Files
narya/src/as/com/threerings/presents/client/Client.as
T
Ray Greenwell ea0a3dce06 Well, it compiles.
It's not functional, there are still large holes in the implementation.


git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@3868 542714f4-19e9-0310-aa3c-eee0fc999fb1
2006-02-20 03:53:04 +00:00

301 lines
7.6 KiB
ActionScript

package com.threerings.presents.client {
import flash.util.trace;
import flash.events.EventDispatcher;
import flash.events.TimerEvent;
import flash.util.Timer;
import com.threerings.presents.data.ClientObject;
import com.threerings.presents.dobj.DObjectManager;
import com.threerings.presents.net.AuthResponseData;
import com.threerings.presents.net.BootstrapData;
import com.threerings.presents.net.Credentials;
import com.threerings.presents.net.PingRequest;
import com.threerings.presents.net.PongResponse;
public class Client extends EventDispatcher
{
/** The default port on which the server listens for client connections. */
public static const DEFAULT_SERVER_PORT :int = 47624;
public function Client (creds :Credentials)
{
_creds = creds;
}
public function setServer (hostname :String, port :int) :void
{
_hostname = hostname;
_port = port;
}
public function getHostname () :String
{
return _hostname;
}
public function getPort () :int
{
return _port;
}
public function getCredentials () :Credentials
{
return _creds;
}
public function setCredentials (creds :Credentials) :void
{
_creds = creds;
}
public function getVersion () :String
{
return _version;
}
public function setVersion (version :String)
{
_version = version;
}
public function getAuthResponseData () :AuthResponseData
{
return _authData;
}
public function setAuthResponseData (data :AuthResponseData) :void
{
_authData = data;
}
public function getDObjectManager () :DObjectManager
{
return _omgr;
}
public function getClientOid () :int
{
return _cloid;
}
public function getClientObject () :ClientObject
{
return _clobj;
}
public function getInvocationDirector () :InvocationDirector
{
return _invdir;
}
public function getService (clazz :Class) :InvocationService
{
if (_bstrap == null) {
return null;
}
// TODO
return null;
}
public function requireService (clazz :Class) :InvocationService
{
var isvc :InvocationService = getService(clazz);
if (isvc == null) {
throw new Error(clazz + " isn't available. I can't bear to go on.");
}
return isvc;
}
public function getBootstrapData () :BootstrapData
{
return _bstrap;
}
public function isLoggedOn () :Boolean
{
return (_clobj != null);
}
/**
* Requests that this client connect and logon to the server with
* which it was previously configured.
*
* @return false if we're already logged on.
*/
public function logon () :Boolean
{
// if we have a communicator, we're already logged on
if (_comm != null) {
return false;
}
_comm = new Communicator(this);
_comm.logon();
if (_tickInterval == null) {
_tickInterval = new Timer(5000);
_tickInterval.addEventListener(TimerEvent.TIMER, tick);
_tickInterval.start();
}
return true;
}
/**
* Requests that the client log off of the server to which it is
* connected.
*
* @param abortable if true, the client will call clientWillDisconnect
* on allthe client observers and abort the logoff process if any of them
* return false. If false, clientWillDisconnect will not be called.
*
* @return true if the logoff succeeded, false if it failed due to a
* disagreeable observer.
*/
public function logoff (abortable :Boolean) :Boolean
{
if (_comm == null) {
trace("Ignoring request to log off: not logged on.");
return true;
}
// if the request is abortable, let's run it past the observers.
// if any of them call preventDefault() then the logoff will be
// cancelled
if (abortable && !notifyObservers(ClientEvent.CLIENT_WILL_LOGOFF)) {
return false;
}
_tickInterval.stop();
_tickInterval = null;
_comm.logoff();
return true;
}
public function gotBootstrap (data :BootstrapData, omgr :DObjectManager)
:void
{
trace("Got bootstrap " + data + ".");
_bstrap = data;
_omgr = omgr;
_cloid = data.clientOid;
_invdir.init(omgr, _cloid, this);
}
/**
* Called every five seconds; ensures that we ping the server if we
* haven't communicated in a long while.
*/
protected function tick (event :TimerEvent) :void
{
if (_comm == null) {
return;
}
var now :Number = new Date().getTime();
if (now - _comm.getLastWrite() > PingRequest.PING_INTERVAL) {
_comm.postMessage(new PingRequest());
}
}
protected function gotClientObject (clobj :ClientObject) :void
{
_clobj = clobj;
notifyObservers(ClientEvent.CLIENT_DID_LOGON);
}
protected function getClientObjectFailed (cause :Error) :void
{
notifyObservers(ClientEvent.CLIENT_FAILED_TO_LOGON, cause);
}
protected function clientObjectDidChange (clobj :ClientObject) :void
{
_clobj = clobj;
_cloid = clobj.getOid();
notifyObservers(ClientEvent.CLIENT_OBJECT_CHANGED);
}
internal function cleanup (logonError :Error) :void
{
// clear out our references
_comm = null;
_omgr = null;
_clobj = null;
_cloid = -1;
// and let our invocation director know we're logged off
_invdir.cleanup();
// if this was due to a logon error, we can notify our listeners
// now that we're cleaned up: they may want to retry logon on
// another port, or something
if (logonError != null) {
notifyObservers(ClientEvent.CLIENT_FAILED_TO_LOGON, logonError);
}
}
/**
* Called by the omgr when we receive a pong packet.
*/
public function gotPong (pong :PongResponse) :void
{
// TODO: compute time delta bowl-shit
}
/**
* Convenience method to dispatch a client event to any listeners
* and return the result of dispatchEvent.
*/
public function notifyObservers (evtCode :String, cause :Error = null)
:Boolean
{
return dispatchEvent(new ClientEvent(evtCode, this, cause));
}
/** The credentials we used to authenticate with the server. */
protected var _creds :Credentials;
/** The version string reported to the server at auth time. */
protected var _version :String = "";
/** The distributed object manager we're using during this session. */
protected var _omgr :DObjectManager;
/** The data associated with our authentication response. */
protected var _authData :AuthResponseData;
/** Our client distributed object id. */
protected var _cloid :int = -1;
/** Our client distributed object. */
protected var _clobj :ClientObject;
/** The game server host. */
protected var _hostname :String;
/** The port on which we connect to the game server. */
protected var _port :int;
/** The entity that manages our network communications. */
protected var _comm :Communicator;
/** General startup information provided by the server. */
protected var _bstrap :BootstrapData;
/** Manages invocation services. */
protected var _invdir :InvocationDirector;
/** Ticks. */
protected var _tickInterval :Timer;
}
}