Decided to take the pain and refactor the parlor.game and parlor.turn

packages properly into client, data and server subpackages. This
eliminates a bunch of hackery I had to do to properly handle dead code
removal when building the Game Gardens client and games and it simplifies
things and sets a good example to follow the standard procedure as much as
possible.


git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@3381 542714f4-19e9-0310-aa3c-eee0fc999fb1
This commit is contained in:
Michael Bayne
2005-03-03 19:36:34 +00:00
parent c2e2661e66
commit dbbd8e955f
66 changed files with 145 additions and 111 deletions
@@ -0,0 +1,37 @@
//
// $Id: PuzzleCodes.java 3184 2004-10-28 19:20:27Z mdb $
//
// Narya library - tools for developing networked games
// Copyright (C) 2002-2004 Three Rings Design, Inc., All Rights Reserved
// http://www.threerings.net/code/narya/
//
// This library is free software; you can redistribute it and/or modify it
// under the terms of the GNU Lesser General Public License as published
// by the Free Software Foundation; either version 2.1 of the License, or
// (at your option) any later version.
//
// This library is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public
// License along with this library; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
package com.threerings.parlor.game.data;
import com.threerings.presents.data.InvocationCodes;
/**
* Constants relating to the game services.
*/
public interface GameCodes extends InvocationCodes
{
/** The name of the message event to a placeObject that reports
* the winners and losers of a game. */
public static final String WINNERS_AND_LOSERS = "winnersAndLosers";
/** A chat type for chatting on the game object. */
public static final String GAME_CHAT_TYPE = "gameChat";
}
@@ -0,0 +1,138 @@
//
// $Id$
//
// Narya library - tools for developing networked games
// Copyright (C) 2002-2004 Three Rings Design, Inc., All Rights Reserved
// http://www.threerings.net/code/narya/
//
// This library is free software; you can redistribute it and/or modify it
// under the terms of the GNU Lesser General Public License as published
// by the Free Software Foundation; either version 2.1 of the License, or
// (at your option) any later version.
//
// This library is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public
// License along with this library; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
package com.threerings.parlor.game.data;
import com.threerings.crowd.data.PlaceConfig;
import com.threerings.util.Name;
import com.threerings.parlor.client.GameConfigurator;
/**
* 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 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.
*/
public abstract class GameConfig extends PlaceConfig implements Cloneable
{
/** The usernames of the players involved in this game, or an empty
* array if such information is not needed by this particular game. */
public Name[] players = new Name[0];
/** Indicates whether or not this game is rated. */
public boolean rated = true;
/**
* Returns the message bundle identifier for the bundle that should be
* used to translate the translatable strings used to describe the
* game config parameters.
*/
public abstract String getBundleName ();
/**
* Creates a configurator that can be used to create a user interface
* for configuring this instance prior to starting the game. If no
* configuration is necessary, this method should return null.
*/
public abstract GameConfigurator createConfigurator ();
/**
* Returns a translatable label describing this game.
*/
public String getGameName ()
{
// the whole getRatingTypeId(), getGameName(), getBundleName()
// business should be cleaned up. we should have getGameIdent()
// and everything should have a default implementation using that
return "m." + getBundleName();
}
/**
* Returns the game rating type, if the system uses such things.
*/
public byte getRatingTypeId ()
{
return (byte)-1;
}
/**
* Returns an array of strings that describe the configuration of this
* game. This should eventually be rolled into a more general
* purpose mechanism for generating descriptions of game
* configurations as well as editors for game configurations (which
* already exists in rudimentary form). Default implementation returns
* an empty array.
*/
public String[] getDescription ()
{
return new String[0];
}
/**
* Returns true if this game config object is equal to the supplied
* object (meaning it is also a game config object and its
* configuration settings are the same as ours).
*/
public boolean equals (Object other)
{
// make sure they're of the same class
if (other.getClass() == this.getClass()) {
GameConfig that = (GameConfig) other;
return this.rated == that.rated;
} else {
return false;
}
}
/**
* Computes a hashcode for this game config object that supports our
* {@link #equals} implementation. Objects that are equal should have
* the same hashcode.
