New service group world order. My enthusiasm for widening is being stretched.

git-svn-id: svn+ssh://src.earth.threerings.net/vilya/trunk@177 c613c5cb-e716-0410-b11b-feb51c14d237
This commit is contained in:
Michael Bayne
2007-02-11 01:37:46 +00:00
parent 61d8f478e1
commit 75b34c6bf6
16 changed files with 287 additions and 353 deletions
@@ -35,26 +35,23 @@ import com.threerings.crowd.server.PlaceRegistry;
import com.threerings.whirled.Log;
import com.threerings.whirled.data.Scene;
import com.threerings.whirled.data.SceneCodes;
import com.threerings.whirled.data.SceneModel;
import com.threerings.whirled.server.persist.SceneRepository;
import com.threerings.whirled.util.SceneFactory;
import com.threerings.whirled.util.UpdateList;
/**
* The scene registry is responsible for the management of all scenes. It
* handles interaction with the scene repository and ensures that scenes
* are loaded into memory when needed and flushed from memory when not
* needed.
* The scene registry is responsible for the management of all scenes. It handles interaction with
* the scene repository and ensures that scenes are loaded into memory when needed and flushed from
* memory when not needed.
*
* <p> The scene repository also takes care of bridging from the blocking,
* synchronous world of the scene repository to the non-blocking
* asynchronous world of the distributed object event queue. Thus its
* interfaces for accessing scenes are structured so as to not block the
* dobjmgr thread while waiting for scenes to be read from or written to
* the repository.
* <p> The scene repository also takes care of bridging from the blocking, synchronous world of the
* scene repository to the non-blocking asynchronous world of the distributed object event
* queue. Thus its interfaces for accessing scenes are structured so as to not block the dobjmgr
* thread while waiting for scenes to be read from or written to the repository.
*
* <p><em>Note:</em> All access to the scene registry should take place
* from the dobjmgr thread.
* <p><em>Note:</em> All access to the scene registry should take place from the dobjmgr thread.
*/
public class SceneRegistry
{
@@ -64,8 +61,7 @@ public class SceneRegistry
public static interface ConfigFactory
{
/**
* Creates the place config instance appropriate to the specified
* scene.
* Creates the place config instance appropriate to the specified scene.
*/
PlaceConfig createPlaceConfig (SceneModel model);
}
@@ -74,8 +70,8 @@ public class SceneRegistry
public SceneProvider sceneprov;
/**
* Constructs a scene registry, instructing it to load and store
* scenes using the supplied scene repository.
* Constructs a scene registry, instructing it to load and store scenes using the supplied
* scene repository.
*/
public SceneRegistry (InvocationManager invmgr, SceneRepository screp,
SceneFactory scfact, ConfigFactory confact)
@@ -86,14 +82,14 @@ public class SceneRegistry
// create/register a scene provider with the invocation services
sceneprov = new SceneProvider(CrowdServer.plreg.locprov, this);
invmgr.registerDispatcher(new SceneDispatcher(sceneprov), true);
invmgr.registerDispatcher(new SceneDispatcher(sceneprov), SceneCodes.WHIRLED_GROUP);
}
/**
* Fetches the scene manager assosciated with the specified scene.
*
* @return the scene manager for the specified scene or null if no
* scene manager is loaded for that scene.
* @return the scene manager for the specified scene or null if no scene manager is loaded for
* that scene.
*/
public SceneManager getSceneManager (int sceneId)
{
@@ -101,8 +97,7 @@ public class SceneRegistry
}
/**
* Returns a reference to the scene repository in use by this
* registry.
* Returns a reference to the scene repository in use by this registry.
*/
public SceneRepository getSceneRepository ()
{
@@ -110,9 +105,8 @@ public class SceneRegistry
}
/**
* Returns {@link SceneManager#where} for the specified scene or
* <code>null:sceneId</code> if no scene manager exists for that
* scene.
* Returns {@link SceneManager#where} for the specified scene or <code>null:sceneId</code> if
* no scene manager exists for that scene.
