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narya/src/java/com/threerings/parlor/game/GameManager.java
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Michael Bayne e26fd18b38 Brevity is the soul of a happy log file.
git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@1770 542714f4-19e9-0310-aa3c-eee0fc999fb1
2002-10-03 17:16:15 +00:00

721 lines
23 KiB
Java

//
// $Id: GameManager.java,v 1.44 2002/10/03 17:16:15 mdb Exp $
package com.threerings.parlor.game;
import java.util.ArrayList;
import java.util.Arrays;
import java.util.Iterator;
import com.samskivert.util.ArrayUtil;
import com.samskivert.util.ListUtil;
import com.threerings.presents.data.ClientObject;
import com.threerings.presents.dobj.AttributeChangeListener;
import com.threerings.presents.dobj.AttributeChangedEvent;
import com.threerings.presents.dobj.MessageEvent;
import com.threerings.crowd.chat.SpeakProvider;
import com.threerings.crowd.data.BodyObject;
import com.threerings.crowd.data.PlaceObject;
import com.threerings.crowd.server.PlaceManager;
import com.threerings.crowd.server.CrowdServer;
import com.threerings.crowd.server.CrowdServer;
import com.threerings.crowd.server.PlaceManagerDelegate;
import com.threerings.parlor.Log;
import com.threerings.parlor.data.ParlorCodes;
import com.threerings.parlor.server.ParlorSender;
/**
* The game manager handles the server side management of a game. It
* manipulates the game state in accordance with the logic of the game
* flow and generally manages the whole game playing process.
*
* <p> The game manager extends the place manager because games are
* implicitly played in a location, the players of the game implicitly
* bodies in that location.
*/
public class GameManager extends PlaceManager
implements ParlorCodes, GameProvider, AttributeChangeListener
{
// documentation inherited
protected void didInit ()
{
super.didInit();
// save off a casted reference to our config
_gameconfig = (GameConfig)_config;
}
/**
* Adds the given player to the game. This should only be called
* before the game is started, and is most likely to be used to add
* players to party games.
*
* @param player the username of the player to add to this game.
*/
public void addPlayer (String player)
{
// append the player to the player list
int pcount = _players.length;
int npcount = pcount + 1;
String[] nplayers = new String[npcount];
System.arraycopy(_players, 0, nplayers, 0, pcount);
nplayers[pcount] = player;
_players = nplayers;
// expand the player oids list
int[] nplayerOids = new int[npcount];
System.arraycopy(_playerOids, 0, nplayerOids, 0, pcount);
_playerOids = nplayerOids;
if (_AIs != null) {
// expand the AI list
byte[] nAIs = new byte[npcount];
System.arraycopy(_AIs, 0, nAIs, 0, pcount);
_AIs = nAIs;
}
// set the new players list in the game object
_gameobj.setPlayers(_players);
// deliver a game ready notification to the player
BodyObject bobj = CrowdServer.lookupBody(player);
ParlorSender.gameIsReady(bobj, _gameobj.getOid());
// let derived classes do what they like
playerWasAdded(player, pcount);
}
/**
* Called when a player was added to the game. Derived classes may
* override this method to perform any game-specific actions they
* desire, but should be sure to call
* <code>super.playerWasAdded()</code>.
*
* @param player the username of the player added to the game.
* @param pidx the player index of the player added to the game.
*/
protected void playerWasAdded (String player, int pidx)
{
}
/**
* Removes the given player from the game. This is most likely to be
* used to allow players involved in a party game to leave the game
* early-on if they realize they'd rather not play for some reason.
*
* @param player the username of the player to remove from this game.
*/
public void removePlayer (String player)
{
// get the player's index in the player list
int pidx = ListUtil.indexOfEqual(_players, player);
if (pidx == -1) {
Log.warning("Attempt to remove non-player from players list " +
"[gameOid=" + _gameobj.getOid() +
", player=" + player + "].");
return;
}
// remove the player from the players list
_players = ArrayUtil.splice(_players, pidx, 1);
// remove the player slot from the player oid list
_playerOids = ArrayUtil.splice(_playerOids, pidx, 1);
if (_AIs != null) {
// remove the player slot from the AI list
_AIs = ArrayUtil.splice(_AIs, pidx, 1);
}
// set the new players list in the game object
_gameobj.setPlayers(_players);
// let derived classes do what they like
playerWasRemoved(player, pidx);
}
/**
* Called when a player was removed from the game. Derived classes
* may override this method to perform any game-specific actions they
* desire, but should be sure to call
* <code>super.playerWasRemoved()</code>.
*
* @param player the username of the player removed from the game.
* @param pidx the player index of the player before they were removed
* from the game.
