5d8a93632e
git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@5897 542714f4-19e9-0310-aa3c-eee0fc999fb1
530 lines
18 KiB
ActionScript
530 lines
18 KiB
ActionScript
//
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// $Id$
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//
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// Narya library - tools for developing networked games
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// Copyright (C) 2002-2009 Three Rings Design, Inc., All Rights Reserved
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// http://www.threerings.net/code/narya/
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//
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// This library is free software; you can redistribute it and/or modify it
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// under the terms of the GNU Lesser General Public License as published
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// by the Free Software Foundation; either version 2.1 of the License, or
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// (at your option) any later version.
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//
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// This library is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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// Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public
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// License along with this library; if not, write to the Free Software
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// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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package com.threerings.presents.client {
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import flash.events.EventDispatcher;
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import flash.events.TimerEvent;
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import flash.utils.Timer;
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import com.threerings.util.Log;
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import com.threerings.util.MethodQueue;
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import com.threerings.util.Throttle;
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import com.threerings.presents.client.InvocationService_ConfirmListener;
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import com.threerings.presents.data.ClientObject;
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import com.threerings.presents.data.InvocationCodes;
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import com.threerings.presents.data.TimeBaseMarshaller;
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import com.threerings.presents.dobj.DObjectManager;
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import com.threerings.presents.net.AuthResponseData;
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import com.threerings.presents.net.BootstrapData;
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import com.threerings.presents.net.Credentials;
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import com.threerings.presents.net.PingRequest;
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import com.threerings.presents.net.PongResponse;
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import com.threerings.presents.net.ThrottleUpdatedMessage;
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public class Client extends EventDispatcher
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{
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/** The default port on which the server listens for client connections. */
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public static const DEFAULT_SERVER_PORTS :Array = [ 47624 ];
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/** Our default maximum outgoing message rate in messages per second. */
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public static const DEFAULT_MSGS_PER_SECOND :int = 10;
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private static const log :Log = Log.getLog(Client);
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// statically reference classes we require
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TimeBaseMarshaller;
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public function Client (creds :Credentials)
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{
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_creds = creds;
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}
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/**
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* Registers the supplied observer with this client. While registered the observer will receive
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* notifications of state changes within the client. The function will refuse to register an
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* already registered observer.
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*
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* @see ClientObserver
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* @see SessionObserver
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*/
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public function addClientObserver (observer :SessionObserver) :void
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{
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addEventListener(ClientEvent.CLIENT_WILL_LOGON, observer.clientWillLogon);
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addEventListener(ClientEvent.CLIENT_DID_LOGON, observer.clientDidLogon);
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addEventListener(ClientEvent.CLIENT_OBJECT_CHANGED, observer.clientObjectDidChange);
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addEventListener(ClientEvent.CLIENT_DID_LOGOFF, observer.clientDidLogoff);
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if (observer is ClientObserver) {
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var cliObs :ClientObserver = (observer as ClientObserver);
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addEventListener(ClientEvent.CLIENT_FAILED_TO_LOGON, cliObs.clientFailedToLogon);
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addEventListener(ClientEvent.CLIENT_CONNECTION_FAILED, cliObs.clientConnectionFailed);
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addEventListener(ClientEvent.CLIENT_WILL_LOGOFF, cliObs.clientWillLogoff);
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addEventListener(ClientEvent.CLIENT_DID_CLEAR, cliObs.clientDidClear);
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}
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}
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/**
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* Unregisters the supplied observer. Upon return of this function, the observer will no longer
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* receive notifications of state changes within the client.
