Files
narya/src/java/com/threerings/parlor/game/GameManager.java
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Andrzej Kapolka e5f36ca111 Pushed reportWinnersAndLosers and related methods up to GameManager, MouseInputAdapter instead of MouseAdapter/MouseMotionAdapter.
git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@3221 542714f4-19e9-0310-aa3c-eee0fc999fb1
2004-11-18 21:45:10 +00:00

1100 lines
36 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.parlor.game;
import java.util.ArrayList;
import java.util.Arrays;
import java.util.Iterator;
import com.samskivert.util.IntervalManager;
import com.samskivert.util.RepeatCallTracker;
import com.samskivert.util.StringUtil;
import com.threerings.util.Name;
import com.threerings.presents.data.ClientObject;
import com.threerings.presents.dobj.AttributeChangeListener;
import com.threerings.presents.dobj.AttributeChangedEvent;
import com.threerings.presents.dobj.DObject;
import com.threerings.presents.dobj.OidList;
import com.threerings.presents.server.util.SafeInterval;
import com.threerings.crowd.chat.server.SpeakProvider;
import com.threerings.crowd.data.BodyObject;
import com.threerings.crowd.server.CrowdServer;
import com.threerings.crowd.server.PlaceManager;
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, GameCodes, GameProvider, AttributeChangeListener
{
// documentation inherited
protected void didInit ()
{
super.didInit();
// save off a casted reference to our config
_gameconfig = (GameConfig)_config;
// register this game manager
_managers.add(this);
// and start up a tick interval if we've not already got one
if (_tiid == -1) {
_tiid = IntervalManager.register(
new SafeInterval(CrowdServer.omgr) {
public void run () {
tickAllGames();
}
}, TICK_DELAY, null, true);
}
}
/**
* Returns the configuration object for the game being managed by this
* manager.
*/
public GameConfig getGameConfig ()
{
return _gameconfig;
}
/**
* Adds the given player to the game at the first available player
* index. 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.
* @return the player index at which the player was added, or
* <code>-1</code> if the player could not be added to the game.
*/
public int addPlayer (Name player)
{
// determine the first available player index
int pidx = -1;
for (int ii = 0; ii < getPlayerSlots(); ii++) {
if (!_gameobj.isOccupiedPlayer(ii)) {
pidx = ii;
break;
}
}
// sanity-check the player index
if (pidx == -1) {
Log.warning("Couldn't find free player index for player " +
"[game=" + _gameobj.which() + ", player=" + player +
", players=" + StringUtil.toString(_gameobj.players) +
"].");
return -1;
}
// proceed with the rest of the adding business
return (!addPlayerAt(player, pidx)) ? -1 : pidx;
}
/**
* Adds the given player to the game at the specified player index.
* 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.
* @param pidx the player index at which the player is to be added.
* @return true if the player was added successfully, false if not.
*/
public boolean addPlayerAt (Name player, int pidx)
{
// make sure the specified player index is valid
if (pidx < 0 || pidx >= getPlayerSlots()) {
Log.warning("Attempt to add player at an invalid index " +
"[game=" + _gameobj.which() + ", player=" + player +
", pidx=" + pidx + "].");
return false;
}
// make sure the player index is available
if (_gameobj.players[pidx] != null) {
Log.warning("Attempt to add player at occupied index " +
"[game=" + _gameobj.which() + ", player=" + player +
", pidx=" + pidx + "].");
return false;
}
// make sure the player isn't already somehow a part of the game
// to avoid any potential badness that might ensue if we added
// them more than once
if (_gameobj.getPlayerIndex(player) != -1) {
Log.warning("Attempt to add player to game that they're already " +
"playing [game=" + _gameobj.which() +
", player=" + player + "].");
return false;
}
// get the player's body object
BodyObject bobj = CrowdServer.lookupBody(player);
if (bobj == null) {
Log.warning("Unable to get body object while adding player " +
"[game=" + _gameobj.which() +
", player=" + player + "].");
return false;
}
// fill in the player's information
_gameobj.setPlayersAt(player, pidx);
// increment the number of players in the game
_playerCount++;
// save off their oid
_playerOids[pidx] = bobj.getOid();
// let derived classes do what they like
playerWasAdded(player, pidx);
return true;
}
/**
* 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 (Name 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.
