Cher Notes -*- outline -*- * TODO Pass cause back to client somehow via FailureResponse in Client.requestFailed Ensure at time of OBJECT_ADDED that the object being added exists and has not been destroyed. clientWillLogff becomes clientMayLogoff? Look into nbio waking up all sockets when any data comes in. * Server-side event concentrator The client objects will not subscribe directly, but will subscribe through the concentrator so that, at least, it can create a single ForwardEventNotification for each Event being dispatched to a group of clients. Optimally, it would be able to flatten that notification as well and the byte array can be written to the socket of each of the individual clients rather than creating a separate byte array for each client. This will require a special "flattened notification" that can be inserted into the queue to preserve message ordering but then is simply sent rather than flattened and sent. * Marshaller Consider how the dobject marshaller deals with classes loaded and reloaded using flushable classloaders. Also consider whether access to the marshaller cache needs to be synchronized. * Check into "connection closed by peer" thread exiting on client * TypedObjectFactory Maybe modify so that types are assigned automatically even if everything has to be registered in a single place, since it pretty much does anyway. * Server components: + Connection manager + Client manager + Event dispatch thread (DObjectManager) + Server side services? + Room/Game managers + Info repository for shared info? * Client components: + Network client (auth + DObject services) + Applet shell + Panel management + Components: chatbox, occupant info, turn indicator? + Room/Game panels, controllers, etc. * Client detail: + Supply credentials (username, password) + Establishes, maintains connection: logon (connect), logout (disconnect) + Creates, manages client-side DObjectManager * Events in the client will be dispatched on the AWT thread - Provide pluggable "event dispatcher" on the client - Allow extension of Event as DispatchableEvent so that event objects themselves can extend Runnable and be popped right into SwingUtil.invokeLater(). * Client network mgmt Client perform all network ops on own thread, will call back to main code through Observer interface to notify of state changes in the authentication process/connectedness: public interface ClientObserver { public void didConnect (); public void connectionFailed (); public void didLogon (); public void logonFailed (); public void didDisconnect (); public void didLogoff (); } * Three Rings Client flowlist: Instantiate client Obtain auth info Obtain room info Authenticate * DObject class generation Distributed objects are defined like a class with a set of public data members which is then converted into an actual class with get/set methods for each member. public dclass GameObject { public int[] players; public String description; } becomes public class GameObject extends DObject { public void setPlayers (int[] players); public void setPlayersAt (int index, int value); public int[] getPlayers (); public int getPlayersAt (int index); public void setDescription (String description); public String getDescription (); } * Events: ATTRIBUTE_CHANGED ATTRIBUTES_CHANGED ATTRIBUTES_CHANGED_SPLIT? ELEMENT_CHANGED OBJECT_DESTROYED ELEMENT_ADDED ELEMENT_REMOVED OID_ADDED OID_REMOVED NOTIFICATION