSeed(RandomUtil.rand.nextLong());
// initialize the player status
_puzobj.setPlayerStatus(new int[size]);
// initialize the player boards
initBoards();
// let the game manager start up its business
super.gameWillStart();
// send along an initial status update before we start up the
// status update interval
sendStatusUpdate();
long statusInterval = getStatusInterval();
if (_uiid == -1 && statusInterval > 0) {
// register the status update interval to address subsequent
// periodic updates
_uiid = IntervalManager.register(new SafeInterval(YoServer.omgr) {
public void run () {
sendStatusUpdate();
}
}, statusInterval, null, true);
}
}
/**
* Returns the frequency with which puzzle status updates are
* broadcast to the players (which is accomplished via a call to
* {@link #sendStatusUpdate} which in turn calls {@link #updateStatus}
* wherein derived classes can participate in the status update).
* Returning <code>O</code> (the default) indicates that a periodic
* status update is not desired.
*/
protected long getStatusInterval ()
{
return 0L;
}
// documentation inherited
protected void gameDidStart ()
{
super.gameDidStart();
// any players who have not claimed that they are ready should now
// be given le boote royale
for (int ii = 0; ii < _playerOids.length; ii++) {
if (_playerOids[ii] == -1) {
Log.info("Booting no-show player [game=" + _puzobj.which() +
", player=" + getPlayerName(ii) + "].");
_playerOids[ii] = 0; // unfiddle the blank oid
endPlayerGame(ii);
}
}
// log the AI skill levels for games involving AIs as it's useful
// when tuning AI algorithms
if (_AIs != null) {
Log.info("AIs on the job [game=" + _puzobj.which() +
", skillz=" + StringUtil.toString(_AIs) + "].");
}
}
/**
* Updates (in one puzzle object transaction) all periodically updated
* status information.
*/
protected void sendStatusUpdate ()
{
_puzobj.startTransaction();
try {
// Log.info("Updating status [game=" + _puzobj.which() + "].");
updateStatus();
} finally {
_puzobj.commitTransaction();
}
}
/**
* A puzzle periodically (default of once every 5 seconds but
* configurable by puzzle) updates status information that is visible
* to the user. Derived classes can override this method and effect
* their updates by generating events on the puzzle object and they
* will be packaged into the update transaction.
*/
protected void updateStatus ()
{
// if we're a board summary updating kind of puzzle, do that
if (needsBoardSummaries()) {
// they're already modified in-situ, so we just rebroadcast
// the latest versions
_puzobj.setSummaries(_puzobj.summaries);
}
}
/**
* Send a system message with the puzzle bundle.
*/
protected void systemMessage (String msg)
{
systemMessage(msg, false);
}
/**
* Send a system message with the puzzle bundle.
*
* @param waitForStart if true, the message will not be sent until the
* game has started.
*/
protected void systemMessage (String msg, boolean waitForStart)
{
systemMessage(PUZZLE_MESSAGE_BUNDLE, msg, waitForStart);
}
/**
* Creates and initializes boards and board summaries (if desired per
* {@link #needsBoardSummaries}) for each player.
*/
protected void initBoards ()
{
long seed = _puzobj.seed;
BoardSummary[] summaries = needsBoardSummaries() ?
new BoardSummary[getPlayerSlots()] : null;
// set up game information for each player
for (int ii = 0, nn = getPlayerSlots(); ii < nn; ii++) {
boolean needsPlayerBoard = needsPlayerBoard(ii);
if (needsPlayerBoard) {
// create the game board
_boards[ii] = newBoard(ii);
_boards[ii].initializeSeed(seed);
if (summaries != null) {
summaries[ii] = newBoardSummary(_boards[ii]);
}
}
}
// these will be sent to the players on the first status update
_puzobj.summaries = summaries;
}
/**
* Returns whether this puzzle needs a board for the given player
* index. The default implementation only creates boards for occupied
* player slots. Derived classes may wish to override this method if
* they have specialized board needs, e.g., they need only a single
* board for all players.
