// // $Id$ // // Narya library - tools for developing networked games // Copyright (C) 2002-2009 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 { import flash.events.EventDispatcher; import flash.events.TimerEvent; import flash.utils.Timer; import com.threerings.util.Log; import com.threerings.util.MethodQueue; import com.threerings.util.Throttle; import com.threerings.presents.client.InvocationService_ConfirmListener; import com.threerings.presents.data.ClientObject; import com.threerings.presents.data.InvocationCodes; import com.threerings.presents.data.TimeBaseMarshaller; import com.threerings.presents.dobj.DObjectManager; import com.threerings.presents.net.AuthResponseData; import com.threerings.presents.net.BootstrapData; import com.threerings.presents.net.Credentials; import com.threerings.presents.net.PingRequest; import com.threerings.presents.net.PongResponse; import com.threerings.presents.net.ThrottleUpdatedMessage; public class Client extends EventDispatcher { /** The default port on which the server listens for client connections. */ public static const DEFAULT_SERVER_PORTS :Array = [ 47624 ]; /** Our default maximum outgoing message rate in messages per second. */ public static const DEFAULT_MSGS_PER_SECOND :int = 10; private static const log :Log = Log.getLog(Client); // statically reference classes we require TimeBaseMarshaller; public function Client (creds :Credentials) { _creds = creds; } /** * Registers the supplied observer with this client. While registered the observer will receive * notifications of state changes within the client. The function will refuse to register an * already registered observer. * * @see ClientObserver * @see SessionObserver */ public function addClientObserver (observer :SessionObserver) :void { addEventListener(ClientEvent.CLIENT_WILL_LOGON, observer.clientWillLogon); addEventListener(ClientEvent.CLIENT_DID_LOGON, observer.clientDidLogon); addEventListener(ClientEvent.CLIENT_OBJECT_CHANGED, observer.clientObjectDidChange); addEventListener(ClientEvent.CLIENT_DID_LOGOFF, observer.clientDidLogoff); if (observer is ClientObserver) { var cliObs :ClientObserver = (observer as ClientObserver); addEventListener(ClientEvent.CLIENT_FAILED_TO_LOGON, cliObs.clientFailedToLogon); addEventListener(ClientEvent.CLIENT_CONNECTION_FAILED, cliObs.clientConnectionFailed); addEventListener(ClientEvent.CLIENT_WILL_LOGOFF, cliObs.clientWillLogoff); addEventListener(ClientEvent.CLIENT_DID_CLEAR, cliObs.clientDidClear); } } /** * Unregisters the supplied observer. Upon return of this function, the observer will no longer * receive notifications of state changes within the client. */ public function removeClientObserver (observer :SessionObserver) :void { removeEventListener(ClientEvent.CLIENT_WILL_LOGON, observer.clientWillLogon); removeEventListener(ClientEvent.CLIENT_DID_LOGON, observer.clientDidLogon); removeEventListener(ClientEvent.CLIENT_OBJECT_CHANGED, observer.clientObjectDidChange); removeEventListener(ClientEvent.CLIENT_DID_LOGOFF, observer.clientDidLogoff); if (observer is ClientObserver) { var cliObs :ClientObserver = (observer as ClientObserver); removeEventListener(ClientEvent.CLIENT_FAILED_TO_LOGON, cliObs.clientFailedToLogon); removeEventListener( ClientEvent.CLIENT_CONNECTION_FAILED, cliObs.clientConnectionFailed); removeEventListener(ClientEvent.CLIENT_WILL_LOGOFF, cliObs.clientWillLogoff); removeEventListener(ClientEvent.CLIENT_DID_CLEAR, cliObs.clientDidClear); } } public function setServer (hostname :String, ports :Array) :void { _hostname = hostname; _ports = ports; } public function callLater (fn :Function, args :Array = null) :void { MethodQueue.callLater(fn, args); } public function getHostname () :String { return _hostname; } /** * Returns the ports on which this client is configured to connect. */ public function getPorts () :Array { return _ports; } public function getCredentials () :Credentials { return _creds; } public function setCredentials (creds :Credentials) :void { _creds = creds; } public function getVersion () :String { return _version; } public function setVersion (version :String) :void { _version = version; } public function getAuthResponseData () :AuthResponseData { return _authData; } public function setAuthResponseData (data :AuthResponseData) :void { _authData = data; } public function getDObjectManager () :DObjectManager { return _omgr; } public function getClientOid () :int { return _cloid; } public function getClientObject () :ClientObject { return _clobj; } public function getInvocationDirector () :InvocationDirector { return _invdir; } /** * Returns the set of bootstrap service groups needed by this client. */ public function getBootGroups () :Array { return _bootGroups; } /** * Marks this client