Nixed HostCoordinator and HostEvent as that functionality is now provided by
EZGameControl. git-svn-id: svn+ssh://src.earth.threerings.net/vilya/trunk@245 c613c5cb-e716-0410-b11b-feb51c14d237
This commit is contained in:
@@ -1,220 +0,0 @@
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//
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// $Id$
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//
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// Vilya library - tools for developing networked games
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// Copyright (C) 2002-2007 Three Rings Design, Inc., All Rights Reserved
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// http://www.threerings.net/code/vilya/
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//
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// This library is free software; you can redistribute it and/or modify it
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// under the terms of the GNU Lesser General Public License as published
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// by the Free Software Foundation; either version 2.1 of the License, or
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// (at your option) any later version.
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//
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// This library is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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// Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public
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// License along with this library; if not, write to the Free Software
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// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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package com.threerings.ezgame {
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import flash.events.EventDispatcher;
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/**
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* HostCoordinator provides methods for determining whether the current client should consider
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* itself the authority in dealing with game state (for example, when dealing out cards, or setting
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* up the game board).
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*
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* Current hosting state can be retrieved from the /status/ property. Please note that hosting
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* authority can be transferred between clients at any moment, so all clients should be prepared to
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* suddenly take over host responsibilities.
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*
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* Additionally, the client can register itself for notifications about changes to the /status/
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* property - see HostEvent.
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*
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* Usage example:
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*
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* <pre>
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* _coord = new HostCoordinator (_gameCtrl);
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* _coord.addEventListener (HostEvent.CLAIMED, firstHostHandler);
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* _coord.addEventListener (HostEvent.CHANGED, hostChangeHandler);
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*
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* ...
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*
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* function firstHostHandler (event : HostEvent) {
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* if (_coord.status == HostCoordinator.STATUS_HOST) {
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* // I'm the first host in the game - I should set up the initial board, etc.
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* }
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* }
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*
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* function hostChangeHandler (event : HostEvent) {
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* if (_coord.status == HostCoordinator.STATUS_HOST) {
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* // I just became the host - do whatever is needed.
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* }
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* }
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* </pre>
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*/
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public class HostCoordinator extends EventDispatcher
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implements OccupantChangedListener, PropertyChangedListener
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{
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// PUBLIC INTERFACE
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/** Status constant, means that the current status is unknown, either because the data had not
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* yet arrived from the server, or because nobody claims to be host for this game. */
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public static const STATUS_UNKNOWN : String = "STATUS_UNKNOWN";
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/** Status constant, means that this client is the current host. */
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public static const STATUS_HOST : String = "STATUS_HOST";
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/** Status constant, means that some other client is the current host. */
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public static const STATUS_NOT_HOST : String = "STATUS_NOT_HOST";
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/**
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* Constructor, expects an initialized instance of EZGameControl. If the optional showDebug
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* flag is set, it will display host info as chat messages (only useful for debugging).
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*/
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public function HostCoordinator (control : EZGameControl, showDebug : Boolean = false)
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{
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_control = control;
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_control.registerListener(this);
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_showDebug = showDebug;
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if (_control.isConnected()) {
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// Try set host role if it's not already claimed (i.e. null)
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debugLog("Trying to claim host role.");
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debugLog("Current host: " + getHostId());
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tryReplaceHost(null);
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}
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}
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/**
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* Retrieves current host coordination status, as one of the STATUS_* constants.
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* If the current host is not known, or had abandoned the game, the client will silently
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* try to claim the host role while returning this status property.
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*
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* Note: do not save the value of this property. Hosting status can change at any moment: when
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* the current host quits the game, any client can suddenly become the new host.
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*/
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public function get status () : String
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{
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var hostId : Number = getHostId(true);
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if (hostId == _control.getMyId()) {
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return STATUS_HOST;
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}
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if (hostId != 0) {
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return STATUS_NOT_HOST;
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}
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return STATUS_UNKNOWN;
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}
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// EVENT HANDLERS
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// from interface OccupantChangedListener
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public function occupantEntered (event : OccupantChangedEvent) : void
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{
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debugHostStatus ();
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}
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// from interface OccupantChangedListener
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public function occupantLeft (event : OccupantChangedEvent) : void
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{
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// If the occupant who just left was the host, every client will get a shot at trying to
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// claim their role.