*/
public int hashCode ()
{
// look ma, it's so sophisticated!
return getClass().hashCode() + (rated ? 1 : 0);
}
// documentation inherited
public Object clone ()
{
try {
return super.clone();
} catch (CloneNotSupportedException cnse) {
throw new RuntimeException("clone() failed: " + cnse);
}
}
}
@@ -0,0 +1,61 @@
//
// $Id$
//
// Narya library - tools for developing networked games
// Copyright (C) 2002-2005 Three Rings Design, Inc., All Rights Reserved
// http://www.threerings.net/code/narya/
//
// This library is free software; you can redistribute it and/or modify it
// under the terms of the GNU Lesser General Public License as published
// by the Free Software Foundation; either version 2.1 of the License, or
// (at your option) any later version.
//
// This library is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public
// License along with this library; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
package com.threerings.parlor.game.data;
import com.threerings.parlor.game.client.GameService;
import com.threerings.presents.client.Client;
import com.threerings.presents.data.InvocationMarshaller;
import com.threerings.presents.dobj.InvocationResponseEvent;
/**
* Provides the implementation of the {@link GameService} interface
* that marshalls the arguments and delivers the request to the provider
* on the server. Also provides an implementation of the response listener
* interfaces that marshall the response arguments and deliver them back
* to the requesting client.
*/
public class GameMarshaller extends InvocationMarshaller
implements GameService
{
/** The method id used to dispatch {@link #playerReady} requests. */
public static final int PLAYER_READY = 1;
// documentation inherited from interface
public void playerReady (Client arg1)
{
sendRequest(arg1, PLAYER_READY, new Object[] {
});
}
/** The method id used to dispatch {@link #startPartyGame} requests. */
public static final int START_PARTY_GAME = 2;
// documentation inherited from interface
public void startPartyGame (Client arg1)
{
sendRequest(arg1, START_PARTY_GAME, new Object[] {
});
}
}
@@ -0,0 +1,353 @@
//
// $Id$
//
// Narya library - tools for developing networked games
// Copyright (C) 2002-2004 Three Rings Design, Inc., All Rights Reserved
// http://www.threerings.net/code/narya/
//
// This library is free software; you can redistribute it and/or modify it
// under the terms of the GNU Lesser General Public License as published
// by the Free Software Foundation; either version 2.1 of the License, or
// (at your option) any later version.
//
// This library is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public
// License along with this library; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
package com.threerings.parlor.game.data;
import com.samskivert.util.ListUtil;
import com.samskivert.util.StringUtil;
import com.threerings.util.Name;
import com.threerings.crowd.data.PlaceObject;
/**
* A game object hosts the shared data associated with a game played by
* one or more players. The game object extends the place object so that
* the game can act as a place where players actually go when playing the
* game. Only very basic information is maintained in the base game
* object. It serves as the base for a hierarchy of game object
* derivatives that handle basic gameplay for a suite of different game
* types (ie. turn based games, party games, board games, card games,
* etc.).
*/
public class GameObject extends PlaceObject
{
// AUTO-GENERATED: FIELDS START
/** The field name of the <code>gameService</code> field. */
public static final String GAME_SERVICE = "gameService";
/** The field name of the <code>state</code> field. */
public static final String STATE = "state";
/** The field name of the <code>isRated</code> field. */
public static final String IS_RATED = "isRated";
/** The field name of the <code>players</code> field. */
public static final String PLAYERS = "players";
/** The field name of the <code>winners</code> field. */
public static final String WINNERS = "winners";
/** The field name of the <code>roundId</code> field. */
public static final String ROUND_ID = "roundId";
/** The field name of the <code>creator</code> field. */
public static final String CREATOR = "creator";
// AUTO-GENERATED: FIELDS END
/** A game state constant indicating that the game has not yet started
* and is still awaiting the arrival of all of the players. */
public static final int AWAITING_PLAYERS = 0;
/** A game state constant indicating that the game is in play. */
public static final int IN_PLAY = 1;
/** A game state constant indicating that the game ended normally. */
public static final int GAME_OVER = 2;
/** A game state constant indicating that the game was cancelled. */
public static final int CANCELLED = 3;
/** Provides general game invocation services. */
public GameMarshaller gameService;
/** The game state, one of {@link #AWAITING_PLAYERS}, {@link #IN_PLAY},
* {@link #GAME_OVER}, or {@link #CANCELLED}. */
public int state;
/** Indicates whether or not this game is rated. */
public boolean isRated;
/** The usernames of the players involved in this game. */
public Name[] players;
/** Whether each player in the game is a winner, or <code>null</code>
* if the game is not yet over. */
public boolean[] winners;
/** The unique round identifier for the current round. */
public int roundId;
/** The player index of the creating player if this is a party game. */
public int creator;
/**
* Returns the number of players in the game.