*/
protected boolean needsPlayerBoard (int pidx)
{
return (_puzobj.isOccupiedPlayer(pidx));
}
// documentation inherited
protected void gameDidEnd ()
{
if (_uiid != -1) {
// remove the client update interval
IntervalManager.remove(_uiid);
_uiid = -1;
}
// send along one final status update
sendStatusUpdate();
super.gameDidEnd();
}
/**
* Report winner and loser oids to each room that any of the
* winners/losers is in.
*/
protected void reportWinnersAndLosers ()
{
OidList winners = new OidList();
OidList losers = new OidList();
OidList places = new OidList();
Object[] args = new Object[] { winners, losers };
for (int ii=0, nn=_playerOids.length; ii < nn; ii++) {
BodyObject user = getPlayer(ii);
if (user != null) {
places.add(user.location);
(_puzobj.isWinner(ii) ? winners : losers).add(user.getOid());
}
}
// now send a message event to each room
for (int ii=0, nn = places.size(); ii < nn; ii++) {
DObject place = YoServer.omgr.getObject(places.get(ii));
if (place != null) {
place.postMessage(WINNERS_AND_LOSERS, args);
}
}
}
/**
* Report to the knocked-out player's room that they were knocked out.
*/
protected void reportPlayerKnockedOut (int pidx)
{
BodyObject user = getPlayer(pidx);
OidList knocky = new OidList(1);
knocky.add(user.getOid());
DObject place = YoServer.omgr.getObject(user.location);
if (place != null) {
place.postMessage(PLAYER_KNOCKED_OUT, new Object[] { knocky });
}
}
// documentation inherited
protected void didShutdown ()
{
super.didShutdown();
// make sure our update interval is unregistered
if (_uiid != -1) {
// remove the client update interval
IntervalManager.remove(_uiid);
_uiid = -1;
}
// clear out our service registration
_invmgr.clearDispatcher(_puzobj.puzzleGameService);
// clear out our status indicator
YoServer.status.removeFromPuzzles(new Integer(_puzobj.getOid()));
}
/**
* Returns whether game conclusion antics such as rating updates
* should be performed when an in-play game is ended. Derived classes
* may wish to override this method to customize the conditions under
* which the game is concluded.
*/
protected boolean shouldConcludeGame ()
{
return (_puzobj.state == PuzzleObject.GAME_OVER);
}
/**
* Applies progress updates received from the client. If puzzle
* debugging is enabled, this also compares the client board dumps
* provided along with each puzzle event.
*/
protected void applyProgressEvents (int pidx, int[] gevents, Board[] states)
{
int size = gevents.length;
boolean before = compareBeforeApply();
for (int ii = 0, pos = 0; ii < size; ii++) {
int gevent = gevents[ii];
// if we have state syncing enabled, make sure the board is
// correct before applying the event
if (before && (states != null)) {
compareBoards(pidx, states[ii]);
}
// apply the event to the player's board
if (!applyProgressEvent(pidx, gevent)) {
Log.warning("Unknown event [puzzle=" + where() +
", pidx=" + pidx + ", event=" + gevent + "].");
}
// maybe we are comparing boards afterwards
if (!before && (states != null)) {
compareBoards(pidx, states[ii]);
}
}
}
/**
* Compare our server board to the specified sent-back user board.
*/
protected void compareBoards (int pidx, Board boardstate)
{
// Log.info("About to apply progress event [game=" + _puzobj.which() +
// ", pidx=" + pidx + "].");
if (DEBUG_PUZZLE) {
// if we're debugging, dump the board state every time
// we're about to apply an event
_boards[pidx].dumpAndCompare(boardstate);
}
if (!_boards[pidx].equals(boardstate)) {
Log.warning("Client and server board states not equal! " +
"[game=" + _puzobj.which() +
", type=" + _puzobj.getClass().getName() +
"].");
if (!DEBUG_PUZZLE) {
// otherwise, dump the board state only if the
// client's board differs from the server's
_boards[pidx].dumpAndCompare(boardstate);
} else {
// and if we're debugging, bail out so that we
// know something's royally borked
System.exit(0);
}
}
}
/**
* Called by {@link #updateProgress} to give the server a chance to
* apply each game event received from the client to the respective
* player's server-side board and, someday, confirm their validity.