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debugLog("My ID: " + _control.getMyId());
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debugLog("Occupant left: " + event.occupantId);
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debugLog("Current host: " + getHostId());
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if (getHostId() == event.occupantId) { // Elvis has left the building
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// Clear the old host value, and put myself in their place. Only the first client will
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// succeed in doing this.
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tryReplaceHost (event.occupantId);
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}
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}
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// from interface PropertyChangedListener
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public function propertyChanged (event : PropertyChangedEvent) : void
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{
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if (event.name == HOST_NAME) {
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debugLog("Host variable changed from " + event.oldValue + " to " + event.newValue);
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this.dispatchEvent(
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new HostEvent(
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HostEvent.CHANGED, _control, Number(event.oldValue), Number(event.newValue)));
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}
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}
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// IMPLEMENTATION DETAILS
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/**
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* Retrieves and returns current host's playerId. If the current host is unknown or
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* no longer in the game, returns 0.
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*
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* If the claimIfAvailable flag is set, and the host role is available (either because
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* no previous host has been recorded, or the currently known host had abandoned the game),
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* the current client will try to claim the host role.
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*/
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protected function getHostId (claimIfAvailable : Boolean = false) : Number
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{
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if (! _control.isConnected()) {
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return 0;
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}
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var host : Object = _control.get(HOST_NAME);
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if (host == null || // no host was recorded, or
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_control.getOccupantName (Number(host)) == null) // host has left the game
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{
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if (claimIfAvailable) {
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tryReplaceHost (host);
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}
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return 0;
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} else {
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// otherwise, the host is present and known
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return Number(host);
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}
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}
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/**
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* Helper function: tries to set the host variable to the client's id, if the current value is
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* equal to /hostId/. If the value of null for hostId has the meaning of "set me as host only
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* if the role has not been claimed yet".
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*/
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protected function tryReplaceHost (hostId : Object) : void
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{
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if (_control.isConnected()) {
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debugLog("Removing old host with id " + hostId);
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_control.testAndSet (HOST_NAME, _control.getMyId (), hostId);
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debugHostStatus ();
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}
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}
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/** Debug only */
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protected function debugLog (message : String) : void
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{
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if (_showDebug) {
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_control.localChat (message);
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}
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}
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/** Debug only */
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protected function debugHostStatus () : void
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{
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debugLog((getHostId() == _control.getMyId() ? "I am" : "I'm not") +
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" the host (id " + getHostId() + ", mine is " + _control.getMyId() + ")");
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}
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/** Magic key that stores current authoritative host */
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protected var HOST_NAME : String = "_host_name";
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/** Controller storage */
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protected var _control : EZGameControl = null;
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/** Debug flag */
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protected var _showDebug : Boolean;
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}
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}
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@@ -1,70 +0,0 @@
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//
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// $Id$
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//
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// Vilya library - tools for developing networked games
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// Copyright (C) 2002-2007 Three Rings Design, Inc., All Rights Reserved
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// http://www.threerings.net/code/vilya/
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//
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// This library is free software; you can redistribute it and/or modify it
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// under the terms of the GNU Lesser General Public License as published
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// by the Free Software Foundation; either version 2.1 of the License, or
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// (at your option) any later version.
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//
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// This library is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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// Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public
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// License along with this library; if not, write to the Free Software
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// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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package com.threerings.ezgame {
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import flash.events.Event;
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/**
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* Dispatched by the host coordinator, to signal a change
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* in host status.
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*/
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public class HostEvent extends EZEvent
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{
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/** Indicates that the current host changed. */
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public static const CHANGED :String = "Host Changed";
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public function HostEvent (
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type :String, ezgame :EZGameControl, previousHost :Number, newHost :Number)
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{
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super (type, ezgame);
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_previous = previousHost;
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_new = newHost;
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}
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public function get previousHost () :Number
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{
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return _previous;
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}
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public function get newHost () :Number
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{
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return _new;
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}
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override public function toString () :String
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{
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return "[HostEvent type=" + type + "]";
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}
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override public function clone () :Event
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{
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return new HostEvent (type, _ezgame, _previous, _new);
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}
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/** Id of the previous host (possibly null). */
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protected var _previous :Number;
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/** Id of the new host. */
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protected var _new :Number;
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}
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}
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