Ported over the automatic port-retrying code, but had to modify some things

due to differences in the way flash throws errors (and apparently can't
re-use a socket object).


git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@4183 542714f4-19e9-0310-aa3c-eee0fc999fb1
This commit is contained in:
Ray Greenwell
2006-06-08 21:44:27 +00:00
parent e6cad91066
commit e6e96c25fc
5 changed files with 210 additions and 17 deletions
@@ -22,7 +22,7 @@ import com.threerings.presents.net.PongResponse;
public class Client extends EventDispatcher
{
/** The default port on which the server listens for client connections. */
public static const DEFAULT_SERVER_PORT :int = 47624;
public static const DEFAULT_SERVER_PORTS :Array = [ 47624 ];
private static const log :Log = Log.getLog(Client);
@@ -84,10 +84,10 @@ public class Client extends EventDispatcher
}
}
public function setServer (hostname :String, port :int) :void
public function setServer (hostname :String, ports :Array) :void
{
_hostname = hostname;
_port = port;
_ports = ports;
}
/**
@@ -103,9 +103,12 @@ public class Client extends EventDispatcher
return _hostname;
}
public function getPort () :int
/**
* Returns the ports on which this client is configured to connect.
*/
public function getPorts () :Array
{
return _port;
return _ports;
}
public function getCredentials () :Credentials
@@ -276,6 +279,15 @@ public class Client extends EventDispatcher
}
}
/**
* Called by the {@link Communicator} if it is experiencing trouble logging
* on but is still trying fallback strategies.
*/
internal function reportLogonTribulations (cause :LogonError) :void
{
notifyObservers(ClientEvent.CLIENT_FAILED_TO_LOGON, cause);
}
// TODO: this should be 'internal' except for a fucking bug with AS3
public function gotClientObject (clobj :ClientObject) :void
{
@@ -359,7 +371,7 @@ public class Client extends EventDispatcher
protected var _hostname :String;
/** The port on which we connect to the game server. */
protected var _port :int;
protected var _ports :Array; /* of int */
/** The entity that manages our network communications. */
protected var _comm :Communicator;
@@ -53,6 +53,14 @@ public interface ClientObserver extends SessionObserver
* Called if anything fails during the logon attempt. This could be a
* network failure, authentication failure or otherwise. The exception
* provided will indicate the cause of the failure.
*
* @param cause an exception indicating the cause of the logon failure.
* <em>Note:</em> this may be a {@link LogonError} and if so, the
* caller <em>must</em> check {@link LogonException#isStillInProgress} to
* find out if the logon process has totally failed or if we are simply
* reporting intermediate status (we might be falling back to an
* alternative port or delaying our auto-retry attempt due to server
* overload).
*/
function clientFailedToLogon (event :ClientEvent) :void;
@@ -1,5 +1,7 @@
package com.threerings.presents.client {
import flash.errors.IOError;
import flash.events.Event;
import flash.events.IOErrorEvent;
@@ -16,6 +18,7 @@ import com.threerings.io.ObjectInputStream;
import com.threerings.io.ObjectOutputStream;
import com.threerings.io.Translations;
import com.threerings.presents.data.AuthCodes;
import com.threerings.presents.net.AuthRequest;
import com.threerings.presents.net.AuthResponse;
import com.threerings.presents.net.AuthResponseData;
@@ -32,24 +35,77 @@ public class Communicator
public function logon () :void
{
// create the socket and set up listeners
_socket = new Socket();
_socket.endian = Endian.BIG_ENDIAN;
_socket.addEventListener(Event.CONNECT, socketOpened);
_socket.addEventListener(IOErrorEvent.IO_ERROR, socketError);
_socket.addEventListener(Event.CLOSE, socketClosed);
// create our input/output business
_outBuffer = new ByteArray();
_outBuffer.endian = Endian.BIG_ENDIAN;
_outStream = new ObjectOutputStream(_outBuffer);
_frameReader = new FrameReader(_socket);
_frameReader.addEventListener(FrameAvailableEvent.FRAME_AVAILABLE,
inputFrameReceived);
_inStream = new ObjectInputStream();
_socket.connect(_client.getHostname(), _client.getPort());
_portIdx = 0;
logonToPort();
}
/**
* This method is strangely named, and it does two things which is
* bad style. Either log on to the next port, or save that the port
* we just logged on to was a good one.