as interested in the specified bootstrap services group. Any services * registered as bootstrap services with the supplied group name will be included in this * clients bootstrap services set. This must be called before {@link #logon}. */ public function addServiceGroup (group :String) :void { if (isLoggedOn()) { throw new Error("Services must be registered prior to logon()."); } if (_bootGroups.indexOf(group) == -1) { _bootGroups.push(group); } } public function getService (clazz :Class) :InvocationService { if (_bstrap != null) { for each (var isvc :InvocationService in _bstrap.services) { if (isvc is clazz) { return isvc; } } } return null; } public function requireService (clazz :Class) :InvocationService { var isvc :InvocationService = getService(clazz); if (isvc == null) { throw new Error(clazz + " isn't available. I can't bear to go on."); } return isvc; } public function getBootstrapData () :BootstrapData { return _bstrap; } public function isLoggedOn () :Boolean { return (_clobj != null); } /** * Detects if the client is currently connected to the server. This can sometimes return false * even though isLoggedOn returns true. */ public function isConnected () :Boolean { return _comm != null && _comm.isConnected(); } /** * Detects if we have an external logoff request waiting to go through. If the connection is * being throttled, this may return true even though the client isLoggedOn() && * isConnected(). */ public function isLogoffPending () :Boolean { return _switcher == null && _comm != null && _comm.hasPendingLogoff(); } /** * Requests that this client connect and logon to the server with which it was previously * configured. * * @return false if we're already logged on. */ public function logon () :Boolean { // if we have a communicator, we're already logged on if (_comm != null) { return false; } // let our observers know that we're logging on (this will give directors a chance to // register invocation service groups) notifyObservers(ClientEvent.CLIENT_WILL_LOGON); // we need to wait for the CLIENT_WILL_LOGON to have been dispatched before we actually // tell the communicator to logon, so we run this through the callLater pipeline _comm = new Communicator(this); callLater(_comm.logon); return true; } /** * Transitions a logged on client from its current server to the specified new server. * Currently this simply logs the client off of its current server (if it is logged on) and * logs it onto the new server, but in the future we may aim to do something fancier. * *

If we fail to connect to the new server, the client will not be automatically * reconnected to the old server. It will be in a logged off state. However, it will be * reconfigured with the hostname and ports of the old server so that the caller can notify the * user of the failure and then simply call {@link #logon} to attempt to reconnect to the old * server. * * @param observer an observer that will be notified when we have successfully logged onto the * other server, or if the move failed. */ public function moveToServer (hostname :String, ports :Array, obs :InvocationService_ConfirmListener) :void { // the server switcher will take care of everything for us _switcher = new ServerSwitcher(this, hostname, ports, obs); _switcher.switchServers(); } /** * Requests that the client log off of the server to which it is connected. * * @param abortable if true, the client will call clientWillDisconnect on allthe client * observers and abort the logoff process if any of them return false. If false, * clientWillDisconnect will not be called. * * @return true if the logoff succeeded, false if it failed due to a disagreeable observer. */ public function logoff (abortable :Boolean) :Boolean { if (_comm == null) { log.warning("Ignoring request to log off: not logged on."); return true; } // if this is an externally initiated logoff request, clear our active session status if (_switcher == null) { _activeSession = false; } // if the request is abortable, let's run it past the observers. if any of them call // preventDefault() then the logoff will be cancelled if (abortable && !notifyObservers(ClientEvent.CLIENT_WILL_LOGOFF)) { _activeSession = true; // restore our active session status return false; } if (_tickInterval != null) { _tickInterval.stop(); _tickInterval = null; } _comm.logoff(); return true; } public function gotBootstrap (data :BootstrapData, omgr :DObjectManager) :void { // log.debug("Got bootstrap " + data + "."); _bstrap = data; _omgr = omgr; _cloid = data.clientOid; _invdir.init(omgr, _cloid, this); // log.debug("TimeBaseService: " + requireService(TimeBaseService)); } /** * Called every five seconds; ensures that we ping the server if we haven't communicated in a * long while. */ protected