*/
public String where (int sceneId)
{
@@ -121,39 +115,35 @@ public class SceneRegistry
}
/**
* Because scenes must be loaded from the scene repository and this
* must not be done on the dobjmgr thread, the interface for resolving
* scenes requires that the entity that wishes for a scene to be
* resolved implement this callback interface so that it can be
* notified when a scene has been loaded and initialized.
* Because scenes must be loaded from the scene repository and this must not be done on the
* dobjmgr thread, the interface for resolving scenes requires that the entity that wishes for
* a scene to be resolved implement this callback interface so that it can be notified when a
* scene has been loaded and initialized.
*/
public static interface ResolutionListener
{
/**
* Called when the scene has been successfully resolved. The scene
* manager instance provided can be used to obtain a reference to
* the scene, or the scene distributed object.
* Called when the scene has been successfully resolved. The scene manager instance
* provided can be used to obtain a reference to the scene, or the scene distributed
* object.
*/
public void sceneWasResolved (SceneManager scmgr);
/**
* Called if some failure occurred in the scene resolution
* process.
* Called if some failure occurred in the scene resolution process.
*/
public void sceneFailedToResolve (int sceneId, Exception reason);
}
/**
* Requests that the specified scene be resolved, which means loaded into
* the server and initialized if the scene is not currently active. The
* supplied callback instance will be notified, on the dobjmgr thread, when
* the scene has been resolved. If the scene is already active, it will be
* notified immediately (before the call to {@link #resolveScene} returns).
* Requests that the specified scene be resolved, which means loaded into the server and
* initialized if the scene is not currently active. The supplied callback instance will be
* notified, on the dobjmgr thread, when the scene has been resolved. If the scene is already
* active, it will be notified immediately (before the call to {@link #resolveScene} returns).
*
* @param sceneId the id of the scene to resolve.
* @param target a reference to a callback instance that will be notified
* when the scene has been resolved (which may be immediately if the scene
* is already active).
* @param target a reference to a callback instance that will be notified when the scene has
* been resolved (which may be immediately if the scene is already active).
*/
public void resolveScene (int sceneId, ResolutionListener target)
{
@@ -168,37 +158,31 @@ public class SceneRegistry
Log.debug("Resolving scene [id=" + sceneId + "].");
}
// otherwise we've got to resolve the scene and call them back
// later; we can manipulate the penders table with impunity here
// because we only do so on the dobjmgr thread
// otherwise we've got to resolve the scene and call them back later; we can manipulate the
// penders table with impunity here because we only do so on the dobjmgr thread
ArrayList penders = (ArrayList)_penders.get(sceneId);
// if we're already in the process of resolving this scene, just
// add these guys to the list to be notified when it finally is
// resolved
// if we're already in the process of resolving this scene, just add these guys to the list
// to be notified when it finally is resolved
if (penders != null) {
penders.add(target);
} else {
// otherwise we've got to initiate the resolution process.
// first we create the penders list
// otherwise we've got to initiate the resolution process, create the penders list
_penders.put(sceneId, penders = new ArrayList());
penders.add(target);
// i don't like cluttering up method declarations with final
// keywords...
// i don't like cluttering up method declarations with final keywords...
final int fsceneId = sceneId;
if (Log.debug()) {
Log.debug("Invoking scene lookup [id=" + sceneId + "].");
}
// then we queue up an execution unit that'll load the scene
// and initialize it and all that
// then we queue up an execution unit that'll load the scene and initialize it etc.