* @return true if the player was successfully removed, false if not.
*/
public boolean removePlayer (Name player)
{
// get the player's index in the player list
int pidx = _gameobj.getPlayerIndex(player);
// sanity-check the player index
if (pidx == -1) {
Log.warning("Attempt to remove non-player from players list " +
"[game=" + _gameobj.which() +
", player=" + player +
", players=" + StringUtil.toString(_gameobj.players) +
"].");
return false;
}
// remove the player from the players list
_gameobj.setPlayersAt(null, pidx);
// clear out the player's entry in the player oid list
_playerOids[pidx] = 0;
if (_AIs != null) {
// clear out the player's entry in the AI list
_AIs[pidx] = null;
}
// decrement the number of players in the game
_playerCount--;
// let derived classes do what they like
playerWasRemoved(player, pidx);
return true;
}
/**
* 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 (Name player, int pidx)
{
}
/**
* Returns the user object for the player with the specified index or
* null if the player at that index is not online.
*/
public BodyObject getPlayer (int playerIdx)
{
// if we have their oid, use that
int ploid = _playerOids[playerIdx];
if (ploid > 0) {
return (BodyObject)CrowdServer.omgr.getObject(ploid);
}
// otherwise look them up by name
Name name = getPlayerName(playerIdx);
return (name == null) ? null : CrowdServer.lookupBody(name);
}
/**
* 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, final byte personality)
{
if (_AIs == null) {
// create and initialize the AI skill level array
_AIs = new AI[getPlayerSlots()];
// set up a delegate op for AI ticking
_tickAIOp = new TickAIDelegateOp();
}
// save off the AI's skill level
_AIs[pidx] = new AI(skill, personality);
// 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, personality);
}
});
}
/**
* Returns the name of the player with the specified index or null if
* no player exists at that index.
*/
public Name getPlayerName (int index)
{
return (_gameobj == null) ? null : _gameobj.players[index];
}
/**
* Returns the player index of the given user in the game, or
* <code>-1</code> if the player is not involved in the game.
*/
public int getPlayerIndex (Name username)
{
return (_gameobj == null) ? -1 : _gameobj.getPlayerIndex(username);
}
/**
* Returns the user object oid of the player with the specified index.
*/
public int getPlayerOid (int index)
{
return (_playerOids == null) ? -1 : _playerOids[index];
}
/**
* Returns the number of players in the game.
*/
public int getPlayerCount ()
{
return _playerCount;
}
/**
* Returns the number of players allowed in this game.
*/
public int getPlayerSlots ()
{
return _gameconfig.players.length;
}
/**
* Returns whether the player at the specified player index is an AI.
*/
public boolean isAI (int pidx)
{
return (_AIs != null && _AIs[pidx] != null);
}
/**
* 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.sendInfo(_gameobj, msgbundle, msg);
}
// documentation inherited
protected Class getPlaceObjectClass ()
{
return GameObject.class;
}
// documentation inherited
protected void didStartup ()
{
// obtain a casted reference to our game object
_gameobj = (GameObject)_plobj;
// stick the players into the game object
_gameobj.setPlayers(_gameconfig.players);
// save off the number of players so that we needn't repeatedly
// iterate through the player name array server-side unnecessarily
_playerCount = _gameobj.getPlayerCount();
// instantiate a player oid array which we'll fill in later
_playerOids = new int[getPlayerSlots()];
// create and fill in our game service object
GameMarshaller service = (GameMarshaller)
_invmgr.registerDispatcher(new GameDispatcher(this), false);
_gameobj.setGameService(service);
// give delegates a chance to do their thing
super.didStartup();
// let the players of this game know that we're ready to roll (if
// we have a specific set of players)
for (int ii = 0; ii < getPlayerSlots(); ii++) {
// skip non-existent players
if (!_gameobj.isOccupiedPlayer(ii)) {
continue;
}
BodyObject bobj = CrowdServer.lookupBody(_gameobj.players[ii]);
if (bobj == null) {
Log.warning("Unable to deliver game ready to non-existent " +
"player [game=" + _gameobj.which() +
", player=" + _gameobj.players[ii] + "].");
continue;
}
// deliver a game ready notification to the player
ParlorSender.gameIsReady(bobj, _gameobj.getOid());
}
// start up a no-show timer if needed
if (needsNoShowTimer()) {
IntervalManager.register(new SafeInterval(CrowdServer.omgr) {
public void run () {
checkForNoShows();
}
}, NOSHOW_DELAY, null, false);
}
}
/**
* Returns true if this game requires a no-show timer. The default
* implementation returns true for non-party games and false for party
* games. Derived classes may wish to change or augment this behavior.
