Widening, implicit depends removal.

git-svn-id: svn+ssh://src.earth.threerings.net/vilya/trunk@635 c613c5cb-e716-0410-b11b-feb51c14d237
This commit is contained in:
Michael Bayne
2008-06-29 14:13:12 +00:00
parent 8f4f4a3e53
commit 5317113b01
@@ -26,7 +26,6 @@ import java.util.Arrays;
import com.samskivert.util.IntListUtil;
import com.samskivert.util.Interval;
import com.samskivert.util.RandomUtil;
import com.samskivert.util.StringUtil;
import com.threerings.presents.data.ClientObject;
import com.threerings.presents.dobj.DObject;
@@ -34,7 +33,6 @@ import com.threerings.presents.dobj.OidList;
import com.threerings.crowd.data.BodyObject;
import com.threerings.crowd.data.PlaceObject;
import com.threerings.crowd.server.CrowdServer;
import com.threerings.parlor.game.data.GameObject;
import com.threerings.parlor.game.server.GameManager;
@@ -45,17 +43,12 @@ import com.threerings.util.Name;
import com.threerings.puzzle.data.Board;
import com.threerings.puzzle.data.BoardSummary;
import com.threerings.puzzle.data.PuzzleCodes;
import com.threerings.puzzle.data.PuzzleGameMarshaller;
import com.threerings.puzzle.data.PuzzleObject;
import static com.threerings.puzzle.Log.log;
/**
* Extends the {@link GameManager} with facilities for the puzzle games
* that are used in Yohoho. Only features generic to all of our games are
* in this base class and additional features are supported both through
* the inheritance hierarchy and through delegating helpers (because Java
* conveniently doesn't support multiple inheritance).
* Extends the {@link GameManager} with facilities for puzzle games.
*/
public abstract class PuzzleManager extends GameManager
implements PuzzleCodes, PuzzleGameProvider
@@ -78,10 +71,9 @@ public abstract class PuzzleManager extends GameManager
}
/**
* Returns whether this puzzle cares to make use of per-player board
* summaries that are sent periodically to all users in the puzzle via
* {@link #sendStatusUpdate}. The default implementation returns
* <code>false</code>.
* Returns whether this puzzle cares to make use of per-player board summaries that are sent
* periodically to all users in the puzzle via {@link #sendStatusUpdate}. The default
* implementation returns <code>false</code>.
*/
public boolean needsBoardSummaries ()
{
@@ -89,9 +81,8 @@ public abstract class PuzzleManager extends GameManager
}
/**
* Returns whether this puzzle compares board states before it applies
* progress events, or after. The default implementation returns
* <code>true</code>.
* Returns whether this puzzle compares board states before it applies progress events, or
* after. The default implementation returns <code>true</code>.
*/
protected boolean compareBeforeApply ()
{
@@ -99,8 +90,8 @@ public abstract class PuzzleManager extends GameManager
}
/**
* Handles the server and client states being out of sync when in
* debug mode. The default implementation halts the server.
* Handles the server and client states being out of sync when in debug mode. The default
* implementation halts the server.
*/
protected void handleBoardNotEqual ()
{
@@ -109,12 +100,10 @@ public abstract class PuzzleManager extends GameManager
}
/**
* Calls {@link BoardSummary#summarize} on the given player's board
* summary to refresh the summary information in preparation for
* sending along to the client(s).
* Calls {@link BoardSummary#summarize} on the given player's board summary to refresh the
* summary information in preparation for sending along to the client(s).
*
* @param pidx the player index of the player whose board is to be
* summarized.
* @param pidx the player index of the player whose board is to be summarized.
*/
public void updateBoardSummary (int pidx)
{
@@ -124,8 +113,8 @@ public abstract class PuzzleManager extends GameManager
}
/**
* Applies updateBoardSummary on all the players' boards. AI board
* summaries should be updated by the AI logic.
* Applies updateBoardSummary on all the players' boards. AI board summaries should be updated
* by the AI logic.
*/
public void updateBoardSummaries ()
{
@@ -147,8 +136,8 @@ public abstract class PuzzleManager extends GameManager
}
/**
* Updates the board summary for a player who has been eliminated and
* performs an update to communicate this change.
* Updates the board summary for a player who has been eliminated and performs an update to
* communicate this change.
