6fe9ad8a6e
server; added an easy mechanism to write test modules and invoke them on the server. git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@192 542714f4-19e9-0310-aa3c-eee0fc999fb1
123 lines
3.5 KiB
Plaintext
123 lines
3.5 KiB
Plaintext
Cher Notes -*- outline -*-
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* TODO
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Pass cause back to client somehow via FailureResponse in Client.requestFailed
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Ensure at time of OBJECT_ADDED that the object being added exists and has
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not been destroyed.
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clientWillLogff becomes clientMayLogoff?
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Look into nbio waking up all sockets when any data comes in.
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* Server-side event concentrator
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The client objects will not subscribe directly, but will subscribe through
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the concentrator so that, at least, it can create a single
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ForwardEventNotification for each Event being dispatched to a group of
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clients. Optimally, it would be able to flatten that notification as well
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and the byte array can be written to the socket of each of the individual
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clients rather than creating a separate byte array for each client. This
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will require a special "flattened notification" that can be inserted into
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the queue to preserve message ordering but then is simply sent rather than
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flattened and sent.
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* Marshaller
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Consider how the dobject marshaller deals with classes loaded and reloaded
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using flushable classloaders.
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Also consider whether access to the marshaller cache needs to be
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synchronized.
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* Check into "connection closed by peer" thread exiting on client
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* TypedObjectFactory
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Maybe modify so that types are assigned automatically even if everything
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has to be registered in a single place, since it pretty much does anyway.
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* Server components:
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+ Connection manager
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+ Client manager
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+ Event dispatch thread (DObjectManager)
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+ Server side services?
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+ Room/Game managers
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+ Info repository for shared info?
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* Client components:
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+ Network client (auth + DObject services)
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+ Applet shell
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+ Panel management
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+ Components: chatbox, occupant info, turn indicator?
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+ Room/Game panels, controllers, etc.
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* Client detail:
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+ Supply credentials (username, password)
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+ Establishes, maintains connection:
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logon (connect), logout (disconnect)
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+ Creates, manages client-side DObjectManager
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* Events in the client will be dispatched on the AWT thread
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- Provide pluggable "event dispatcher" on the client
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- Allow extension of Event as DispatchableEvent so that event objects
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themselves can extend Runnable and be popped right into
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SwingUtil.invokeLater().
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* Client network mgmt
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Client perform all network ops on own thread, will call back to main
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code through Observer interface to notify of state changes in the
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authentication process/connectedness:
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public interface ClientObserver
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{
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public void didConnect ();
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public void connectionFailed ();
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public void didLogon ();
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public void logonFailed ();
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public void didDisconnect ();
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public void didLogoff ();
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}
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* Three Rings Client flowlist:
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Instantiate client
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Obtain auth info
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Obtain room info
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Authenticate
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* DObject class generation
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Distributed objects are defined like a class with a set of public data
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members which is then converted into an actual class with get/set
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methods for each member.
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public dclass GameObject
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{
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public int[] players;
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public String description;
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}
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becomes
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public class GameObject extends DObject
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{
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public void setPlayers (int[] players);
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public void setPlayersAt (int index, int value);
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public int[] getPlayers ();
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public int getPlayersAt (int index);
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public void setDescription (String description);
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public String getDescription ();
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}
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* Events:
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ATTRIBUTE_CHANGED
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ATTRIBUTES_CHANGED
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ATTRIBUTES_CHANGED_SPLIT?
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ELEMENT_CHANGED
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OBJECT_DESTROYED
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ELEMENT_ADDED
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ELEMENT_REMOVED
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OID_ADDED
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OID_REMOVED
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NOTIFICATION
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