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*/
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public function removeClientObserver (observer :SessionObserver) :void
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{
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removeEventListener(ClientEvent.CLIENT_WILL_LOGON, observer.clientWillLogon);
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removeEventListener(ClientEvent.CLIENT_DID_LOGON, observer.clientDidLogon);
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removeEventListener(ClientEvent.CLIENT_OBJECT_CHANGED, observer.clientObjectDidChange);
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removeEventListener(ClientEvent.CLIENT_DID_LOGOFF, observer.clientDidLogoff);
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if (observer is ClientObserver) {
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var cliObs :ClientObserver = (observer as ClientObserver);
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removeEventListener(ClientEvent.CLIENT_FAILED_TO_LOGON, cliObs.clientFailedToLogon);
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removeEventListener(
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ClientEvent.CLIENT_CONNECTION_FAILED, cliObs.clientConnectionFailed);
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removeEventListener(ClientEvent.CLIENT_WILL_LOGOFF, cliObs.clientWillLogoff);
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removeEventListener(ClientEvent.CLIENT_DID_CLEAR, cliObs.clientDidClear);
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}
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}
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public function setServer (hostname :String, ports :Array) :void
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{
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_hostname = hostname;
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_ports = ports;
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}
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public function callLater (fn :Function, args :Array = null) :void
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{
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MethodQueue.callLater(fn, args);
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}
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public function getHostname () :String
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{
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return _hostname;
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}
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/**
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* Returns the ports on which this client is configured to connect.
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*/
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public function getPorts () :Array
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{
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return _ports;
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}
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public function getCredentials () :Credentials
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{
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return _creds;
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}
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public function setCredentials (creds :Credentials) :void
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{
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_creds = creds;
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}
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public function getVersion () :String
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{
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return _version;
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}
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public function setVersion (version :String) :void
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{
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_version = version;
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}
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public function getAuthResponseData () :AuthResponseData
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{
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return _authData;
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}
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public function setAuthResponseData (data :AuthResponseData) :void
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{
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_authData = data;
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}
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public function getDObjectManager () :DObjectManager
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{
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return _omgr;
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}
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public function getClientOid () :int
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{
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return _cloid;
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}
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public function getClientObject () :ClientObject
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{
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return _clobj;
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}
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public function getInvocationDirector () :InvocationDirector
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{
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return _invdir;
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}
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/**
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* Returns the set of bootstrap service groups needed by this client.
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*/
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public function getBootGroups () :Array
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{
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return _bootGroups;
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}
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/**
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* Marks this client as interested in the specified bootstrap services group. Any services
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* registered as bootstrap services with the supplied group name will be included in this
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* clients bootstrap services set. This must be called before {@link #logon}.
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*/
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public function addServiceGroup (group :String) :void
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{
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if (isLoggedOn()) {
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throw new Error("Services must be registered prior to logon().");
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}
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if (_bootGroups.indexOf(group) == -1) {
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_bootGroups.push(group);
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}
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}
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public function getService (clazz :Class) :InvocationService
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{
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if (_bstrap != null) {
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for each (var isvc :InvocationService in _bstrap.services) {
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if (isvc is clazz) {
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return isvc;
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}
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}
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}
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return null;
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}
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public function requireService (clazz :Class) :InvocationService
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{
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var isvc :InvocationService = getService(clazz);
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if (isvc == null) {
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throw new Error(clazz + " isn't available. I can't bear to go on.");
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}
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return isvc;
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}
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public function getBootstrapData () :BootstrapData
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{
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return _bstrap;
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}
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public function isLoggedOn () :Boolean
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{
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return (_clobj != null);
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}
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/**
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* Detects if the client is currently connected to the server. This can sometimes return false
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* even though <code>isLoggedOn</code> returns true.
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*/
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public function isConnected () :Boolean
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{
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return _comm != null && _comm.isConnected();
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}
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/**
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* Detects if we have an external logoff request waiting to go through. If the connection is
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* being throttled, this may return true even though the client <code>isLoggedOn() &&
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* isConnected()</code>.
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*/
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public function isLogoffPending () :Boolean
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{
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return _switcher == null && _comm != null && _comm.hasPendingLogoff();
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}
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/**
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* Requests that this client connect and logon to the server with which it was previously
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* configured.
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*
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* @return false if we're already logged on.
