// // $Id$ // // 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.whirled.client; import java.io.IOException; import com.samskivert.util.LRUHashMap; import com.samskivert.util.ResultListener; import com.samskivert.util.StringUtil; import com.threerings.presents.client.BasicDirector; import com.threerings.presents.client.Client; import com.threerings.crowd.client.LocationDirector; import com.threerings.crowd.client.LocationObserver; import com.threerings.crowd.data.PlaceConfig; import com.threerings.whirled.Log; import com.threerings.whirled.client.persist.SceneRepository; import com.threerings.whirled.data.Scene; import com.threerings.whirled.data.SceneCodes; import com.threerings.whirled.data.SceneModel; import com.threerings.whirled.util.NoSuchSceneException; import com.threerings.whirled.util.SceneFactory; import com.threerings.whirled.util.WhirledContext; import com.threerings.whirled.data.SceneUpdate; /** * The scene director is the client's interface to all things scene * related. It interfaces with the scene repository to ensure that scene * objects are available when the client enters a particular scene. It * handles moving from scene to scene (it coordinates with the {@link * LocationDirector} in order to do this). * *
Note that when the scene director is in use instead of the location
* director, scene ids instead of place oids will be supplied to {@link
* LocationObserver#locationMayChange} and {@link
* LocationObserver#locationChangeFailed}.
*/
public class SceneDirector extends BasicDirector
implements SceneCodes, LocationDirector.FailureHandler,
SceneReceiver, SceneService.SceneMoveListener
{
/**
* Used to recover from a problem after a completed moveTo.
*/
public static interface MoveHandler
{
/**
* Should instruct the client to move the last known working
* location (as well as clean up after the failed moveTo request).
*/
public void recoverMoveTo (int sceneId);
}
/**
* Creates a new scene director with the specified context.
*
* @param ctx the active client context.
* @param locdir the location director in use on the client, with
* which the scene director will coordinate when changing location.
* @param screp the entity from which the scene director will load
* scene data from the local client scene storage. This may be null
* when the SceneDirector is constructed, but it should be
* supplied via {@link #setSceneRepository} prior to really using
* this director.
* @param fact the factory that knows which derivation of {@link
* Scene} to create for the current system.
*/
public SceneDirector (WhirledContext ctx, LocationDirector locdir,
SceneRepository screp, SceneFactory fact)
{
super(ctx);
// we'll need these for later
_ctx = ctx;
_locdir = locdir;
setSceneRepository(screp);
_fact = fact;
// set ourselves up as a failure handler with the location
// director because we need to do special processing
_locdir.setFailureHandler(this);
// register for scene notifications
_ctx.getClient().getInvocationDirector().registerReceiver(
new SceneDecoder(this));
}
/**
* Set the scene repository.
*/
public void setSceneRepository (SceneRepository screp)
{
_screp = screp;
_scache.clear();
}
/**
* Returns the display scene object associated with the scene we
* currently occupy or null if we currently occupy no scene.
*/
public Scene getScene ()
{
return _scene;
}
/**
* Requests that this client move the specified scene. A request will
* be made and when the response is received, the location observers
* will be notified of success or failure.
*
* @return true if the move to request was issued, false if it was
* rejected by a location observer or because we have another request
* outstanding.
*/
public boolean moveTo (int sceneId)
{
// make sure the sceneId is valid
if (sceneId < 0) {
Log.warning("Refusing moveTo(): invalid sceneId " + sceneId + ".");
return false;
}
// sanity-check the destination scene id
if (sceneId == _sceneId) {
Log.warning("Refusing request to move to the same scene " +
"[sceneId=" + sceneId + "].");
return false;
}
// prepare to move to this scene (sets up pending data)
if (!prepareMoveTo(sceneId, null)) {
return false;
}
// check the version of our cached copy of the scene to which
// we're requesting to move; if we were unable to load it, assume
// a cached version of zero
int sceneVers = 0;
if (_pendingModel != null) {
sceneVers = _pendingModel.version;
}
// issue a moveTo request
Log.info("Issuing moveTo(" + sceneId + ", " + sceneVers + ").");
_sservice.moveTo(_ctx.getClient(), sceneId, sceneVers, this);
return true;
}
/**
* Prepares to move to the requested scene. The location observers are
* asked to ratify the move and our pending scene mode is loaded from
* the scene repository. This can be called by cooperating directors
* that need to coopt the moveTo process.