WhirledServer.invoker.postUnit(new Invoker.Unit() {
// this is run on the invoker thread
public boolean invoke ()
{
public boolean invoke () {
try {
_model = _screp.loadSceneModel(fsceneId);
_updates = _screp.loadUpdates(fsceneId);
@@ -209,23 +193,19 @@ public class SceneRegistry
}
// this is run on the dobjmgr thread
public void handleResult ()
{
public void handleResult () {
if (_cause != null) {
processFailedResolution(fsceneId, _cause);
} else if (_model != null) {
processSuccessfulResolution(_model, _updates);
} else {
Log.warning("Scene loading unit finished with " +
"neither a scene nor a reason for " +
"failure!?");
Log.warning("Scene loading unit finished with neither a scene nor a " +
"reason for failure!?");
}
}
public String toString ()
{
return "SceneRegistry.SceneLoader " +
(_model == null ? "" : _model.name) +
public String toString () {
return "SceneRegistry.SceneLoader " + (_model == null ? "" : _model.name) +
"(" + fsceneId + ")";
}
@@ -242,28 +222,24 @@ public class SceneRegistry
protected void processSuccessfulResolution (
SceneModel model, final UpdateList updates)
{
// now that the scene is loaded, we can create a scene manager for
// it. that will be initialized by the place registry and when
// that is finally complete, then we can let our penders know
// what's up
// now that the scene is loaded, we can create a scene manager for it. that will be
// initialized by the place registry and when that is finally complete, then we can let our
// penders know what's up
try {
// first create our scene instance
final Scene scene = _scfact.createScene(
model, _confact.createPlaceConfig(model));
final Scene scene = _scfact.createScene(model, _confact.createPlaceConfig(model));
// now create our scene manager
CrowdServer.plreg.createPlace(scene.getPlaceConfig(),
new PlaceRegistry.PreStartupHook() {
public void invoke (PlaceManager pmgr) {
((SceneManager)pmgr).setSceneData(
scene, updates, SceneRegistry.this);
}
});
CrowdServer.plreg.createPlace(
scene.getPlaceConfig(), new PlaceRegistry.PreStartupHook() {
public void invoke (PlaceManager pmgr) {
((SceneManager)pmgr).setSceneData(scene, updates, SceneRegistry.this);
}
});
// when the scene manager completes its startup procedings, it will
// call back to the scene registry and let us know that we can turn
// the penders loose
// when the scene manager completes its startup procedings, it will call back to the
// scene registry and let us know that we can turn the penders loose
} catch (Exception e) {
// so close, but no cigar
@@ -276,8 +252,7 @@ public class SceneRegistry
*/
protected void processFailedResolution (int sceneId, Exception cause)
{
Log.info("Failed to resolve scene [sceneId=" + sceneId +
", cause=" + cause + "].");
Log.info("Failed to resolve scene [sceneId=" + sceneId + ", cause=" + cause + "].");
Log.logStackTrace(cause);
// alas things didn't work out, notify our penders
@@ -296,8 +271,8 @@ public class SceneRegistry
}
/**
* Called by the scene manager once it has started up (meaning that it
* has its place object and is ready to roll).
* Called by the scene manager once it has started up (meaning that it has its place object and
* is ready to roll).
*/
protected void sceneManagerDidStart (SceneManager scmgr)
{
@@ -306,8 +281,7 @@ public class SceneRegistry
_scenemgrs.put(sceneId, scmgr);
if (Log.debug()) {
Log.debug("Registering scene manager [scid=" + sceneId +
", scmgr=" + scmgr + "].");
Log.debug("Registering scene manager [scid=" + sceneId + ", scmgr=" + scmgr + "].");
}
// now notify any penders
@@ -331,8 +305,7 @@ public class SceneRegistry
protected void unmapSceneManager (SceneManager scmgr)
{
if (_scenemgrs.remove(scmgr.getScene().getId()) == null) {
Log.warning("Requested to unmap unmapped scene manager " +
"[scmgr=" + scmgr + "].");
Log.warning("Requested to unmap unmapped scene manager [scmgr=" + scmgr + "].");
return;
}
@@ -347,8 +320,7 @@ public class SceneRegistry
/** Used to generate place configs for our scenes. */
protected ConfigFactory _confact;
/** The entity via which we create scene instances from scene
* models. */
/** The entity via which we create scene instances from scene models. */
protected SceneFactory _scfact;
/** A mapping from scene ids to scene managers. */