*/
protected void playerWasRemoved (String player, int pidx)
{
}
/**
* Provides the game manager with a list of the usernames of all
* players in the game. This happens before startup and before the
* game object has been created. Note that party games may
* subsequently add or remove players via {@link #addPlayer} and
* {@link #removePlayer}, and so should be sure to handle a changing
* player list gracefully.
*
* @param players the usernames of all of the players in this game or
* a zero-length array if the game has no specific set of players.
*/
public void setPlayers (String[] players)
{
// keep this around for now, we'll need it later
_players = players;
// instantiate a player oid array which we'll fill in later
_playerOids = new int[players.length];
}
/**
* Sets the specified player as an AI with the specified skill. It is
* assumed that this will be set soon after the player names for all
* AIs present in the game. (It should be done before human players
* start trickling into the game.)
*
* @param pidx the player index of the AI.
* @param skill the skill level, from 0 to 100 inclusive.
*/
public void setAI (final int pidx, final byte skill)
{
if (_AIs == null) {
// create and initialize the AI skill level array
_AIs = new byte[_players.length];
Arrays.fill(_AIs, (byte)-1);
// set up a delegate op for AI ticking
_tickAIOp = new TickAIDelegateOp();
}
// save off the AI's skill level
_AIs[pidx] = skill;
// let the delegates know that the player's been made an AI
applyToDelegates(new DelegateOp() {
public void apply (PlaceManagerDelegate delegate) {
((GameManagerDelegate)delegate).setAI(pidx, skill);
}
});
}
/**
* Returns the name of the player with the specified index.
*/
public String getPlayerName (int index)
{
return _players[index];
}
/**
* Returns the user object oid of the player with the specified index.
*/
public int getPlayerOid (int index)
{
return _playerOids[index];
}
/**
* Returns the number of players in the game.
*/
public int getPlayerCount ()
{
return _players.length;
}
/**
* Returns whether the player at the specified player index is an AI.
*/
public boolean isAI (int pidx)
{
return (_AIs != null && _AIs[pidx] != -1);
}
/**
* Returns the unique round identifier for the current round.
*/
public int getRoundId ()
{
return _gameobj.roundId;
}
/**
* Sends a system message to the players in the game room.
*/
public void systemMessage (String msgbundle, String msg)
{
systemMessage(msgbundle, msg, false);
}
/**
* Sends a system message to the players in the game room.
*
* @param waitForStart if true, the message will not be sent until the
* game has started.
*/
public void systemMessage (
String msgbundle, String msg, boolean waitForStart)
{
if (waitForStart &&
((_gameobj == null) ||
(_gameobj.state == GameObject.AWAITING_PLAYERS))) {
// queue up the message.
if (_startmsgs == null) {
_startmsgs = new ArrayList();
}
_startmsgs.add(msgbundle);
_startmsgs.add(msg);
return;
}
// otherwise, just deliver the message
SpeakProvider.sendSystemSpeak(_gameobj, msgbundle, msg);
}
// documentation inherited
protected Class getPlaceObjectClass ()
{
return GameObject.class;
}
// documentation inherited
protected void didStartup ()
{
super.didStartup();
// obtain a casted reference to our game object
_gameobj = (GameObject)_plobj;
// stick the players into the game object
_gameobj.setPlayers(_players);
// create and fill in our game service object
GameMarshaller service = (GameMarshaller)
_invmgr.registerDispatcher(new GameDispatcher(this), false);
_gameobj.setGameService(service);
// let the players of this game know that we're ready to roll (if
// we have a specific set of players)
if (_players != null) {
int gameOid = _gameobj.getOid();
int pcount = _players.length;
for (int ii = 0; ii < pcount; ii++) {
BodyObject bobj = CrowdServer.lookupBody(_players[ii]);
if (bobj == null) {
Log.warning("Unable to deliver game ready to " +
"non-existent player " +
"[gameOid=" + gameOid +
", player=" + _players[ii] + "].");
continue;
}
// deliver a game ready notification to the player
ParlorSender.gameIsReady(bobj, gameOid);
}
}
}
// documentation inherited
protected void didShutdown ()
{
super.didShutdown();
// clear out our service registration
_invmgr.clearDispatcher(_gameobj.gameService);
}
// documentation inherited
protected void bodyLeft (int bodyOid)
{
super.bodyLeft(bodyOid);
// deal with disappearing players
}
/**
* When a game room becomes empty, we cancel the game if it's still in
* progress and close down the game room.
