Checkpoint: converting parlor stuff to actionscript.

git-svn-id: svn+ssh://src.earth.threerings.net/vilya/trunk@30 c613c5cb-e716-0410-b11b-feb51c14d237
This commit is contained in:
Ray Greenwell
2006-07-28 02:47:21 +00:00
parent b82ab59b1d
commit 7ee319bb2b
33 changed files with 3870 additions and 0 deletions
@@ -0,0 +1,123 @@
//
// $Id$
//
// Narya library - tools for developing networked games
// Copyright (C) 2002-2005 Three Rings Design, Inc., All Rights Reserved
// http://www.threerings.net/code/narya/
//
// This library is free software; you can redistribute it and/or modify it
// under the terms of the GNU Lesser General Public License as published
// by the Free Software Foundation; either version 2.1 of the License, or
// (at your option) any later version.
//
// This library is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public
// License along with this library; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
package com.threerings.parlor.client {
import mx.controls.CheckBox;
import mx.controls.HSlider;
import mx.controls.Label;
import com.threerings.parlor.data.TableConfig;
import com.threerings.parlor.util.ParlorContext;
import com.threerings.parlor.game.client.FlexGameConfigurator;
import com.threerings.parlor.game.data.GameConfig;
/**
* Provides a default implementation of a TableConfigurator for
* a Swing interface.
*/
public class DefaultFlexTableConfigurator extends TableConfigurator
{
/**
* Create a TableConfigurator that allows for the specified configuration
* parameters.
*/
public function DefaultSwingTableConfigurator (
desiredPlayers :int, minPlayers :int = -1, maxPlayers :int = -1,
allowPrivate :Boolean = false)
{
if (minPlayers < 0) {
minPlayers = desiredPlayers;
}
if (maxPlayers < 0) {
maxPlayers = desiredPlayers;
}
_config.minimumPlayerCount = minPlayers;
// create a slider for players, if applicable
if (minPlayers != maxPlayers) {
_playerSlider = new HSlider();
_playerSlider.value = desiredPlayers;
_playerSlider.minimum = minPlayers;
_playerSlider.maximum = maxPlayers;
} else {
_config.desiredPlayerCount = desiredPlayers;
}
// create up the checkbox for private games, if applicable
if (allowPrivate) {
_privateCheck = new CheckBox();
}
}
// documentation inherited
protected function createConfigInterface () :void
{
super.createConfigInterface();
var gconf :FlexGameConfigurator =
(_gameConfigurator as FlexGameConfigurator);
if (_playerSlider != null) {
// TODO: proper translation
var playerLabel :Label = new Label();
playerLabel.text = "Players:";
gconf.addControl(playerLabel, _playerSlider);
}
if (_privateCheck != null) {
// TODO: proper translation
var privateLabel :Label = new Label();
privateLabel.text = "Private:";
gconf.addControl(privateLabel, _privateCheck);
}
}
// documentation inherited
override public function isEmpty () :Boolean
{
return (_playerSlider == null) && (_privateCheck == null);
}
// documentation inherited
override protected function flushTableConfig() :void
{
super.flushTableConfig();
if (_playerSlider != null) {
_config.desiredPlayerCount = _playerSlider.value;
}
if (_privateCheck != null) {
_config.privateTable = _privateCheck.selected;
}
}
/** A slider for configuring the number of players at the table. */
protected var _playerSlider :HSlider;
/** A checkbox to allow the table creator to specify if the table is
* private. */
protected var _privateCheck :CheckBox;
}
}
@@ -0,0 +1,44 @@
//
// $Id: GameReadyObserver.java 4191 2006-06-13 22:42:20Z ray $
//
// Narya library - tools for developing networked games
// Copyright (C) 2002-2004 Three Rings Design, Inc., All Rights Reserved
// http://www.threerings.net/code/narya/
//
// This library is free software; you can redistribute it and/or modify it
// under the terms of the GNU Lesser General Public License as published
// by the Free Software Foundation; either version 2.1 of the License, or
// (at your option) any later version.
//
// This library is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public
// License along with this library; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
package com.threerings.parlor.client {
/**
* Used to inform interested parties when the {@link ParlorDirector}
* receives a game ready notification. The observers can ratify the
* decision to head directly into the game or can take responsibility
* themselves for doing so.
*/
public interface GameReadyObserver
{
/**
* Called when a game ready notification is received.
*
* @param gameOid the place oid of the ready game.