*/
protected void updateSummaryOnDeath (int pidx)
{
@@ -178,9 +167,7 @@ public abstract class PuzzleManager extends GameManager
_puzobj = (PuzzleObject)_gameobj;
// create and fill in our game service object
PuzzleGameMarshaller service = (PuzzleGameMarshaller)
_invmgr.registerDispatcher(new PuzzleGameDispatcher(this));
_puzobj.setPuzzleGameService(service);
_puzobj.setPuzzleGameService(_invmgr.registerDispatcher(new PuzzleGameDispatcher(this)));
}
// documentation inherited
@@ -198,9 +185,8 @@ public abstract class PuzzleManager extends GameManager
// start everyone out with reasonable last progress stamps
Arrays.fill(_lastProgress, System.currentTimeMillis());
// compute the starting difficulty (this has to happen before we
// set the seed because that triggers the generation of the boards
// on the client)
// compute the starting difficulty (this has to happen before we set the seed because that
// triggers the generation of the boards on the client)
_puzobj.setDifficulty(computeDifficulty());
// initialize the seed that goes out with this round
@@ -212,15 +198,13 @@ public abstract class PuzzleManager extends GameManager
// let the game manager start up its business
super.gameWillStart();
// send along an initial status update before we start up the
// status update interval
// send along an initial status update before we start up the status update interval
sendStatusUpdate();
long statusInterval = getStatusInterval();
if (_statusInterval == null && statusInterval > 0) {
// register the status update interval to address subsequent
// periodic updates
_statusInterval = new Interval(CrowdServer.omgr) {
// register the status update interval to address subsequent periodic updates
_statusInterval = new Interval(_omgr) {
public void expired () {
sendStatusUpdate();
}
@@ -230,12 +214,10 @@ public abstract class PuzzleManager extends GameManager
}
/**
* Returns the frequency with which puzzle status updates are
* broadcast to the players (which is accomplished via a call to
* {@link #sendStatusUpdate} which in turn calls {@link #updateStatus}
* wherein derived classes can participate in the status update).
* Returning <code>O</code> (the default) indicates that a periodic
* status update is not desired.
* Returns the frequency with which puzzle status updates are broadcast to the players (which
* is accomplished via a call to {@link #sendStatusUpdate} which in turn calls {@link
* #updateStatus} wherein derived classes can participate in the status update). Returning
* <code>O</code> (the default) indicates that a periodic status update is not desired.
*/
protected long getStatusInterval ()
{
@@ -243,13 +225,11 @@ public abstract class PuzzleManager extends GameManager
}
/**
* When a puzzle game starts, the manager is given the opportunity to
* configure the puzzle difficulty based on information known about
* the player. Additionally, when the game resets due to the player
* clearing the board, etc. this will be called again, so the
* difficulty can be ramped up as the player progresses. In situations
* where ratings and experience are tracked, the difficulty can be
* seeded based on the players prior performance.
* When a puzzle game starts, the manager is given the opportunity to configure the puzzle
* difficulty based on information known about the player. Additionally, when the game resets
* due to the player clearing the board, etc. this will be called again, so the difficulty can
* be ramped up as the player progresses. In situations where ratings and experience are
* tracked, the difficulty can be seeded based on the players prior performance.
*/
protected int computeDifficulty ()
{
@@ -261,17 +241,14 @@ public abstract class PuzzleManager extends GameManager
{
super.gameDidStart();
// log the AI skill levels for games involving AIs as it's useful
// when tuning AI algorithms
// log the AI skill levels for games involving AIs as it's useful when tuning AI algorithms
if (_AIs != null) {
log.info("AIs on the job [game=" + _puzobj.which() +
", skillz=" + StringUtil.toString(_AIs) + "].");
log.info("AIs on the job", "game", _puzobj.which(), "skillz", _AIs);
}
}
/**
* Updates (in one puzzle object transaction) all periodically updated
* status information.
* Updates (in one puzzle object transaction) all periodically updated status information.
*/
protected void sendStatusUpdate ()
{
@@ -285,11 +262,10 @@ public abstract class PuzzleManager extends GameManager
}
/**
* A puzzle periodically (default of once every 5 seconds but
* configurable by puzzle) updates status information that is visible
* to the user. Derived classes can override this method and effect
* their updates by generating events on the puzzle object and they
* will be packaged into the update transaction.