*/
protected void placeBecameEmpty ()
{
// Log.info("Game room empty. Going away. " +
// "[gameOid=" + _gameobj.getOid() + "].");
// cancel the game if it was in play
if (_gameobj.state == GameObject.IN_PLAY) {
_gameobj.setState(GameObject.CANCELLED);
}
// shut down the place (which will destroy the game object and
// clean up after everything)
shutdown();
}
/**
* Called when all players have arrived in the game room. By default,
* this starts up the game, but a manager may wish to override this
* and start the game according to different criterion.
*/
protected void playersAllHere ()
{
// start up the game if we're not a party game and if we haven't
// already done so
if (!_gameconfig.isPartyGame() &&
_gameobj.state == GameObject.AWAITING_PLAYERS) {
startGame();
}
}
/**
* This is called when the game is ready to start (all players
* involved have delivered their "am ready" notifications). It calls
* {@link #gameWillStart}, sets the necessary wheels in motion and
* then calls {@link #gameDidStart}. Derived classes should override
* one or both of the calldown functions (rather than this function)
* if they need to do things before or after the game starts.
*
* @return true if the game was started, false if it could not be
* started because it was already in play or because all players have
* not yet reported in.
*/
public boolean startGame ()
{
// complain if we're already started
if (_gameobj.state == GameObject.IN_PLAY) {
Log.warning("Requested to start an already in-play game " +
"[game=" + _gameobj + "].");
return false;
}
// make sure everyone has turned up
if (!allPlayersReady()) {
Log.warning("Requested to start a game that is still " +
"awaiting players [game=" + _gameobj + "].");
return false;
}
// let the derived class do its pre-start stuff
gameWillStart();
// transition the game to started
_gameobj.setState(GameObject.IN_PLAY);
// do post-start processing
gameDidStart();
return true;
}
/**
* Called when the game is about to start, but before the game start
* notification has been delivered to the players. Derived classes
* should override this if they need to perform some pre-start
* activities.
*/
protected void gameWillStart ()
{
// increment the round identifier
_gameobj.setRoundId(_gameobj.roundId + 1);
// let our delegates do their business
applyToDelegates(new DelegateOp() {
public void apply (PlaceManagerDelegate delegate) {
((GameManagerDelegate)delegate).gameWillStart();
}
});
}
/**
* Called after the game start notification was dispatched. Derived
* classes can override this to put whatever wheels they might need
* into motion now that the game is started (if anything other than
* transitioning the game to {@link GameObject#IN_PLAY} is necessary).
*/
protected void gameDidStart ()
{
// let our delegates do their business
applyToDelegates(new DelegateOp() {
public void apply (PlaceManagerDelegate delegate) {
((GameManagerDelegate)delegate).gameDidStart();
}
});
// inform the players of any pending messages.
if (_startmsgs != null) {
for (Iterator iter = _startmsgs.iterator(); iter.hasNext(); ) {
systemMessage((String) iter.next(), // bundle
(String) iter.next()); // message
}
_startmsgs = null;
}
// and register ourselves to receive AI ticks
if (_AIs != null) {
AIGameTicker.registerAIGame(this);
}
}
/**
* Called by the {@link AIGameTicker} if we're registered as an AI
* game.
*/
protected void tickAIs ()
{
for (int ii = 0; ii < _AIs.length; ii++) {
byte level = _AIs[ii];
if (level != -1) {
tickAI(ii, level);
}
}
}
/**
* Called by tickAIs to tick each AI in the game.
*/
protected void tickAI (int pidx, byte level)
{
_tickAIOp.setAI(pidx, level);
applyToDelegates(_tickAIOp);
}
/**
* Called when the game is known to be over. This will call some
* calldown functions to determine the winner of the game and then
* transition the game to the {@link GameObject#GAME_OVER} state.
*/
public void endGame ()
{
if (_gameobj.state != GameObject.IN_PLAY) {
Log.debug("Refusing to end game that was not in play " +
"[game=" + _gameobj.which() + "].");
return;
}
// figure out who won...
// transition to the game over state
_gameobj.setState(GameObject.GAME_OVER);
// wait until we hear the game state transition on the game object
// to invoke our game over code so that we can be sure that any
// final events dispatched on the game object prior to the call to
// endGame() have been dispatched
}
/**
* Called after the game has transitioned to the {@link
* GameObject#GAME_OVER} state. Derived classes should override this
* to perform any post-game activities.
*/
protected void gameDidEnd ()
{
// remove ourselves from the AI ticker, if applicable
if (_AIs != null) {
AIGameTicker.unregisterAIGame(this);
}
// let our delegates do their business
applyToDelegates(new DelegateOp() {
public void apply (PlaceManagerDelegate delegate) {
((GameManagerDelegate)delegate).gameDidEnd();
}
});
// calculate ratings and all that...
}
/**
* Called when the game is to be reset to its starting state in
* preparation for a new game without actually ending the current
* game. It calls {@link #gameWillReset} and {@link #gameDidReset}.