*
* @return if the observer returns true from this method, the parlor
* director assumes they will take care of entering the game room
* after performing processing of their own. If all observers return
* false, the director will enter the game room automatically.
*/
function receivedGameReady (gameOid :int) :Boolean;
}
}
@@ -0,0 +1,214 @@
//
// $Id: Invitation.java 3381 2005-03-03 19:36:34Z mdb $
//
// Narya library - tools for developing networked games
// Copyright (C) 2002-2004 Three Rings Design, Inc., All Rights Reserved
// http://www.threerings.net/code/narya/
//
// This library is free software; you can redistribute it and/or modify it
// under the terms of the GNU Lesser General Public License as published
// by the Free Software Foundation; either version 2.1 of the License, or
// (at your option) any later version.
//
// This library is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public
// License along with this library; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
package com.threerings.parlor.client {
import com.threerings.util.Name;
import com.threerings.parlor.data.ParlorCodes;
import com.threerings.parlor.game.data.GameConfig;
import com.threerings.parlor.util.ParlorContext;
/**
* The invitation class is used to track information related to
* outstanding invitations generated by or targeted to this client.
*/
public class Invitation
implements ParlorCodes, ParlorService_InviteListener
{
/** The unique id for this invitation (as assigned by the
* server). This is -1 until we receive an acknowledgement from
* the server that our invitation was delivered. */
public var inviteId :int = -1;
/** The name of the other user involved in this invitation. */
public var opponent :Name;
/** The configuration of the game to be created. */
public var config :GameConfig;
/** Constructs a new invitation record. */
public function Invitation (
ctx :ParlorContext, pservice :ParlorService,
opponent :Name, config :GameConfig,
observer :InvitationResponseObserver)
{
_ctx = ctx;
_pservice = pservice;
_observer = observer;
this.opponent = opponent;
this.config = config;
}
/**
* Accepts this invitation.
*/
public function accept () :void
{
// generate the invocation service request
_pservice.respond(_ctx.getClient(), inviteId,
INVITATION_ACCEPTED, null, this);
}
/**
* Refuses this invitation.
*
* @param message the message to deliver to the inviting user
* explaining the reason for the refusal or null if no message is to
* be provided.
*/
public function refuse (message :String) :void
{
// generate the invocation service request
_pservice.respond(_ctx.getClient(), inviteId,
INVITATION_REFUSED, message, this);
}
/**
* Cancels this invitation.
*/
public function cancel () :void
{
// if the invitation has not yet been acknowleged by the
// server, we make a note that it should be cancelled when we
// do receive the acknowlegement
if (inviteId == -1) {
_cancelled = true;
} else {
// otherwise, generate the invocation service request
_pservice.cancel(_ctx.getClient(), inviteId, this);
// and remove it from the pending table
_ctx.getParlorDirector().clearInvitation(this);
}
}
/**
* Counters this invitation with an invitation with different game
* configuration parameters.
*
* @param config the updated game configuration.
* @param observer the entity that will be notified if this
* counter-invitation is accepted, refused or countered.
*/
public function counter (
config :GameConfig, observer :InvitationResponseObserver) :void
{
// update our observer (who will eventually be hearing back from
// the other client about their counter-invitation)
_observer = observer;
// generate the invocation service request
_pservice.respond(_ctx.getClient(), inviteId,
INVITATION_COUNTERED, config, this);
}
// documentation inherited from interface
public function inviteReceived (inviteId :int) :void
{
// fill in our invitation id
this.inviteId = inviteId;
// if the invitation was cancelled before we heard back about
// it, we need to send off a cancellation request now
if (_cancelled) {
_pservice.cancel(_ctx.getClient(), inviteId, this);
} else {
// otherwise, put it in the pending invites table
_ctx.getParlorDirector().registerInvitation(this);
}
}
// documentation inherited from interface
public function requestFailed (reason :String) :void
{
// let the observer know what's up
_observer.invitationRefused(this, reason);
}
/**
* Called by the parlor director when we receive a response to an
* invitation initiated by this client.