* A puzzle periodically (default of once every 5 seconds but configurable by puzzle) updates
* status information that is visible to the user. Derived classes can override this method and
* effect their updates by generating events on the puzzle object and they will be packaged
* into the update transaction.
*/
protected void updateStatus ()
{
@@ -313,8 +289,7 @@ public abstract class PuzzleManager extends GameManager
/**
* Send a system message with the puzzle bundle.
*
* @param waitForStart if true, the message will not be sent until the
* game has started.
* @param waitForStart if true, the message will not be sent until the game has started.
*/
protected void systemMessage (String msg, boolean waitForStart)
{
@@ -322,14 +297,13 @@ public abstract class PuzzleManager extends GameManager
}
/**
* Creates and initializes boards and board summaries (if desired per
* {@link #needsBoardSummaries}) for each player.
* Creates and initializes boards and board summaries (if desired per {@link
* #needsBoardSummaries}) for each player.
*/
protected void initBoards ()
{
long seed = _puzobj.seed;
BoardSummary[] summaries = needsBoardSummaries() ?
new BoardSummary[getPlayerSlots()] : null;
BoardSummary[] summaries = needsBoardSummaries() ? new BoardSummary[getPlayerSlots()] : null;
// set up game information for each player
for (int ii = 0, nn = getPlayerSlots(); ii < nn; ii++) {
@@ -348,10 +322,9 @@ public abstract class PuzzleManager extends GameManager
}
/**
* Returns whether this puzzle needs a board for the given player
* index. The default implementation only creates boards for occupied
* player slots. Derived classes may wish to override this method if
* they have specialized board needs, e.g., they need only a single
* Returns whether this puzzle needs a board for the given player index. The default
* implementation only creates boards for occupied player slots. Derived classes may wish to
* override this method if they have specialized board needs, e.g., they need only a single
* board for all players.
*/
protected boolean needsPlayerBoard (int pidx)
@@ -391,9 +364,8 @@ public abstract class PuzzleManager extends GameManager
}
/**
* Applies progress updates received from the client. If puzzle
* debugging is enabled, this also compares the client board dumps
* provided along with each puzzle event.
* Applies progress updates received from the client. If puzzle debugging is enabled, this also
* compares the client board dumps provided along with each puzzle event.
*/
protected void applyProgressEvents (int pidx, int[] gevents, Board[] states)
{
@@ -404,16 +376,16 @@ public abstract class PuzzleManager extends GameManager
int gevent = gevents[ii];
Board cboard = (states == null) ? null : states[ii];
// if we have state syncing enabled, make sure the board is
// correct before applying the event
// if we have state syncing enabled, make sure the board is correct before applying the
// event
if (before && (cboard != null)) {
compareBoards(pidx, cboard, gevent, before);
}
// apply the event to the player's board
if (!applyProgressEvent(pidx, gevent, cboard)) {
log.warning("Unknown event [puzzle=" + where() +
", pidx=" + pidx + ", event=" + gevent + "].");
log.warning("Unknown event [puzzle=" + where() + ", pidx=" + pidx +
", event=" + gevent + "].");
}
// maybe we are comparing boards afterwards
@@ -426,13 +398,11 @@ public abstract class PuzzleManager extends GameManager
/**
* Compare our server board to the specified sent-back user board.
*/
protected void compareBoards (int pidx, Board boardstate,
int gevent, boolean before)
protected void compareBoards (int pidx, Board boardstate, int gevent, boolean before)
{
if (DEBUG_PUZZLE) {
log.info((before ? "About to apply " : "Just applied ") +
"[game=" + _puzobj.which() + ", pidx=" + pidx +
", event=" + gevent + "].");
log.info((before ? "About to apply " : "Just applied ") + "[game=" + _puzobj.which() +
", pidx=" + pidx + ", event=" + gevent + "].");
}
if (boardstate == null) {
if (DEBUG_PUZZLE) {
@@ -442,39 +412,34 @@ public abstract class PuzzleManager extends GameManager
}
boolean equal = _boards[pidx].equals(boardstate);
if (!equal) {
log.warning("Client and server board states not equal! " +
"[game=" + _puzobj.which() +
log.warning("Client and server board states not equal! [game=" + _puzobj.which() +
", type=" + _puzobj.getClass().getName() + "].");
}
if (DEBUG_PUZZLE) {
// if we're debugging, dump the board state every time
// we're about to apply an event
// if we're debugging, dump the board state every time we're about to apply an event
_boards[pidx].dumpAndCompare(boardstate);
}
if (!equal) {
if (DEBUG_PUZZLE) {
handleBoardNotEqual();
} else {
// dump the board state since we're not debugging and
// didn't just do it above
// dump the board state since we're not debugging and didn't just do it above
_boards[pidx].dumpAndCompare(boardstate);
}
}
}
/**
* Called by {@link #updateProgress} to give the server a chance to
* apply each game event received from the client to the respective
* player's server-side board and, someday, confirm their validity.