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*/
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public function logon () :Boolean
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{
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// if we have a communicator, we're already logged on
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if (_comm != null) {
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return false;
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}
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// let our observers know that we're logging on (this will give directors a chance to
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// register invocation service groups)
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notifyObservers(ClientEvent.CLIENT_WILL_LOGON);
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// we need to wait for the CLIENT_WILL_LOGON to have been dispatched before we actually
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// tell the communicator to logon, so we run this through the callLater pipeline
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_comm = new Communicator(this);
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callLater(_comm.logon);
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return true;
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}
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/**
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* Transitions a logged on client from its current server to the specified new server.
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* Currently this simply logs the client off of its current server (if it is logged on) and
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* logs it onto the new server, but in the future we may aim to do something fancier.
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*
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* <p> If we fail to connect to the new server, the client <em>will not</em> be automatically
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* reconnected to the old server. It will be in a logged off state. However, it will be
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* reconfigured with the hostname and ports of the old server so that the caller can notify the
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* user of the failure and then simply call {@link #logon} to attempt to reconnect to the old
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* server.
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*
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* @param observer an observer that will be notified when we have successfully logged onto the
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* other server, or if the move failed.
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*/
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public function moveToServer (hostname :String, ports :Array,
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obs :InvocationService_ConfirmListener) :void
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{
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// the server switcher will take care of everything for us
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_switcher = new ServerSwitcher(this, hostname, ports, obs);
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_switcher.switchServers();
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}
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/**
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* Requests that the client log off of the server to which it is connected.
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*
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* @param abortable if true, the client will call clientWillDisconnect on allthe client
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* observers and abort the logoff process if any of them return false. If false,
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* clientWillDisconnect will not be called.
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*
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* @return true if the logoff succeeded, false if it failed due to a disagreeable observer.
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*/
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public function logoff (abortable :Boolean) :Boolean
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{
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if (_comm == null) {
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log.warning("Ignoring request to log off: not logged on.");
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return true;
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}
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// if this is an externally initiated logoff request, clear our active session status
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if (_switcher == null) {
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_activeSession = false;
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}
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// if the request is abortable, let's run it past the observers. if any of them call
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// preventDefault() then the logoff will be cancelled
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if (abortable && !notifyObservers(ClientEvent.CLIENT_WILL_LOGOFF)) {
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_activeSession = true; // restore our active session status
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return false;
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}
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if (_tickInterval != null) {
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_tickInterval.stop();
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_tickInterval = null;
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}
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_comm.logoff();
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return true;
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}
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public function gotBootstrap (data :BootstrapData, omgr :DObjectManager) :void
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{
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// log.debug("Got bootstrap " + data + ".");
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_bstrap = data;
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_omgr = omgr;
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_cloid = data.clientOid;
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_invdir.init(omgr, _cloid, this);
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// log.debug("TimeBaseService: " + requireService(TimeBaseService));
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}
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/**
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* Called every five seconds; ensures that we ping the server if we haven't communicated in a
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* long while.
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*/
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protected function tick (event :TimerEvent) :void
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{
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if (_comm == null) {
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return;
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}
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var now :uint = flash.utils.getTimer();
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if (now - _comm.getLastWrite() > PingRequest.PING_INTERVAL) {
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_comm.postMessage(new PingRequest());
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}
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}
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/**
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* Called by the {@link Communicator} if it is experiencing trouble logging on but is still
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* trying fallback strategies.
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*/
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internal function reportLogonTribulations (cause :LogonError) :void
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{
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notifyObservers(ClientEvent.CLIENT_FAILED_TO_LOGON, cause);
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}
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/**
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* Called by the invocation director when it successfully subscribes to the client object
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* immediately following logon.
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*/
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public function gotClientObject (clobj :ClientObject) :void
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{
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// keep our client object around
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_clobj = clobj;
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// and start up our tick interval (which will send pings when necessary)
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if (_tickInterval == null) {
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_tickInterval = new Timer(5000);
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_tickInterval.addEventListener(TimerEvent.TIMER, tick);
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_tickInterval.start();
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}
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notifyObservers(ClientEvent.CLIENT_DID_LOGON);
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// now that we've logged on at least once, we're in the middle of an active session and
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// will remain so until we receive an externally initiated logoff request
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_activeSession = true;
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}
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/**
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* Called by the invocation director if it fails to subscribe to the client object after logon.