*/
public boolean prepareMoveTo (int sceneId, ResultListener rl)
{
// first check to see if our observers are happy with this move
// request
if (!_locdir.mayMoveTo(sceneId, rl)) {
return false;
}
// we need to call this both to mark that we're issuing a move
// request and to check to see if the last issued request should
// be considered stale
boolean refuse = _locdir.checkRepeatMove();
// complain if we're over-writing a pending request
if (_pendingSceneId != -1) {
if (refuse) {
Log.warning("Refusing moveTo; We have a request outstanding " +
"[psid=" + _pendingSceneId +
", nsid=" + sceneId + "].");
return false;
} else {
Log.warning("Overriding stale moveTo request " +
"[psid=" + _pendingSceneId +
", nsid=" + sceneId + "].");
}
}
// load up the pending scene so that we can communicate it's most
// recent version to the server
_pendingModel = loadSceneModel(sceneId);
// make a note of our pending scene id
_pendingSceneId = sceneId;
// all systems go
return true;
}
/**
* Returns the model loaded in preparation for a scene
* transition. This is made available only for cooperating directors
* which may need to coopt the scene transition process. The pending
* model is only valid immediately following a call to {@link
* #prepareMoveTo}.
*/
public SceneModel getPendingModel ()
{
return _pendingModel;
}
// documentation inherited from interface
public void moveSucceeded (int placeId, PlaceConfig config)
{
// our move request was successful, deal with subscribing to our
// new place object
_locdir.didMoveTo(placeId, config);
// since we're committed to moving to the new scene, we'll
// parallelize and go ahead and load up the new scene now rather
// than wait until subscription to our place object succeeds
// keep track of our previous scene info
_previousSceneId = _sceneId;
// clear out the old info
clearScene();
// make the pending scene the active scene
_sceneId = _pendingSceneId;
_pendingSceneId = -1;
// load the new scene model
_model = loadSceneModel(_sceneId);
// complain if we didn't find a scene
if (_model == null) {
Log.warning("Aiya! Unable to load scene [sid=" + _sceneId +
", plid=" + placeId + "].");
return;
}
// and finally create a display scene instance with the model and
// the place config
_scene = _fact.createScene(_model, config);
}
// documentation inherited from interface
public void moveSucceededWithUpdates (
int placeId, PlaceConfig config, SceneUpdate[] updates)
{
Log.info("Got updates [placeId=" + placeId + ", config=" + config +
", updates=" + StringUtil.toString(updates) + "].");
// apply the updates to our cached scene
SceneModel model = loadSceneModel(_pendingSceneId);
boolean failure = false;
for (int ii = 0; ii < updates.length; ii++) {
try {
updates[ii].validate(model);
} catch (IllegalStateException ise) {
Log.warning("Scene update failed validation [model=" + model +
", update=" + updates[ii] +
", error=" + ise.getMessage() + "].");
failure = true;
break;
}
try {
updates[ii].apply(model);
} catch (Exception e) {
Log.warning("Failure applying scene update [model=" + model +
", update=" + updates[ii] + "].");
Log.logStackTrace(e);
failure = true;
break;
}
}
if (failure) {
// delete the now half-booched scene model from the repository
try {
_screp.deleteSceneModel(_pendingSceneId);
} catch (IOException ioe) {
Log.warning("Failure removing booched scene model " +
"[sceneId=" + _pendingSceneId + "].");
Log.logStackTrace(ioe);
}
// act as if the scene move failed, though we'll be in a funny
// state because the server thinks we've changed scenes, but
// the client can try again without its booched scene model
requestFailed(INTERNAL_ERROR);
return;
}
// store the updated scene in the repository
try {
_screp.storeSceneModel(model);
} catch (IOException ioe) {
Log.warning("Failed to update repository with updated scene " +
"[sceneId=" + model.sceneId + "].");
Log.logStackTrace(ioe);
}
// finally pass through to the normal success handler
moveSucceeded(placeId, config);
}
// documentation inherited from interface
public void moveSucceededWithScene (
int placeId, PlaceConfig config, SceneModel model)
{
Log.info("Got updated scene model [placeId=" + placeId +
", config=" + config + ", scene=" + model.sceneId + "/" +
model.name + "/" + model.version + "].");
// update the model in the repository
try {
_screp.storeSceneModel(model);
} catch (IOException ioe) {
Log.warning("Failed to update repository with new version " +
"[sceneId=" + model.sceneId +
", nvers=" + model.version + "].");
Log.logStackTrace(ioe);
}
// update our scene cache
_scache.put(Integer.valueOf(model.sceneId), model);
// and pass through to the normal move succeeded handler
moveSucceeded(placeId, config);
}
// documentation inherited from interface
public void requestFailed (String reason)
{
// clear out our pending request oid
int sceneId = _pendingSceneId;
_pendingSceneId = -1;
// let our observers know that something has gone horribly awry
_locdir.failedToMoveTo(sceneId, reason);
}
/**
* Called to clean up our place and scene state information when we
* leave a scene.