*/
protected function receivedResponse (code :int, arg :Object) :void
{
// make sure we have an observer to notify
if (_observer == null) {
Log.getLog(this).warning("No observer registered for invitation " +
this + ".");
return;
}
// notify the observer
try {
switch (code) {
case INVITATION_ACCEPTED:
_observer.invitationAccepted(this);
break;
case INVITATION_REFUSED:
_observer.invitationRefused(this, (arg as String));
break;
case INVITATION_COUNTERED:
_observer.invitationCountered(this, (arg as GameConfig));
break;
}
} catch (err :Error) {
var log :Log = Log.getLog(this);
log.warning("Invitation response observer choked on response " +
"[code=" + code + ", arg=" + arg +
", invite=" + this + "].");
log.logStackTrace(e);
}
// unless the invitation was countered, we can remove it from the
// pending table because it's resolved
if (code != INVITATION_COUNTERED) {
_ctx.getParlorDirector().clearInvitation(this);
}
}
/** Returns a string representation of this invitation record. */
public function toString () :String
{
return "[inviteId=" + inviteId + ", opponent=" + opponent +
", config=" + config + ", observer=" + _observer +
", cancelled=" + _cancelled + "]";
}
/** Provides access to client services. */
protected var _ctx :ParlorContext;
/** Provides access to parlor services. */
protected var _pservice :ParlorService;
/** The entity to notify when we receive a response for this
* invitation. */
protected var _observer :InvitationResponseObserver;
/** A flag indicating that we were requested to cancel this
* invitation before we even heard back with an acknowledgement
* that it was received by the server. */
protected var _cancelled :Boolean = false;
}
}
@@ -0,0 +1,46 @@
//
// $Id: InvitationHandler.java 4191 2006-06-13 22:42:20Z ray $
//
// Narya library - tools for developing networked games
// Copyright (C) 2002-2004 Three Rings Design, Inc., All Rights Reserved
// http://www.threerings.net/code/narya/
//
// This library is free software; you can redistribute it and/or modify it
// under the terms of the GNU Lesser General Public License as published
// by the Free Software Foundation; either version 2.1 of the License, or
// (at your option) any later version.
//
// This library is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public
// License along with this library; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
package com.threerings.parlor.client {
/**
* A client entity that wishes to handle invitations received by other
* clients should implement this interface and register itself with the
* parlor director. It will subsequently be notified of any incoming
* invitations. It is also responsible for handling cancelled invitations.
*/
public interface InvitationHandler
{
/**
* Called when an invitation is received from another player.
*
* @param invite the received invitation.
*/
function invitationReceived (invite :Invitation) :void;
/**
* Called when an invitation is cancelled by the inviting player.
*
* @param invite the cancelled invitation.
*/
function invitationCancelled (invite :Invitation) :void;
}
}
@@ -0,0 +1,62 @@
//
// $Id: InvitationResponseObserver.java 3381 2005-03-03 19:36:34Z mdb $
//
// Narya library - tools for developing networked games
// Copyright (C) 2002-2004 Three Rings Design, Inc., All Rights Reserved
// http://www.threerings.net/code/narya/
//
// This library is free software; you can redistribute it and/or modify it
// under the terms of the GNU Lesser General Public License as published
// by the Free Software Foundation; either version 2.1 of the License, or
// (at your option) any later version.
//
// This library is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public
// License along with this library; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
package com.threerings.parlor.client {
import com.threerings.parlor.game.data.GameConfig;
/**
* A client entity that wishes to generate invitations for games must
* implement this interface. An invitation can be accepted, refused or
* countered. A countered invitation is one where the game configuration
* is adjusted by the invited player and proposed back to the inviting
* player.
*/
public interface InvitationResponseObserver
{
/**
* Called if the invitation was accepted.
*
* @param invite the invitation for which we received a response.
*/
function invitationAccepted (invite :Invitation) :void;
/**
* Called if the invitation was refused.
*
* @param invite the invitation for which we received a response.
* @param message a message provided by the invited user explaining
* the reason for their refusal, or the empty string if no message was
* provided.
*/
function invitationRefused (invite :Invitation, message :String) :void;
/**
* Called if the invitation was countered with an alternate game
* configuration.
*
* @param invite the invitation for which we received a response.
* @param config the game configuration proposed by the invited
* player.
*/
function invitationCountered (invite :Invitation, config :GameConfig) :void;
}
}
@@ -0,0 +1,103 @@
//
// $Id: ParlorDecoder.java 4145 2006-05-24 01:24:24Z ray $
//
// Narya library - tools for developing networked games
// Copyright (C) 2002-2006 Three Rings Design, Inc., All Rights Reserved
// http://www.threerings.net/code/narya/
//
// This library is free software; you can redistribute it and/or modify it
// under the terms of the GNU Lesser General Public License as published
// by the Free Software Foundation; either version 2.1 of the License, or
// (at your option) any later version.