* The standard game start processing ({@link #gameWillStart} and
* {@link #gameDidStart}) will also be called (in between the calls to
* will and did reset). Derived classes should override one or both of
* the calldown functions (rather than this function) if they need to
* do things before or after the game resets.
*/
public void resetGame ()
{
// let the derived class do its pre-reset stuff
gameWillReset();
// do the standard game start processing
gameWillStart();
_gameobj.setState(GameObject.IN_PLAY);
gameDidStart();
// let the derived class do its post-reset stuff
gameDidReset();
}
/**
* Called when the game is about to reset, but before the board has
* been re-initialized or any other clearing out of game data has
* taken place. Derived classes should override this if they need to
* perform some pre-reset activities.
*/
protected void gameWillReset ()
{
// let our delegates do their business
applyToDelegates(new DelegateOp() {
public void apply (PlaceManagerDelegate delegate) {
((GameManagerDelegate)delegate).gameWillReset();
}
});
}
/**
* Called after the game has been reset. Derived classes can override
* this to put whatever wheels they might need into motion now that
* the game is reset.
*/
protected void gameDidReset ()
{
// let our delegates do their business
applyToDelegates(new DelegateOp() {
public void apply (PlaceManagerDelegate delegate) {
((GameManagerDelegate)delegate).gameDidReset();
}
});
}
// documentation inherited from interface
public void playerReady (ClientObject caller)
{
BodyObject plobj = (BodyObject)caller;
// make a note of this player's oid
int pidx = _gameobj.getPlayerIndex(plobj.username);
if (pidx == -1) {
Log.warning("Received playerReady() from non-player? " +
"[caller=" + caller + "].");
return;
}
_playerOids[pidx] = plobj.getOid();
// if everyone is now ready to go, get things underway
if (allPlayersReady()) {
playersAllHere();
}
}
/**
* Returns true if all (non-AI) players have delivered their {@link
* #playerReady} notifications, false if they have not.
*/
protected boolean allPlayersReady ()
{
for (int ii = 0; ii < _players.length; ii++) {
if ((_playerOids[ii] == 0) &&
((_AIs == null) || (_AIs[ii] == -1))) {
return false;
}
}
return true;
}
// documentation inherited from interface
public void startPartyGame (ClientObject caller)
{
// make sure this is a party game
if (!_gameconfig.isPartyGame()) {
Log.warning("Attempt to player-start a non-party game " +
"[gameOid=" + _gameobj.getOid() +
", caller=" + caller + "].");
return;
}
// make sure the caller is the creating player
BodyObject plobj = (BodyObject)caller;
if (!plobj.username.equals(_players[0])) {
Log.warning("Attempt to start party game by non-creating player " +
"[gameOid=" + _gameobj.getOid() +
", caller=" + caller + "].");
return;
}
// make sure the game is ready to go
if (!canStartPartyGame()) {
Log.warning("Attempt to start party game that can't yet begin " +
"[gameOid=" + _gameobj.getOid() +
", caller=" + caller + "].");
return;
}
// start things up
startGame();
}
/**
* Returns whether this party game is all set to begin. The default
* implementation returns true. Derived classes that implement a
* party game should override this method to enforce any prerequisites
* (such as a minimum number of players) as appropriate.
*/
protected boolean canStartPartyGame ()
{
return true;
}
// documentation inherited
public void attributeChanged (AttributeChangedEvent event)
{
if (event.getName().equals(GameObject.STATE)) {
switch (event.getIntValue()) {
case GameObject.CANCELLED:
// fall through to GAME_OVER case
case GameObject.GAME_OVER:
// now we do our end of game processing
gameDidEnd();
break;
}
}
}
/**
* A helper operation to distribute AI ticks to our delegates.
*/
protected class TickAIDelegateOp implements DelegateOp
{
public void apply (PlaceManagerDelegate delegate) {
((GameManagerDelegate) delegate).tickAI(_pidx, _level);
}
public void setAI (int pidx, byte level)
{
_pidx = pidx;
_level = level;
}
protected int _pidx;
protected byte _level;
}
/** A reference to our game config. */
protected GameConfig _gameconfig;
/** A reference to our game object. */
protected GameObject _gameobj;
/** The usernames of the players of this game. */
protected String[] _players;
/** The oids of our player and AI body objects. */
protected int[] _playerOids;
/** If AIs are present, contains their skill levels, or -1 at human
* player indexes. */
protected byte[] _AIs;
/** If non-null, contains bundles and messages that should be sent as
* system messages once the game has started. */
protected ArrayList _startmsgs;
/** Our delegate operator to tick AIs. */
protected TickAIDelegateOp _tickAIOp;
}