*/
public int getPlayerCount ()
{
int count = 0;
int size = players.length;
for (int ii = 0; ii < size; ii++) {
if (players[ii] != null) {
count++;
}
}
return count;
}
/**
* Returns the player index of the given user in the game, or
* <code>-1</code> if the player is not involved in the game.
*/
public int getPlayerIndex (Name username)
{
int size = (players == null) ? 0 : players.length;
for (int ii = 0; ii < size; ii++) {
if (players[ii] != null && players[ii].equals(username)) {
return ii;
}
}
return -1;
}
/**
* Returns whether the game is in play. A game that is not in play
* could either be awaiting players, ended, or cancelled.
*/
public boolean isInPlay ()
{
return (state == IN_PLAY);
}
/**
* Returns whether the given player index in the game is occupied.
*/
public boolean isOccupiedPlayer (int pidx)
{
return (players[pidx] != null);
}
/**
* Returns whether the given player index is a winner, or false if the
* winners are not yet assigned.
*/
public boolean isWinner (int pidx)
{
return (winners == null) ? false : winners[pidx];
}
/**
* Returns the number of winners for this game, or <code>0</code> if
* the winners array is not populated, e.g., the game is not yet over.
*/
public int getWinnerCount ()
{
int count = 0;
int size = (winners == null) ? 0 : winners.length;
for (int ii = 0; ii < size; ii++) {
if (winners[ii]) {
count++;
}
}
return count;
}
/**
* Returns true if the game is ended in a draw.
*/
public boolean isDraw ()
{
return getWinnerCount() == getPlayerCount();
}
/**
* Returns the winner index of the first winning player for this game,
* or <code>-1</code> if there are no winners or the winners array is
* not yet assigned. This is only likely to be useful for games that
* are known to have a single winner.
*/
public int getWinnerIndex ()
{
int size = (winners == null) ? 0 : winners.length;
for (int ii = 0; ii < size; ii++) {
if (winners[ii]) {
return ii;
}
}
return -1;
}
// documentation inherited
protected void which (StringBuffer buf)
{
super.which(buf);
StringUtil.toString(buf, players);
buf.append(":").append(state);
}
// AUTO-GENERATED: METHODS START
/**
* Requests that the <code>gameService</code> field be set to the
* specified value. The local value will be updated immediately and an
* event will be propagated through the system to notify all listeners
* that the attribute did change. Proxied copies of this object (on
* clients) will apply the value change when they received the
* attribute changed notification.
*/
public void setGameService (GameMarshaller value)
{
GameMarshaller ovalue = this.gameService;
requestAttributeChange(
GAME_SERVICE, value, ovalue);
this.gameService = value;
}
/**
* Requests that the <code>state</code> field be set to the
* specified value. The local value will be updated immediately and an
* event will be propagated through the system to notify all listeners
* that the attribute did change. Proxied copies of this object (on
* clients) will apply the value change when they received the
* attribute changed notification.
*/
public void setState (int value)
{
int ovalue = this.state;
requestAttributeChange(
STATE, new Integer(value), new Integer(ovalue));
this.state = value;
}
/**
* Requests that the <code>isRated</code> field be set to the
* specified value. The local value will be updated immediately and an
* event will be propagated through the system to notify all listeners
* that the attribute did change. Proxied copies of this object (on
* clients) will apply the value change when they received the
* attribute changed notification.
*/
public void setIsRated (boolean value)
{
boolean ovalue = this.isRated;
requestAttributeChange(
IS_RATED, new Boolean(value), new Boolean(ovalue));
this.isRated = value;
}
/**
* Requests that the <code>players</code> field be set to the
* specified value. The local value will be updated immediately and an
* event will be propagated through the system to notify all listeners
* that the attribute did change. Proxied copies of this object (on
* clients) will apply the value change when they received the
* attribute changed notification.
*/
public void setPlayers (Name[] value)
{
Name[] ovalue = this.players;
requestAttributeChange(
PLAYERS, value, ovalue);
this.players = (value == null) ? null : (Name[])value.clone();
}
/**
* Requests that the <code>index</code>th element of
* <code>players</code> field be set to the specified value.
