Move UserIdentifier up to GameManager where it can be used by other services.

Revamped the way the GameCookieManager does its business.


git-svn-id: svn+ssh://src.earth.threerings.net/vilya/trunk@346 c613c5cb-e716-0410-b11b-feb51c14d237
This commit is contained in:
Michael Bayne
2007-07-05 19:50:33 +00:00
parent 63adadcd24
commit 4628b8fdff
3 changed files with 75 additions and 88 deletions
@@ -67,6 +67,26 @@ import com.threerings.util.MessageBundle;
public class GameManager extends PlaceManager
implements ParlorCodes, GameCodes
{
/**
* An interface for identifying users. A larger system using the Parlor game services can
* enable user identification by passing a UserIdentifier to {@link #setUserIdentifier}.
*/
public interface UserIdentifier
{
/** Returns the persistent user id for the specified player, or 0 if they're not a valid
* user, or a guest, or something like that (for whom we'll track no persistent data). */
public int getUserId (BodyObject bodyObj);
}
/**
* Configures a means by which the Parlor game services can map users to a persistent user id
* for things like per-game cookies and ratings.
*/
public static void setUserIdentifier (UserIdentifier userIder)
{
_userIder = userIder;
}
/**
* Returns the configuration object for the game being managed by this manager.
*/
@@ -310,6 +330,14 @@ public class GameManager extends PlaceManager
return (_playerOids == null) ? -1 : _playerOids[index];
}
/**
* Returns the persistent user id for the supplied body.
*/
public int getPlayerPersistentId (BodyObject bobj)
{
return (bobj == null) ? 0 : _userIder.getUserId(bobj);
}
/**
* Returns the number of players in the game.
*/
@@ -1279,6 +1307,13 @@ public class GameManager extends PlaceManager
/** The interval for the game manager tick. */
protected static Interval _tickInterval;
/** Used to map users to persistent integer identifiers. */
protected static UserIdentifier _userIder = new UserIdentifier() {
public int getUserId (BodyObject bodyObj) {
return 0; // by default no one has persistent info
}
};
/** We give players 30 seconds to turn up in a game; after that, they're considered a no
* show. */
protected static final long NOSHOW_DELAY = 30 * 1000L;