*/
public void didLeaveScene ()
{
// let the location director know what's up
_locdir.didLeavePlace();
// clear out our own scene state
clearScene();
}
// documentation inherited from interface
public void forcedMove (int sceneId)
{
Log.info("Moving at request of server [sceneId=" + sceneId + "].");
// clear out our old scene and place data
didLeaveScene();
// move to the new scene
moveTo(sceneId);
}
/**
* Sets the moveHandler for use in recoverFailedMove.
*/
public void setMoveHandler (MoveHandler handler)
{
if (_moveHandler != null) {
Log.warning("Requested to set move handler, but we've " +
"already got one. The conflicting entities will " +
"likely need to perform more sophisticated " +
"coordination to deal with failures. " +
"[old=" + _moveHandler + ", new=" + handler + "].");
} else {
_moveHandler = handler;
}
}
/**
* Called when something breaks down in the process of performing a
* moveTo request.
*/
public void recoverFailedMove (int placeId)
{
// we'll need this momentarily
int sceneId = _sceneId;
// clear out our now bogus scene tracking info
clearScene();
// if we were previously somewhere (and that somewhere isn't where
// we just tried to go), try going back to that happy place
if (_previousSceneId != -1 && _previousSceneId != sceneId) {
// if we have a move handler use that
if (_moveHandler != null) {
_moveHandler.recoverMoveTo(_previousSceneId);
} else {
moveTo(_previousSceneId);
}
}
}
/**
* Clears out our current scene information and releases the scene
* model for the loaded scene back to the cache.
*/
protected void clearScene ()
{
// clear out our scene id info
_sceneId = -1;
// clear out our references
_model = null;
_scene = null;
}
/**
* Loads a scene from the repository. If the scene is cached, it will
* be returned from the cache instead.
*/
protected SceneModel loadSceneModel (int sceneId)
{
// first look in the model cache
Integer key = Integer.valueOf(sceneId);
SceneModel model = (SceneModel)_scache.get(key);
// load from the repository if it's not cached
if (model == null) {
try {
model = _screp.loadSceneModel(sceneId);
_scache.put(key, model);
} catch (NoSuchSceneException nsse) {
// nothing special here, just fall through and return null
} catch (IOException ioe) {
// complain first, then return null
Log.warning("Error loading scene [scid=" + sceneId +
", error=" + ioe + "].");
}
}
return model;
}
// documentation inherited from interface
public void clientDidLogoff (Client client)
{
super.clientDidLogoff(client);
// clear out our business
clearScene();
_scache.clear();
_pendingSceneId = -1;
_pendingModel = null;
_previousSceneId = -1;
_sservice = null;
}
// documentation inherited from interface
protected void fetchServices (Client client)
{
// get a handle on our scene service
_sservice = (SceneService)client.requireService(SceneService.class);
}
/** Access to general client services. */
protected WhirledContext _ctx;
/** Access to our scene services. */
protected SceneService _sservice;
/** The client's active location director. */
protected LocationDirector _locdir;
/** The entity via which we load scene data. */
protected SceneRepository _screp;
/** The entity we use to create scenes from scene models. */
protected SceneFactory _fact;
/** A cache of scene model information. */
protected LRUHashMap _scache = new LRUHashMap(5);
/** The display scene object for the scene we currently occupy. */
protected Scene _scene;
/** The scene model for the scene we currently occupy. */
protected SceneModel _model;
/** The id of the scene we currently occupy. */
protected int _sceneId = -1;
/** Our most recent copy of the scene model for the scene we're about
* to enter. */
protected SceneModel _pendingModel;
/** The id of the scene for which we have an outstanding moveTo
* request, or -1 if we have no outstanding request. */
protected int _pendingSceneId = -1;
/** The id of the scene we previously occupied. */
protected int _previousSceneId = -1;
/** Reference to our move handler. */
protected MoveHandler _moveHandler = null;
}