* The local value will be updated immediately and an event will be
* propagated through the system to notify all listeners that the
* attribute did change. Proxied copies of this object (on clients)
* will apply the value change when they received the attribute
* changed notification.
*/
public void setPlayersAt (Name value, int index)
{
Name ovalue = this.players[index];
requestElementUpdate(
PLAYERS, index, value, ovalue);
this.players[index] = value;
}
/**
* Requests that the <code>winners</code> field be set to the
* specified value. The local value will be updated immediately and an
* event will be propagated through the system to notify all listeners
* that the attribute did change. Proxied copies of this object (on
* clients) will apply the value change when they received the
* attribute changed notification.
*/
public void setWinners (boolean[] value)
{
boolean[] ovalue = this.winners;
requestAttributeChange(
WINNERS, value, ovalue);
this.winners = (value == null) ? null : (boolean[])value.clone();
}
/**
* Requests that the <code>index</code>th element of
* <code>winners</code> field be set to the specified value.
* The local value will be updated immediately and an event will be
* propagated through the system to notify all listeners that the
* attribute did change. Proxied copies of this object (on clients)
* will apply the value change when they received the attribute
* changed notification.
*/
public void setWinnersAt (boolean value, int index)
{
boolean ovalue = this.winners[index];
requestElementUpdate(
WINNERS, index, new Boolean(value), new Boolean(ovalue));
this.winners[index] = value;
}
/**
* Requests that the <code>roundId</code> field be set to the
* specified value. The local value will be updated immediately and an
* event will be propagated through the system to notify all listeners
* that the attribute did change. Proxied copies of this object (on
* clients) will apply the value change when they received the
* attribute changed notification.
*/
public void setRoundId (int value)
{
int ovalue = this.roundId;
requestAttributeChange(
ROUND_ID, new Integer(value), new Integer(ovalue));
this.roundId = value;
}
/**
* Requests that the <code>creator</code> field be set to the
* specified value. The local value will be updated immediately and an
* event will be propagated through the system to notify all listeners
* that the attribute did change. Proxied copies of this object (on
* clients) will apply the value change when they received the
* attribute changed notification.
*/
public void setCreator (int value)
{
int ovalue = this.creator;
requestAttributeChange(
CREATOR, new Integer(value), new Integer(ovalue));
this.creator = value;
}
// AUTO-GENERATED: METHODS END
}
@@ -0,0 +1,41 @@
//
// $Id$
//
// Narya library - tools for developing networked games
// Copyright (C) 2002-2004 Three Rings Design, Inc., All Rights Reserved
// http://www.threerings.net/code/narya/
//
// This library is free software; you can redistribute it and/or modify it
// under the terms of the GNU Lesser General Public License as published
// by the Free Software Foundation; either version 2.1 of the License, or
// (at your option) any later version.
//
// This library is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public
// License along with this library; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
package com.threerings.parlor.game.data;
import com.threerings.parlor.data.TableConfig;
/**
* Provides additional information for party games.
*/
public interface PartyGameConfig extends TableConfig
{
/**
* Returns true if this party game is being played in party game mode,
* false if it is not.
*/
public boolean isPartyGame ();
/**
* Configures this game config as a party game or not.
*/
public void setPartyGame (boolean isPartyGame);
}
@@ -0,0 +1,38 @@
//
// $Id$
//
// Narya library - tools for developing networked games
// Copyright (C) 2002-2004 Three Rings Design, Inc., All Rights Reserved
// http://www.threerings.net/code/narya/
//
// This library is free software; you can redistribute it and/or modify it
// under the terms of the GNU Lesser General Public License as published
// by the Free Software Foundation; either version 2.1 of the License, or
// (at your option) any later version.
//
// This library is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public
// License along with this library; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
package com.threerings.parlor.game.data;
import com.threerings.parlor.data.TableConfig;
/**
* Provides additional information for games with fixed teams.
*/
public interface TeamGameConfig extends TableConfig
{
/**
* Returns the number of players on the first n-1 of n teams. For
* instance, a game with four players in two partnerships would
* return { 2 }, indicating that players 0 and 1 are partnered
* against players 2 and 3.
*/
public int[] getTeamCounts ();
}