//
// This library is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public
// License along with this library; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
package com.threerings.parlor.client {
import com.threerings.parlor.client.ParlorReceiver;
import com.threerings.parlor.game.data.GameConfig;
import com.threerings.presents.client.InvocationDecoder;
import com.threerings.util.Name;
/**
* Dispatches calls to a {@link ParlorReceiver} instance.
*/
public class ParlorDecoder extends InvocationDecoder
{
/** The generated hash code used to identify this receiver class. */
public static const RECEIVER_CODE :String = "5ef9ee0d359c42a9024498ee9aad119a";
/** The method id used to dispatch {@link ParlorReceiver#gameIsReady}
* notifications. */
public static const GAME_IS_READY :int = 1;
/** The method id used to dispatch {@link ParlorReceiver#receivedInvite}
* notifications. */
public static const RECEIVED_INVITE :int = 2;
/** The method id used to dispatch {@link ParlorReceiver#receivedInviteCancellation}
* notifications. */
public static const RECEIVED_INVITE_CANCELLATION :int = 3;
/** The method id used to dispatch {@link ParlorReceiver#receivedInviteResponse}
* notifications. */
public static const RECEIVED_INVITE_RESPONSE :int = 4;
/**
* Creates a decoder that may be registered to dispatch invocation
* service notifications to the specified receiver.
*/
public function ParlorDecoder (receiver :ParlorReceiver)
{
this.receiver = receiver;
}
// documentation inherited
override public function getReceiverCode () :String
{
return RECEIVER_CODE;
}
// documentation inherited
override public function dispatchNotification (
methodId :int, args :Array) :void
{
var prec :ParlorReceiver = (receiver as ParlorReceiver);
switch (methodId) {
case GAME_IS_READY:
prec.gameIsReady((args[0] as Integer).value);
return;
case RECEIVED_INVITE:
prec.receivedInvite(
(args[0] as Integer).value, (args[1] as Name),
(args[2] as GameConfig)
);
return;
case RECEIVED_INVITE_CANCELLATION:
prec.receivedInviteCancellation(
(args[0] as Integer).value
);
return;
case RECEIVED_INVITE_RESPONSE:
prec.receivedInviteResponse(
(args[0] as Integer).value, (args[1] as Integer).value, args[2]
);
return;
default:
super.dispatchNotification(methodId, args);
return;
}
}
}
}
@@ -0,0 +1,252 @@
//
// $Id: ParlorDirector.java 3381 2005-03-03 19:36:34Z mdb $
//
// Narya library - tools for developing networked games
// Copyright (C) 2002-2004 Three Rings Design, Inc., All Rights Reserved
// http://www.threerings.net/code/narya/
//
// This library is free software; you can redistribute it and/or modify it
// under the terms of the GNU Lesser General Public License as published
// by the Free Software Foundation; either version 2.1 of the License, or
// (at your option) any later version.
//
// This library is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public
// License along with this library; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
package com.threerings.parlor.client {
import com.threerings.util.ArrayUtil;
import com.threerings.util.HashMap;
import com.threerings.util.Name;
import com.threerings.presents.client.BasicDirector;
import com.threerings.presents.client.Client;
import com.threerings.presents.client.InvocationService;
import com.threerings.parlor.Log;
import com.threerings.parlor.data.ParlorCodes;
import com.threerings.parlor.game.data.GameConfig;
import com.threerings.parlor.util.ParlorContext;
/**
* The parlor director manages the client side of the game configuration
* and matchmaking processes. It is also the entity that is listening for
* game start notifications which it then dispatches the client entity
* that will actually create and display the user interface for the game
* that started.
*/
public class ParlorDirector extends BasicDirector
implements ParlorCodes, ParlorReceiver
{
/**
* Constructs a parlor director and provides it with the parlor
* context that it can use to access the client services that it needs
* to provide its own services. Only one parlor director should be
* active in the client at one time and it should be made available
* via the parlor context.
*
* @param ctx the parlor context in use by the client.
*/
public function ParlorDirector (ctx :ParlorContext)
{
super(ctx);
_pctx = ctx;
// register ourselves with the invocation director as a parlor
// notification receiver
_pctx.getClient().getInvocationDirector().registerReceiver(
new ParlorDecoder(this));
}
/**
* Sets the invitation handler, which is the entity that will be
* notified when we receive incoming invitation notifications and when
* invitations have been cancelled.
*
* @param handler our new invitation handler.