*/
protected boolean needsNoShowTimer ()
{
return !isPartyGame();
}
// documentation inherited
protected void didShutdown ()
{
super.didShutdown();
// unregister this game manager
_managers.remove(this);
// remove the tick interval if there are no remaining managers
if (_managers.size() == 0) {
IntervalManager.remove(_tiid);
_tiid = -1;
}
// clear out our service registration
_invmgr.clearDispatcher(_gameobj.gameService);
}
// documentation inherited
protected void bodyLeft (int bodyOid)
{
super.bodyLeft(bodyOid);
// TODO: if this is a party game not yet in play and the creator
// left, choose a new creator if at least one player still remains
// 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. " +
// "[game=" + _gameobj.which() + "].");
// cancel the game if it was not already over
if (_gameobj.state != GameObject.GAME_OVER &&
_gameobj.state != GameObject.CANCELLED) {
_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 (!isPartyGame() &&
_gameobj.state == GameObject.AWAITING_PLAYERS) {
startGame();
}
}
/**
* Called after the no-show delay has expired following the delivery
* of notifications to all players that the game is ready.
* <em>Note:</em> this is not called for party games. Those games have
* a human who decides when to start the game.
*/
protected void checkForNoShows ()
{
// nothing to worry about if we're already started
if (_gameobj.state != GameObject.AWAITING_PLAYERS) {
return;
}
// if there's no one in the room, go ahead and clear it out
if (_plobj.occupants.size() == 0) {
Log.info("Cancelling total no-show " +
"[game=" + _gameobj.which() +
", players=" + StringUtil.toString(_gameobj.players) +
", poids=" + StringUtil.toString(_playerOids) + "].");
placeBecameEmpty();
} else {
// do the right thing if we have any no-show players
for (int ii = 0; ii < getPlayerSlots(); ii++) {
if (!playerIsReady(ii)) {
handlePartialNoShow();
return;
}
}
}
}
/**
* This is called when some, but not all, players failed to show up
* for a game. The default implementation simply cancels the game.
*/
protected void handlePartialNoShow ()
{
// cancel the game
if (_gameobj.state != GameObject.GAME_OVER &&
_gameobj.state != GameObject.CANCELLED) {
_gameobj.setState(GameObject.CANCELLED);
}
}
/**
* 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.which() + "].");
Thread.dumpStack();
return false;
}
// TEMP: clear out our game end tracker
_gameEndTracker.clear();
// make sure everyone has turned up
if (!allPlayersReady()) {
Log.warning("Requested to start a game that is still " +
"awaiting players [game=" + _gameobj.which() +
", pnames=" + StringUtil.toString(_gameobj.players) +
", poids=" + StringUtil.toString(_playerOids) + "].");
return false;
}
// if we're still waiting for a call to endGame() to propagate,
// queue up a runnable to start the game which will allow the
// endGame() to propagate before we start things up
if (_committedState == GameObject.IN_PLAY) {
Log.info("Postponing start of still-ending game " +
"[which=" + _gameobj.which() + "].");
CrowdServer.omgr.postUnit(new Runnable() {
public void run () {
startGame();
}
});
return true;
}
// let the derived class do its pre-start stuff
gameWillStart();
// transition the game to started
_gameobj.setState(GameObject.IN_PLAY);
// when our events are applied, we'll call 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, but should be sure to call
* <code>super.gameWillStart()</code>.
*/
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),
* but should be sure to call <code>super.gameDidStart()</code>.
