Files
narya/src/java/com/threerings/parlor/game/GameController.java
T
Michael Bayne d06c0fad00 Some debug logging to try to track down the "I entered the puzzle but it
never started and the server eventually gave me the boot."


git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@2776 542714f4-19e9-0310-aa3c-eee0fc999fb1
2003-08-16 00:28:43 +00:00

265 lines
8.5 KiB
Java

//
// $Id: GameController.java,v 1.22 2003/08/16 00:28:43 mdb Exp $
package com.threerings.parlor.game;
import java.awt.event.ActionEvent;
import com.samskivert.swing.Controller;
import com.threerings.presents.dobj.AttributeChangeListener;
import com.threerings.presents.dobj.AttributeChangedEvent;
import com.threerings.presents.dobj.MessageEvent;
import com.threerings.crowd.client.PlaceController;
import com.threerings.crowd.client.PlaceControllerDelegate;
import com.threerings.crowd.data.PlaceConfig;
import com.threerings.crowd.data.PlaceObject;
import com.threerings.crowd.util.CrowdContext;
import com.threerings.parlor.Log;
import com.threerings.parlor.util.ParlorContext;
/**
* The game controller manages the flow and control of a game on the
* client side. This class serves as the root of a hierarchy of controller
* classes that aim to provide functionality shared between various
* similar games. The base controller provides functionality for starting
* and ending the game and for calculating ratings adjustements when a
* game ends normally. It also handles the basic house keeping like
* subscription to the game object and dispatch of commands and
* distributed object events.
*/
public abstract class GameController extends PlaceController
implements AttributeChangeListener
{
/**
* Initializes this game controller with the game configuration that
* was established during the match making process. Derived classes
* may want to override this method to initialize themselves with
* game-specific configuration parameters but they should be sure to
* call <code>super.init</code> in such cases.
*
* @param ctx the client context.
* @param config the configuration of the game we are intended to
* control.
*/
public void init (CrowdContext ctx, PlaceConfig config)
{
// cast our references before we call super.init() so that when
// super.init() calls createPlaceView(), we have our casted
// references already in place
_ctx = (ParlorContext)ctx;
_config = (GameConfig)config;
super.init(ctx, config);
}
/**
* Adds this controller as a listener to the game object (thus derived
* classes need not do so) and lets the game manager know that we are
* now ready to go.
*/
public void willEnterPlace (PlaceObject plobj)
{
super.willEnterPlace(plobj);
// obtain a casted reference
_gobj = (GameObject)plobj;
// and add ourselves as a listener
_gobj.addListener(this);
// we don't want to claim to be finished until any derived classes
// that overrode this method have executed, so we'll queue up a
// runnable here that will let the game manager know that we're
// ready on the next pass through the distributed event loop
Log.info("Entering game " + _gobj.which() + ".");
_ctx.getClient().getInvoker().invokeLater(new Runnable() {
public void run () {
// finally let the game manager know that we're ready to roll
Log.info("Reporting ready " + _gobj.which() + ".");
_gobj.gameService.playerReady(_ctx.getClient());
}
});
}
/**
* Removes our listener registration from the game object and cleans
* house.
*/
public void didLeavePlace (PlaceObject plobj)
{
super.didLeavePlace(plobj);
// unlisten to the game object
_gobj.removeListener(this);
_gobj = null;
}
/**
* Returns whether the game is over.
*/
public boolean isGameOver ()
{
boolean gameOver =
((_gobj != null) ? (_gobj.state != GameObject.IN_PLAY) : true);
return (_gameOver || gameOver);
}
/**
* Sets the client game over override. This is used in situations
* where we determine that the game is over before the server has
* informed us of such.
*/
public void setGameOver (boolean gameOver)
{
_gameOver = gameOver;
}
/**
* Calls {@link #gameWillReset}, ends the current game (locally, it
* does not tell the server to end the game), and waits to receive a
* reset notification (which is simply an event setting the game state
* to <code>IN_PLAY</code> even though it's already set to
* <code>IN_PLAY</code>) from the server which will start up a new
* game. Derived classes should override {@link #gameWillReset} to
* perform any game-specific animations.
*/
public void resetGame ()
{
// let derived classes do their thing
gameWillReset();
// end the game until we receive a new board
setGameOver(true);
}
/**
* Returns the unique round identifier for the current round.
*/
public int getRoundId ()
{
return (_gobj == null) ? -1 : _gobj.roundId;
}
/**
* Handles basic game controller action events. Derived classes should
* be sure to call <code>super.handleAction</code> for events they
* don't specifically handle.
*/
public boolean handleAction (ActionEvent action)
{
return super.handleAction(action);
}
// documentation inherited
public void attributeChanged (AttributeChangedEvent event)
{
// deal with game state changes
if (event.getName().equals(GameObject.STATE)) {
switch (event.getIntValue()) {
case GameObject.IN_PLAY:
gameDidStart();
break;
case GameObject.GAME_OVER:
gameDidEnd();
break;
case GameObject.CANCELLED:
gameWasCancelled();
break;
default:
Log.warning("Game transitioned to unknown state " +
"[gobj=" + _gobj +
", state=" + event.getIntValue() + "].");
break;
}
}
}
/**
* Called when the game transitions to the <code>IN_PLAY</code>
* state. This happens when all of the players have arrived and the
* server starts the game.
*/
protected void gameDidStart ()
{
// clear out our game over flag
setGameOver(false);
// let our delegates do their business
applyToDelegates(new DelegateOp() {
public void apply (PlaceControllerDelegate delegate) {
((GameControllerDelegate)delegate).gameDidStart();
}
});
}
/**
* Called when the game transitions to the <code>GAME_OVER</code>
* state. This happens when the game reaches some end condition by
* normal means (is not cancelled or aborted).
*/
protected void gameDidEnd ()
{
// let our delegates do their business
applyToDelegates(new DelegateOp() {
public void apply (PlaceControllerDelegate delegate) {
((GameControllerDelegate)delegate).gameDidEnd();
}
});
}
/**
* Called when the game was cancelled for some reason.
*/
protected void gameWasCancelled ()
{
// let our delegates do their business
applyToDelegates(new DelegateOp() {
public void apply (PlaceControllerDelegate delegate) {
((GameControllerDelegate)delegate).gameWasCancelled();
}
});
}
/**
* Called to give derived classes a chance to display animations, send
* a final packet, or do any other business they care to do when the
* game is about to reset.
*/
protected void gameWillReset ()
{
// let our delegates do their business
applyToDelegates(new DelegateOp() {
public void apply (PlaceControllerDelegate delegate) {
((GameControllerDelegate)delegate).gameWillReset();
}
});
}
/**
* Used to determine if this game is a party game.
*/
protected boolean isPartyGame ()
{
return ((_config instanceof PartyGameConfig) &&
((PartyGameConfig)_config).isPartyGame());
}
/** A reference to the active parlor context. */
protected ParlorContext _ctx;
/** Our game configuration information. */
protected GameConfig _config;
/** A reference to the game object for the game that we're
* controlling. */
protected GameObject _gobj;
/** A local flag overriding the game over state for situations where
* the client knows the game is over before the server has
* transitioned the game object accordingly. */
protected boolean _gameOver;
}