f9980f9353
git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@1397 542714f4-19e9-0310-aa3c-eee0fc999fb1
133 lines
5.0 KiB
Plaintext
133 lines
5.0 KiB
Plaintext
Presents Notes -*- outline -*-
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* TODO
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- Pass cause back to client somehow via FailureResponse in
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Client.requestFailed
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- clientWillLogff becomes clientMayLogoff?
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- Look into nbio waking up all sockets when any data comes in.
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- (maybe) Allow piggybacking of object subscription onto service defined
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responses (like moveTo request).
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- (maybe) Allow better server side control of subscription management (to
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ensure that clients don't remain subscribed to objects they should no
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longer be susbcribed to; like scenes they've departed from).
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- Sort out support for server-side modifiable only fields to DObject.
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- Create a CompoundEvent that allows packaging up of multiple events to be
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dispatched in unison. Build dobj source generator and have it add
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versions of all update methods that take a compound event to which to
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append the event rather than dispatching them directly.
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- Maybe make AuthResponseData a Streamable instead of a DObject.
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- Have the LocationRegistry register the LocationProvider rather than
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doing it via a config file. Perhaps lose the config file element
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altogether.
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- Think about Subscriber business and whether or not DObject needs a list
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of subscribers or if there's a better way to handle
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removedLastSubscriber() on the client side and not taint the server side
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with all dat crap.
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* Server-side event concentrator
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- The client objects will not subscribe directly, but will subscribe
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through the concentrator so that, at least, it can create a single
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ForwardEventNotification for each Event being dispatched to a group of
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clients. Optimally, it would be able to flatten that notification as
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well and the byte array can be written to the socket of each of the
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individual clients rather than creating a separate byte array for each
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client. This will require a special "flattened notification" that can be
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inserted into the queue to preserve message ordering but then is simply
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sent rather than flattened and sent.
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* Marshaller
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- Consider how the dobject marshaller deals with classes loaded and
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reloaded using flushable classloaders.
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Also consider whether access to the marshaller cache needs to be
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synchronized.
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* Check into "connection closed by peer" thread exiting on client
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* TypedObjectFactory
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- Maybe modify so that types are assigned automatically even if everything
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has to be registered in a single place, since it pretty much does
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anyway.
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* Client network mgmt
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- Client perform all network ops on own thread, will call back to main
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code through Observer interface to notify of state changes in the
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authentication process/connectedness:
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public interface ClientObserver
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{
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public void didConnect ();
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public void connectionFailed ();
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public void didLogon ();
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public void logonFailed ();
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public void didDisconnect ();
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public void didLogoff ();
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}
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* DObject class generation
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- Distributed objects are defined like a class with a set of public data
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members which is then converted into an actual class with get/set
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methods for each member.
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public dclass GameObject
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{
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public int[] players;
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public String description;
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}
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becomes
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public class GameObject extends DObject
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{
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public void setPlayers (int[] players);
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public void setPlayersAt (int index, int value);
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public int[] getPlayers ();
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public int getPlayersAt (int index);
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public void setDescription (String description);
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public String getDescription ();
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}
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* 5/27/2002
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** Synchronizing time between client and server
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- After authentication, client begins a process of establishing the time
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differential between the client clock and the server clock.
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- The client sends a PING packet, noting the time immediately prior to
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delivering the packet over the network.
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- The server notes the at which the PING packet was unserialized. It
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supplies that time to the constructed PONG packet which then notes the
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time immediately prior to serialization and uses that to deliver to the
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client the server time and the number of milliseconds that passed
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between the unserialization of the PING packet and the serialization
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(and subsequent network delivery) of the PONG packet.
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- The client can then subtract the server processing time from the total
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round trip delay, divide the round trip delay by two, adjust the server
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time stamp accordingly and then obtain the client/server time
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differential.
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- The client then repeats this process some small number of times (five)
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to attempt to account for spurious differences in upstream
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vs. downstream transmission times and finally settles on a dT that will
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be used for the duration of the session.
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- We assume that the session will not last long enough for clock drift on
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either the client or server to become significant when compared to the
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error in the original time differential measurement.
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- We'll want to use the high-precision timing services once we have those
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because we don't want unnecessary error introduced into our ping and
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pong time stamps by the unreliable granularity of
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System.currentTimeMillis().
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