*/
protected function logonToPort (logonWasSuccessful :Boolean = false) :Boolean
{
var ports :Array = _client.getPorts();
if (!logonWasSuccessful) {
if (_portIdx >= ports.length) {
return false;
}
if (_portIdx != 0) {
_client.reportLogonTribulations(
new LogonError(AuthCodes.TRYING_NEXT_PORT, true));
removeListeners();
}
// create the socket and set up listeners
_socket = new Socket();
_socket.endian = Endian.BIG_ENDIAN;
_socket.addEventListener(Event.CONNECT, socketOpened);
_socket.addEventListener(IOErrorEvent.IO_ERROR, socketError);
_socket.addEventListener(Event.CLOSE, socketClosed);
_frameReader = new FrameReader(_socket);
_frameReader.addEventListener(FrameAvailableEvent.FRAME_AVAILABLE,
inputFrameReceived);
}
var host :String = _client.getHostname();
var pportKey :String = host + ".preferred_port";
// TODO: extract preferred port from saved prefs
var pport :int = /** TODO Prefs.getValue(pportKey, **/ (ports[0] as int);
var ppidx :int = Math.max(0, ports.indexOf(pport));
var port :int = (ports[(_portIdx + ppidx) % ports.length] as int);
if (logonWasSuccessful) {
_portIdx = -1; // indicate that we're no longer trying new ports
// TODO: Prefs.setValue(pportKey, port);
} else {
Log.getLog(this).info(
"Connecting [host=" + host + ", port=" + port + "].");
_socket.connect(host, port);
}
return true;
}
protected function removeListeners () :void
{
_socket.removeEventListener(Event.CONNECT, socketOpened);
_socket.removeEventListener(IOErrorEvent.IO_ERROR, socketError);
_socket.removeEventListener(Event.CLOSE, socketClosed);
_frameReader.removeEventListener(FrameAvailableEvent.FRAME_AVAILABLE,
inputFrameReceived);
}
public function logoff () :void
@@ -77,6 +133,7 @@ public class Communicator
Log.getLog(this).warning(
"Error closing failed socket [error=" + err + "].");
}
removeListeners();
_socket = null;
_outStream = null;
_inStream = null;
@@ -169,6 +226,7 @@ public class Communicator
*/
protected function socketOpened (event :Event) :void
{
logonToPort(true);
// well that's great! let's logon
var req :AuthRequest = new AuthRequest(_client.getCredentials(),
_client.getVersion());
@@ -180,6 +238,16 @@ public class Communicator
*/
protected function socketError (event :IOErrorEvent) :void
{
_socket.close();
// if we're trying ports, try the next one.
if (_portIdx != -1) {
_portIdx++;
if (logonToPort()) {
return;
}
}
// total failure
Log.getLog(this).warning("socket error: " + event);
shutdown(new Error("socket closed unexpectedly."));
}
@@ -206,5 +274,8 @@ public class Communicator
protected var _socket :Socket;
protected var _lastWrite :uint;
/** The current port we'll try to connect to. */
protected var _portIdx :int = -1;
}
}
@@ -0,0 +1,55 @@
//
// $Id: LogonException.java 4158 2006-05-30 22:12:15Z 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.presents.client {
/**
* A logon exception is used to indicate a failure to log on to the
* server. The reason for failure is encoded as a string and stored in the
* message field of the exception.
*/
public class LogonError extends Error
{
/**
* Constructs a logon exception with the supplied logon failure code.
*/
public function LogonError (msg :String, stillInProgress :Boolean = false)
{
super(msg);
_stillInProgress = stillInProgress;
}
/**
* Returns true if this exception is reporting an intermediate status
* rather than total logon failure. The client may be falling back to an
* alternative port or delaying an auto-retry attempt due to server
* overload. If this method returns true, the client <em>should not</em>
* allow additional calls to {@link Client#logon} as the current attempt is
* still in progress.
*/
public function isStillInProgress () :Boolean
{
return _stillInProgress;
}
protected var _stillInProgress :Boolean;
}
}
@@ -0,0 +1,47 @@
//
// $Id: AuthCodes.java 4158 2006-05-30 22:12:15Z 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.presents.data {
/**
* Basic authentication response codes.
*/
public class AuthCodes
{
/** A code indicating that no user exists with the specified
* username. */
public static const NO_SUCH_USER :String = "m.no_such_user";
/** A code indicating that the supplied password was invalid. */
public static const INVALID_PASSWORD :String = "m.invalid_password";
/** A code indicating that an internal server error occurred while
* trying to log the user on. */
public static const SERVER_ERROR :String = "m.server_error";
/** A code indicating that the server is not available at the moment. */
public static const SERVER_UNAVAILABLE :String = "m.server_unavailable";
/** A code indicating that we failed to connect to the server on a port and
* are trying the next port in the list. */
public static const TRYING_NEXT_PORT :String = "m.trying_next_port";
}
}