Files
narya/src/java/com/threerings/whirled/server/SceneProvider.java
T
Ray Greenwell 17987537f4 Provide a convenient method for indicating that a listener does not
need to be responded to. It turns out that a listener may not be
a marshaller if a server entity is calling a service request method
directly.  The convenience method handles this and is also cleaner looking
for callers.


git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@3832 542714f4-19e9-0310-aa3c-eee0fc999fb1
2006-02-04 03:49:53 +00:00

185 lines
6.8 KiB
Java

//
// $Id$
//
// 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.server;
import com.threerings.presents.data.ClientObject;
import com.threerings.presents.data.InvocationMarshaller;
import com.threerings.presents.server.InvocationException;
import com.threerings.presents.server.InvocationProvider;
import com.threerings.crowd.data.BodyObject;
import com.threerings.crowd.data.PlaceConfig;
import com.threerings.crowd.server.LocationProvider;
import com.threerings.whirled.Log;
import com.threerings.whirled.client.SceneService.SceneMoveListener;
import com.threerings.whirled.data.SceneCodes;
import com.threerings.whirled.data.SceneModel;
import com.threerings.whirled.data.SceneUpdate;
import com.threerings.whirled.data.ScenedBodyObject;
/**
* The scene provider handles the server side of the scene related
* invocation services (e.g. moving from scene to scene).
*/
public class SceneProvider
implements InvocationProvider, SceneCodes
{
/**
* Constructs a scene provider that will interact with the supplied
* scene registry.
*/
public SceneProvider (LocationProvider locprov, SceneRegistry screg)
{
_locprov = locprov;
_screg = screg;
}
/**
* Processes a request from a client to move to a new scene.
*/
public void moveTo (ClientObject caller, int sceneId,
final int sceneVer, final SceneMoveListener listener)
{
final BodyObject source = (BodyObject)caller;
// create a callback object that will handle the resolution or
// failed resolution of the scene
SceneRegistry.ResolutionListener rl = null;
rl = new SceneRegistry.ResolutionListener() {
public void sceneWasResolved (SceneManager scmgr) {
// make sure our caller is still around; under heavy load,
// clients might end their session while the scene is
// resolving
if (!source.isActive()) {
Log.info("Abandoning scene move, client gone " +
"[who=" + source.who() +
", dest=" + scmgr.where() + "].");
InvocationMarshaller.setNoResponse(listener);
return;
}
finishMoveToRequest(source, scmgr, sceneVer, listener);
}
public void sceneFailedToResolve (int rsceneId, Exception reason) {
Log.warning("Unable to resolve scene [sceneid=" + rsceneId +
", reason=" + reason + "].");
// pretend like the scene doesn't exist to the client
listener.requestFailed(NO_SUCH_PLACE);
}
};
// make sure the scene they are headed to is actually loaded into
// the server
_screg.resolveScene(sceneId, rl);
}
/**
* This is called after the scene to which we are moving is guaranteed
* to have been loaded into the server.
*/
protected void finishMoveToRequest (
BodyObject source, SceneManager scmgr, int sceneVersion,
SceneMoveListener listener)
{
try {
effectSceneMove(source, scmgr, sceneVersion, listener);
} catch (InvocationException sfe) {
listener.requestFailed(sfe.getMessage());
} catch (RuntimeException re) {
Log.logStackTrace(re);
listener.requestFailed(INTERNAL_ERROR);
}
}
/**
* Moves the supplied body into the supplied (already resolved) scene
* and informs the supplied listener if the move is successful.
*
* @exception InvocationException thrown if a failure occurs
* attempting to move the user into the place associated with the
* scene.
*/
public void effectSceneMove (BodyObject source, SceneManager scmgr,
int sceneVersion, SceneMoveListener listener)
throws InvocationException
{
// move to the place object associated with this scene
int ploid = scmgr.getPlaceObject().getOid();
PlaceConfig config = _locprov.moveTo(source, ploid);
// now that we've finally moved, we can update the user object
// with the new scene id
((ScenedBodyObject)source).setSceneId(scmgr.getScene().getId());
// check to see if they need a newer version of the scene data
SceneModel model = scmgr.getScene().getSceneModel();
if (sceneVersion < model.version) {
// try getting updates
SceneUpdate[] updates = scmgr.getUpdates(sceneVersion);
if (updates != null) {
listener.moveSucceededWithUpdates(ploid, config, updates);
} else {
listener.moveSucceededWithScene(ploid, config, model);
}
} else {
listener.moveSucceeded(ploid, config);
}
}
/**
* Ejects the specified body from their current scene and sends them a
* request to move to the specified new scene. This is the
* scene-equivalent to {@link LocationProvider#moveBody}.
*/
public void moveBody (BodyObject source, int sceneId)
{
// first remove them from their old place
_locprov.leaveOccupiedPlace(source);
// then send a forced move notification
SceneSender.forcedMove(source, sceneId);
}
/**
* Ejects the specified body from their current scene and zone. This
* is the zone equivalent to {@link
* LocationProvider#leaveOccupiedPlace}.
*/
public void leaveOccupiedScene (ScenedBodyObject source)
{
// remove them from their occupied place
_locprov.leaveOccupiedPlace((BodyObject)source);
// and clear out their scene information
source.setSceneId(-1);
}
/** The location provider we use to handle low-level location stuff. */
protected LocationProvider _locprov;
/** The scene registry with which we interact. */
protected SceneRegistry _screg;
}