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*/
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public function getClientObjectFailed (cause :Error) :void
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{
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notifyObservers(ClientEvent.CLIENT_FAILED_TO_LOGON, cause);
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}
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/**
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* Called by the invocation director when it discovers that the client object has changed.
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*/
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protected function clientObjectDidChange (clobj :ClientObject) :void
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{
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_clobj = clobj;
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_cloid = clobj.getOid();
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notifyObservers(ClientEvent.CLIENT_OBJECT_CHANGED);
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}
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/**
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* Convenience method to dispatch a client event to any listeners and return the result of
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* dispatchEvent.
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*/
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public function notifyObservers (evtCode :String, cause :Error = null) :Boolean
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{
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return dispatchEvent(new ClientEvent(evtCode, this, _activeSession, cause));
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}
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/**
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* Called by the omgr when we receive a pong packet.
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*/
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internal function gotPong (pong :PongResponse) :void
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{
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// TODO: compute time delta?
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}
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internal function setOutgoingMessageThrottle (messagesPerSec :int) :void
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{
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_comm.postMessage(new ThrottleUpdatedMessage(messagesPerSec));
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}
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internal function finalizeOutgoingMessageThrottle (messagesPerSec :int) :void
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{
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// when the throttle update message goes out to the server
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_outThrottle.reinit(messagesPerSec, 1000);
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log.info("Updated outgoing throttle", "messagesPerSec", messagesPerSec);
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}
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internal function getOutgoingMessageThrottle () :Throttle
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{
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return _outThrottle;
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}
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internal function cleanup (logonError :Error) :void
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{
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// clear out our references
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_comm = null;
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_bstrap = null;
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_omgr = null;
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_clobj = null;
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_cloid = -1;
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// and let our invocation director know we're logged off
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_invdir.cleanup();
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// if this was due to a logon error, we can notify our listeners now that we're cleaned up:
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// they may want to retry logon on another port, or something
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if (logonError != null) {
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notifyObservers(ClientEvent.CLIENT_FAILED_TO_LOGON, logonError);
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} else {
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notifyObservers(ClientEvent.CLIENT_DID_CLEAR, null);
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}
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// clear out any server switcher reference
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_switcher = null;
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}
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/** The credentials we used to authenticate with the server. */
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protected var _creds :Credentials;
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/** The version string reported to the server at auth time. */
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protected var _version :String = "";
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/** The distributed object manager we're using during this session. */
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protected var _omgr :DObjectManager;
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/** The data associated with our authentication response. */
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protected var _authData :AuthResponseData;
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/** Our client distributed object id. */
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protected var _cloid :int = -1;
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/** Our client distributed object. */
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protected var _clobj :ClientObject;
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/** The game server host. */
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protected var _hostname :String;
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/** The port on which we connect to the game server. */
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protected var _ports :Array; /* of int */
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/** The entity that manages our network communications. */
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protected var _comm :Communicator;
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/** Our outgoing message throttle. */
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protected var _outThrottle :Throttle = new Throttle(DEFAULT_MSGS_PER_SECOND, 1000);
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/** The set of bootstrap service groups this client cares about. */
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protected var _bootGroups :Array = new Array(InvocationCodes.GLOBAL_GROUP);
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/** General startup information provided by the server. */
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protected var _bstrap :BootstrapData;
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/** Manages invocation services. */
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protected var _invdir :InvocationDirector = new InvocationDirector();
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/** Ticks. */
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protected var _tickInterval :Timer;
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/** This flag is used to distinguish our *first* willLogon/didLogon and a caller-initiated
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* willLogoff/didLogoff from similar events generated during server switches. Thus it is true
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* for most of a normal client session. */
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protected var _activeSession :Boolean;
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/** Used to temporarily track our server switcher so that we can tell when we're logging off
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* whether or not we're switching servers or actually ending our session. */
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protected var _switcher :ServerSwitcher;
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}
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}
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