Created ServerCommunicator which does all I/O using the ConnectionManager's
polled socket system. This much more cleanly and efficiently integrates peer (and other server to server) connections into the normal server I/O framework and should also eliminate for good the annoying server hangs that result when our old blocking client I/O threads got their pants wedged. git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@5510 542714f4-19e9-0310-aa3c-eee0fc999fb1
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//
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// $Id$
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//
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// Narya library - tools for developing networked games
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// Copyright (C) 2002-2008 Three Rings Design, Inc., All Rights Reserved
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// http://www.threerings.net/code/narya/
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//
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// This library is free software; you can redistribute it and/or modify it
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// under the terms of the GNU Lesser General Public License as published
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// by the Free Software Foundation; either version 2.1 of the License, or
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// (at your option) any later version.
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//
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// This library is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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// Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public
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// License along with this library; if not, write to the Free Software
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// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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package com.threerings.presents.client;
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import com.samskivert.util.ObserverList;
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/**
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* Used to notify session and client observers.
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*/
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public class ObserverOps
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{
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public abstract static class Session implements ObserverList.ObserverOp<SessionObserver>
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{
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public boolean apply (SessionObserver obs) {
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notify(obs);
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return true;
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}
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protected abstract void notify (SessionObserver obs);
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}
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public abstract static class Client extends Session
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{
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@Override public void notify (SessionObserver obs) {
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if (obs instanceof ClientObserver) {
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notify((ClientObserver)obs);
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}
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}
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protected abstract void notify (ClientObserver obs);
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}
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}
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