*/
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++) {
if (_AIs[ii] != null) {
tickAI(ii, _AIs[ii]);
}
}
}
/**
* Called by tickAIs to tick each AI in the game.
*/
protected void tickAI (int pidx, AI ai)
{
_tickAIOp.setAI(pidx, ai);
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 ()
{
// TEMP: debug pending rating repeat bug
if (_gameEndTracker.checkCall(
"Requested to end already ended game " +
"[game=" + _gameobj.which() + "].")) {
return;
}
// END TEMP
if (_gameobj.state != GameObject.IN_PLAY) {
Log.debug("Refusing to end game that was not in play " +
"[game=" + _gameobj.which() + "].");
return;
}
_gameobj.startTransaction();
try {
// let the derived class do its pre-end stuff
gameWillEnd();
// determine winners and set them in the game object
boolean[] winners = new boolean[getPlayerSlots()];
assignWinners(winners);
_gameobj.setWinners(winners);
// transition to the game over state
_gameobj.setState(GameObject.GAME_OVER);
} finally {
_gameobj.commitTransaction();
}
// 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
}
/**
* Assigns the final winning status for each player to their respect
* player index in the supplied array. This will be called by {@link
* #endGame} when the game is over. The default implementation marks
* no players as winners. Derived classes should override this method
* in order to customize the winning conditions.
*/
protected void assignWinners (boolean[] winners)
{
Arrays.fill(winners, false);
}
/**
* Returns whether game conclusion antics such as rating updates
* should be performed when an in-play game is ended. Derived classes
* may wish to override this method to customize the conditions under
* which the game is concluded.
*/
public boolean shouldConcludeGame ()
{
return (_gameobj.state == GameObject.GAME_OVER);
}
/**
* Called when the game is about to end, but before the game end
* notification has been delivered to the players. Derived classes
* should override this if they need to perform some pre-end
* activities, but should be sure to call
* <code>super.gameWillEnd()</code>.
*/
protected void gameWillEnd ()
{
// let our delegates do their business
applyToDelegates(new DelegateOp() {
public void apply (PlaceManagerDelegate delegate) {
((GameManagerDelegate)delegate).gameWillEnd();
}
});
}
/**
* Called after the game has transitioned to the {@link
* GameObject#GAME_OVER} state. Derived classes should override this
* to perform any post-game activities, but should be sure to call
* <code>super.gameDidEnd()</code>.
*/
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();
}
});
// report the winners and losers if appropriate
int winnerCount = _gameobj.getWinnerCount();
if (shouldConcludeGame() && winnerCount > 0 && !_gameobj.isDraw()) {
reportWinnersAndLosers();
}
// calculate ratings and all that...
}
/**
* Report winner and loser oids to each room that any of the
* winners/losers is in.
*/
protected void reportWinnersAndLosers ()
{
OidList winners = new OidList();
OidList losers = new OidList();
OidList places = new OidList();
Object[] args = new Object[] { winners, losers };
for (int ii=0, nn=_playerOids.length; ii < nn; ii++) {
BodyObject user = getPlayer(ii);
if (user != null) {
places.add(user.location);
(_gameobj.isWinner(ii) ? winners : losers).add(user.getOid());
}
}
// now send a message event to each room
for (int ii=0, nn = places.size(); ii < nn; ii++) {
DObject place = CrowdServer.omgr.getObject(places.get(ii));
if (place != null) {
place.postMessage(WINNERS_AND_LOSERS, args);
}
}
}
/**
* 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} followed by the standard game
* start processing ({@link #gameWillStart} and {@link
* #gameDidStart}). Derived classes should override these 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();
// transition to in-play which will trigger a call to gameDidStart()
_gameobj.setState(GameObject.IN_PLAY);
}
/**
* 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();
}
});
}
// documentation inherited from interface
public void playerReady (ClientObject caller)
{
BodyObject plobj = (BodyObject)caller;
// get the user's player index
int pidx = _gameobj.getPlayerIndex(plobj.username);
if (pidx == -1) {
// only complain if this is not a party game, since it's
// perfectly normal to receive a player ready notification
// from a user entering a party game in which they're not yet
// a participant
if (!isPartyGame()) {
Log.warning("Received playerReady() from non-player? " +
"[caller=" + caller + "].");
}
return;
}
// make a note of this player's oid
_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.