function tick (event :TimerEvent) :void { if (_comm == null) { return; } var now :uint = flash.utils.getTimer(); if (now - _comm.getLastWrite() > PingRequest.PING_INTERVAL) { _comm.postMessage(new PingRequest()); } } /** * 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); } /** * Called by the invocation director when it successfully subscribes to the client object * immediately following logon. */ public function gotClientObject (clobj :ClientObject) :void { // keep our client object around _clobj = clobj; // and start up our tick interval (which will send pings when necessary) if (_tickInterval == null) { _tickInterval = new Timer(5000); _tickInterval.addEventListener(TimerEvent.TIMER, tick); _tickInterval.start(); } notifyObservers(ClientEvent.CLIENT_DID_LOGON); // now that we've logged on at least once, we're in the middle of an active session and // will remain so until we receive an externally initiated logoff request _activeSession = true; } /** * Called by the invocation director if it fails to subscribe to the client object after logon. */ public function getClientObjectFailed (cause :Error) :void { notifyObservers(ClientEvent.CLIENT_FAILED_TO_LOGON, cause); } /** * Called by the invocation director when it discovers that the client object has changed. */ protected function clientObjectDidChange (clobj :ClientObject) :void { _clobj = clobj; _cloid = clobj.getOid(); notifyObservers(ClientEvent.CLIENT_OBJECT_CHANGED); } /** * Convenience method to dispatch a client event to any listeners and return the result of * dispatchEvent. */ public function notifyObservers (evtCode :String, cause :Error = null) :Boolean { return dispatchEvent(new ClientEvent(evtCode, this, _activeSession, cause)); } /** * Called by the omgr when we receive a pong packet. */ internal function gotPong (pong :PongResponse) :void { // TODO: compute time delta? } internal function setOutgoingMessageThrottle (messagesPerSec :int) :void { _comm.postMessage(new ThrottleUpdatedMessage(messagesPerSec)); } internal function finalizeOutgoingMessageThrottle (messagesPerSec :int) :void { // when the throttle update message goes out to the server _outThrottle.reinit(messagesPerSec, 1000); log.info("Updated outgoing throttle", "messagesPerSec", messagesPerSec); } internal function getOutgoingMessageThrottle () :Throttle { return _outThrottle; } internal function cleanup (logonError :Error) :void { // clear out our references _comm = null; _bstrap = null; _omgr = null; _clobj = null; _cloid = -1; // and let our invocation director know we're logged off _invdir.cleanup(); // if this was due to a logon error, we can notify our listeners now that we're cleaned up: // they may want to retry logon on another port, or something if (logonError != null) { notifyObservers(ClientEvent.CLIENT_FAILED_TO_LOGON, logonError); } else { notifyObservers(ClientEvent.CLIENT_DID_CLEAR, null); } // clear out any server switcher reference _switcher = null; } /** The credentials we used to authenticate with the server. */ protected var _creds :Credentials; /** The version string reported to the server at auth time. */ protected var _version :String = ""; /** The distributed object manager we're using during this session. */ protected var _omgr :DObjectManager; /** The data associated with our authentication response. */ protected var _authData :AuthResponseData; /** Our client distributed object id. */ protected var _cloid :int = -1; /** Our client distributed object. */ protected var _clobj :ClientObject; /** The game server host. */ protected var _hostname :String; /** The port on which we connect to the game server. */ protected var _ports :Array; /* of int */ /** The entity that manages our network communications. */ protected var _comm :Communicator; /** Our outgoing message throttle. */ protected var _outThrottle :Throttle = new Throttle(DEFAULT_MSGS_PER_SECOND, 1000); /** The set of bootstrap service groups this client cares about. */ protected var _bootGroups :Array = new Array(InvocationCodes.GLOBAL_GROUP); /** General startup information provided by the server. */ protected var _bstrap :BootstrapData; /** Manages invocation services. */ protected var _invdir :InvocationDirector = new InvocationDirector(); /** Ticks. */ protected var _tickInterval :Timer; /** This flag is used to distinguish our *first* willLogon/didLogon and a caller-initiated * willLogoff/didLogoff from similar events generated during server switches. Thus it is true * for most of a normal client session. */ protected var _activeSession :Boolean; /** Used to temporarily track our server switcher so that we can tell when we're logging off * whether or not we're switching servers or actually ending our session. */ protected var _switcher :ServerSwitcher; } }