* Derived classes that make use of the progress updating
* functionality should be sure to override this method to perform
* their game-specific event application antics. They should first
* perform a call to super() to see if the event is handled there.
*
* @return true to indicate that the event was handled.
*/
protected boolean applyProgressEvent (int pidx, int gevent)
{
return false;
}
// documentation inherited
protected void bodyLeft (int bodyOid)
{
super.bodyLeft(bodyOid);
int pidx = IntListUtil.indexOf(_playerOids, bodyOid);
if (pidx != -1) {
if (_puzobj.state == PuzzleObject.AWAITING_PLAYERS &&
isPartyGame()) {
// handle a player leaving a party game that hasn't yet begun
if (removePlayer(getPlayerName(pidx))) {
// if they were the creator, choose a new creator
if (getPlayerCount() > 0 && _puzobj.creator == pidx) {
int npidx = getNextCreator(pidx);
_puzobj.setCreator(npidx);
// inform occupants of the creator change
String message = MessageBundle.tcompose(
"m.creator_replaced", getPlayerName(npidx));
systemMessage(message);
}
}
}
}
if (_puzobj.state != PuzzleObject.GAME_OVER) {
// inform remaining users that the user left
BodyObject user = (BodyObject)YoServer.omgr.getObject(bodyOid);
if (user != null) {
systemMessage(MessageBundle.tcompose(
"m.user_left", user.username));
}
}
}
/**
* Returns the player index of the next feasible creating player
* following the given player index, or <code>-1</code> if there is no
* such available player.
*/
protected int getNextCreator (int pidx)
{
int size = getPlayerSlots();
int npidx = pidx;
do {
npidx = (npidx + 1) % size;
} while (npidx != pidx && !_puzobj.isOccupiedPlayer(npidx));
return (npidx == pidx) ? -1 : npidx;
}
/**
* Called when a player leaves the game in order to determine whether
* the game should be ended based on its current state, which will
* include updated player status for the player in question. The
* default implementation returns true if the game is in play and
* there is only one player left. Derived classes may wish to
* override this method in order to customize the required end-game
* conditions.
*/
protected boolean shouldEndGame ()
{
return (_puzobj.isInPlay() && _puzobj.getActivePlayerCount() == 1);
}
/**
* Overrides the game manager implementation to mark all active
* players as winners. Derived classes may wish to override this
* method in order to customize the winning conditions.
*/
protected void assignWinners (boolean[] winners)
{
for (int ii = 0; ii < winners.length; ii++) {
winners[ii] = _puzobj.isActivePlayer(ii);
}
}
/**
* Creates and returns a new starting board for the given player.
*/
protected abstract Board newBoard (int pidx);
/**
* Creates and returns a new board summary for the given board.
* Puzzles that do not make use of board summaries should implement
* this method and return <code>null</code>.
*/
protected abstract BoardSummary newBoardSummary (Board board);
// documentation inherited
public void attributeChanged (AttributeChangedEvent event)
{
super.attributeChanged(event);
if (event.getName().equals(PuzzleObject.DIFFICULTY)) {
difficultyChanged(_puzobj.difficulty);
}
}
/**
* Called when the puzzle difficulty level is changed.