*/
public boolean allPlayersReady ()
{
for (int ii = 0; ii < getPlayerSlots(); ii++) {
if (!playerIsReady(ii)) {
return false;
}
}
return true;
}
/**
* Returns true if the player at the specified slot is ready (or if
* there is meant to be no player in that slot), false if there is
* meant to be a player in the specified slot and they have not yet
* reported that they are ready.
*/
public boolean playerIsReady (int pidx)
{
return (!_gameobj.isOccupiedPlayer(pidx) || // unoccupied slot
_playerOids[pidx] != 0 || // player is ready
isAI(pidx)); // player is AI
}
// documentation inherited from interface
public void startPartyGame (ClientObject caller)
{
// make sure this is a party game
if (!isPartyGame()) {
Log.warning("Attempt to player-start a non-party game " +
"[game=" + _gameobj.which() +
", caller=" + caller + "].");
return;
}
// make sure the caller is the creating player
BodyObject plobj = (BodyObject)caller;
int pidx = _gameobj.getPlayerIndex(plobj.username);
if (pidx != _gameobj.creator) {
Log.warning("Attempt to start party game by non-creating player " +
"[game=" + _gameobj.which() +
", creator=" + getPlayerName(_gameobj.creator) +
", 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 " +
"[game=" + _gameobj.which() +
", 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;
}
/**
* Gives game managers an opportunity to perform periodic processing
* that is not driven by events generated by the player.
*/
protected void tick (long tickStamp)
{
// nothing for now
}
// documentation inherited
public void attributeChanged (AttributeChangedEvent event)
{
if (event.getName().equals(GameObject.STATE)) {
switch (_committedState = event.getIntValue()) {
case GameObject.IN_PLAY:
gameDidStart();
break;
case GameObject.CANCELLED:
// fall through to GAME_OVER case
case GameObject.GAME_OVER:
// now we do our end of game processing
gameDidEnd();
break;
}
}
}
/**
* Called periodically to call {@link #tick} on all registered game
* managers.
*/
protected static void tickAllGames ()
{
long now = System.currentTimeMillis();
int size = _managers.size();
for (int ii = 0; ii < size; ii++) {
GameManager gmgr = (GameManager)_managers.get(ii);
try {
gmgr.tick(now);
} catch (Exception e) {
Log.warning("Game manager choked during tick " +
"[gmgr=" + gmgr + "].");
Log.logStackTrace(e);
}
}
}
/**
* A helper operation to distribute AI ticks to our delegates.
*/
protected class TickAIDelegateOp implements DelegateOp
{
public void apply (PlaceManagerDelegate delegate) {
((GameManagerDelegate) delegate).tickAI(_pidx, _ai);
}
public void setAI (int pidx, AI ai)
{
_pidx = pidx;
_ai = ai;
}
protected int _pidx;
protected AI _ai;
}
/**
* Used to determine if this game is a party game.
*/
protected boolean isPartyGame ()
{
return ((_gameconfig instanceof PartyGameConfig) &&
((PartyGameConfig)_gameconfig).isPartyGame());
}
/** A reference to our game config. */
protected GameConfig _gameconfig;
/** A reference to our game object. */
protected GameObject _gameobj;
/** The number of players in the game. */
protected int _playerCount;
/** 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 AI[] _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;
/** The state of the game that has been propagated to our
* subscribers. */
protected int _committedState;
/** TEMP: debugging the pending rating double release bug. */
protected RepeatCallTracker _gameEndTracker = new RepeatCallTracker();
/** A list of all currently active game managers. */
protected static ArrayList _managers = new ArrayList();
/** The interval id for the game manager tick interval. */
protected static int _tiid = -1;
/** We give players 30 seconds to turn up in a puzzle and after that,
* they're considered a no show. */
protected static final long NOSHOW_DELAY = 30 * 1000L;
/** The delay in milliseconds between ticking of all game managers. */
protected static final long TICK_DELAY = 5L * 1000L;
}