* Derived classes that make use of the progress updating
* functionality should be sure to override this method to perform
* their game-specific event application antics. They should first
* perform a call to super() to see if the event is handled there.
* Called by {@link #updateProgress} to give the server a chance to apply each game event
* received from the client to the respective player's server-side board and, someday, confirm
* their validity. Derived classes that make use of the progress updating functionality should
* be sure to override this method to perform their game-specific event application
* antics. They should first perform a call to super() to see if the event is handled there.
*
* @param pidx the player index that submitted the progress event.
* @param gevent the progress event itself.
* @param cboard a snapshot of the board on the client iff the client has
* board syncing enabled (which is only enabled when debugging).
* @param cboard a snapshot of the board on the client iff the client has board syncing enabled
* (which is only enabled when debugging).
*
* @return true to indicate that the event was handled.
*/
@@ -484,9 +449,8 @@ public abstract class PuzzleManager extends GameManager
}
/**
* Overrides the game manager implementation to mark all active
* players as winners. Derived classes may wish to override this
* method in order to customize the winning conditions.
* Overrides the game manager implementation to mark all active players as winners. Derived
* classes may wish to override this method in order to customize the winning conditions.
*/
protected void assignWinners (boolean[] winners)
{
@@ -501,9 +465,8 @@ public abstract class PuzzleManager extends GameManager
protected abstract Board newBoard (int pidx);
/**
* Creates and returns a new board summary for the given board.
* Puzzles that do not make use of board summaries should implement
* this method and return <code>null</code>.
* Creates and returns a new board summary for the given board. Puzzles that do not make use
* of board summaries should implement this method and return <code>null</code>.
*/
protected abstract BoardSummary newBoardSummary (Board board);
@@ -514,9 +477,9 @@ public abstract class PuzzleManager extends GameManager
}
/**
* Called when the puzzle manager receives a progress update. It
* checks to make sure that the progress update is valid and the
* puzzle is still in play and then applies the updates via {@link #applyProgressEvents}.
* Called when the puzzle manager receives a progress update. It checks to make sure that the
* progress update is valid and the puzzle is still in play and then applies the updates via
* {@link #applyProgressEvents}.
*/
public void updateProgressSync (ClientObject caller, int sessionId, int[] events, Board[] states)
{
@@ -546,7 +509,6 @@ public abstract class PuzzleManager extends GameManager
return;
}
// Log.info("Handling progress events [game=" + _puzobj.which() +
// ", pidx=" + pidx + ", sessionId=" + sessionId +
// ", count=" + events.length + "].");
@@ -575,9 +537,8 @@ public abstract class PuzzleManager extends GameManager
}
/**
* Returns whether {@link #checkPlayerActivity} should be called
* periodically while the game is in play to make sure players are
* still active.
* Returns whether {@link #checkPlayerActivity} should be called periodically while the game is
* in play to make sure players are still active.
*/
protected boolean checkForInactivity ()
{
@@ -585,9 +546,9 @@ public abstract class PuzzleManager extends GameManager
}
/**
* Called periodically for each human player to give puzzles a chance
* to make sure all such players are engaging in reasonable levels of
* activity. The default implementation does naught.
* Called periodically for each human player to give puzzles a chance to make sure all such
* players are engaging in reasonable levels of activity. The default implementation does
* naught.
*/
protected void checkPlayerActivity (long tickStamp, int pidx)
{
@@ -603,7 +564,6 @@ public abstract class PuzzleManager extends GameManager
/** The client update interval. */
protected Interval _statusInterval;
/** Used to track the last time we received a progress event from each
* player in this puzzle. */
/** Tracks the last time we received a progress event from each player in this puzzle. */
protected long[] _lastProgress;
}