*/
public void difficultyChanged (final int level)
{
// let our delegates do their business
applyToDelegates(new DelegateOp() {
public void apply (PlaceManagerDelegate delegate) {
((PuzzleManagerDelegate)delegate).difficultyChanged(level);
}
});
}
// documentation inherited from interface PuzzleGameProvider
public void updateProgress (ClientObject caller, int roundId, int[] events)
{
updateProgressSync(caller, roundId, events, null);
}
/**
* Called when the puzzle manager receives a progress update. It
* checks to make sure that the progress update is valid and the
* puzzle is still in play and then applies the updates via {@link
* #applyProgressEvents}.
*/
public void updateProgressSync (
ClientObject caller, int roundId, int[] events, Board[] states)
{
// determine the caller's player index in the game
int pidx = IntListUtil.indexOf(_playerOids, caller.getOid());
if (pidx == -1) {
Log.warning("Received progress update for non-player?! " +
"[game=" + _puzobj.which() + ", who=" + caller.who() +
", ploids=" + StringUtil.toString(_playerOids) + "].");
return;
}
// bail if the progress update isn't for the current round
if (roundId != _puzobj.roundId) {
// only warn if this isn't a straggling update from the
// previous round
if (roundId != _puzobj.roundId-1) {
Log.warning("Received progress update for invalid round, " +
"not applying [game=" + _puzobj.which() +
", invalidRoundId=" + roundId +
", roundId=" + _puzobj.roundId + "].");
}
return;
}
// if the game is over, we wing straggling updates
if (!_puzobj.isInPlay()) {
Log.debug("Ignoring straggling events " +
"[game=" + _puzobj.which() +
", user=" + getPlayerName(pidx) +
", events=" + StringUtil.toString(events) + "].");
return;
}
// Log.info("Handling progress events [game=" + _puzobj.which() +
// ", pidx=" + pidx + ", roundId=" + roundId +
// ", count=" + events.length + "].");
// note that we received a progress update from this player
_lastProgress[pidx] = System.currentTimeMillis();
// apply the progress events to the player's puzzle state
applyProgressEvents(pidx, events, states);
}
// documentation inherited
protected void tick (long tickStamp)
{
super.tick(tickStamp);
// every five seconds, we call the inactivity checking code
if (_puzobj != null && _puzobj.isInPlay() && checkForInactivity()) {
int pcount = getPlayerSlots();
for (int ii = 0; ii < pcount && _puzobj.isInPlay(); ii++) {
if (!isAI(ii)) {
checkPlayerActivity(tickStamp, ii);
}
}
}
}
/**
* Returns whether {@link #checkPlayerActivity} should be called
* periodically while the game is in play to make sure players are
* still active.
*/
protected boolean checkForInactivity ()
{
return false;
}
/**
* Called periodically for each human player to give puzzles a chance
* to make sure all such players are engaging in reasonable levels of
* activity. The default implementation does naught.
*/
protected void checkPlayerActivity (long tickStamp, int pidx)
{
// nothing for now
}
/**
* Get the performance level for the specified percentile score.
*/
public static byte getPerformanceLevel (int pctile)
{
for (int ii=0; ii < PERFORMANCE_CUTOFFS.length; ii++) {
if (pctile <= PERFORMANCE_CUTOFFS[ii]) {
return (byte) ii;
}
}
return (byte) PERFORMANCE_CUTOFFS.length;
}
/** A casted reference to our puzzle config object. */
protected PuzzleConfig _puzconfig;
/** A casted reference to our puzzle game object. */
protected PuzzleObject _puzobj;
/** The player boards. */
protected Board[] _boards;
/** The client update interval identifier. */
protected int _uiid = -1;
/** Used to track the last time we received a progress event from each
* player in this puzzle. */
protected long[] _lastProgress;
/** The experience points granted to a player on puzzle completion. */
protected static final int EXPERIENCE = 10;
/** The percentile cutoffs for performance levels. Above the last one
* is "incredible". These could be defined in {@link PuzzleCodes}, but
* then users could find out these super-secret cutoff values! */
protected static final int[] PERFORMANCE_CUTOFFS = new int[] {
5, 20, 50, 75, 95 };
}