*/
public function setInvitationHandler (handler :InvitationHandler) :void
{
_handler = handler;
}
/**
* Adds the specified observer to the list of entities that are
* notified when we receive a game ready notification.
*/
public function addGameReadyObserver (observer :GameReadyObserver) :void
{
_grobs.add(observer);
}
/**
* Removes the specified observer from the list of entities that are
* notified when we receive a game ready notification.
*/
public function removeGameReadyObserver (observer :GameReadyObserver) :void
{
ArrayUtil.removeFirst(_grobs, observer);
}
/**
* Requests that the named user be invited to a game described by the
* supplied game config.
*
* @param invitee the user to invite.
* @param config the configuration of the game to which the user is
* being invited.
* @param observer the entity that will be notified if this invitation
* is accepted, refused or countered.
*
* @return an invitation object that can be used to manage the
* outstanding invitation.
*/
public function invite (
invitee :Name, config :GameConfig,
observer :InvitationResponseObserver) :Invitation
{
// create the invitation record
var invite :Invitation = new Invitation(
_ctx, _pservice, invitee, config, observer);
// submit the invitation request to the server
_pservice.invite(_ctx.getClient(), invitee, config, invite);
// and return the invitation to the caller
return invite;
}
/**
* Requests that the specified single player game be started.
*
* @param config the configuration of the single player game to be
* started.
* @param listener a listener to be informed of failure if the game
* cannot be started.
*/
public function startSolitaire (
config :GameConfig, listener :InvocationService.ConfirmListener) :void
{
_pservice.startSolitaire(_ctx.getClient(), config, listener);
}
// documentation inherited
public function clientDidLogoff (event :ClientEvent) :void
{
super.clientDidLogoff(event);
_pservice = null;
_pendingInvites.clear();
}
// documentation inherited
protected function fetchServices (client :Client) :void
{
// get a handle on our parlor services
_pservice = (client.requireService(ParlorService) as ParlorService);
}
// documentation inherited from interface
public function gameIsReady (gameOid :int) :void
{
Log.getLog(this).info("Handling game ready [goid=" + gameOid + "].");
// see what our observers have to say about it
var handled :Boolean = false;
for (var ii :int = 0; ii < _grobs.length; ii++) {
var grob :GameReadyObserver = (_grobs[ii] as GameReadyObserver);
handled = grob.receivedGameReady(gameOid) || handled;
}
// if none of the observers took matters into their own hands,
// then we'll head on over to the game room ourselves
if (!handled) {
_ctx.getLocationDirector().moveTo(gameOid);
}
}
// documentation inherited from interface
public function receivedInvite (
remoteId :int, inviter :Name, config :GameConfig) :void
{
// create an invitation record for this invitation
invite :Invitation = new Invitation(
_ctx, _pservice, inviter, config, null);
invite.inviteId = remoteId;
// put it in the pending invitations table
_pendingInvites.put(remoteId, invite);
try {
// notify the invitation handler of the incoming invitation
_handler.invitationReceived(invite);
} catch (err :Error) {
var log :Log = Log.getLog(this);
log.warning("Invitation handler choked on invite " +
"notification " + invite + ".");
log.logStackTrace(err);
}
}
// documentation inherited from interface
public function receivedInviteResponse (
remoteId :int, code :int, arg :Object) :void
{
// look up the invitation record for this invitation
var invite :Invitation = (_pendingInvites.get(remoteId) as Invitation);
if (invite == null) {
Log.getLog(this).warning("Have no record of invitation for " +
"which we received a response?! [remoteId=" + remoteId +
", code=" + code + ", arg=" + arg + "].");
} else {
invite.receivedResponse(code, arg);
}
}
// documentation inherited from interface
public function receivedInviteCancellation (remoteId :int) :void
{
// TBD
}
/**
* Register a new invitation in our pending invitations table. The
* invitation will call this when it knows its invitation id.
*/
protected function registerInvitation (invite :Invitation) :void
{
_pendingInvites.put(invite.inviteId, invite);
}
/**
* Called by an invitation when it knows it is no longer and can be
* cleared from the pending invitations table.
*/
protected function clearInvitation (invite :Invitation) :void
{
_pendingInvites.remove(invite.inviteId);
}
/** An active parlor context. */
protected var _pctx :ParlorContext;
/** Provides access to parlor server side services. */
protected var _pservice :ParlorService;
/** The entity that has registered itself to handle incoming
* invitation notifications. */
protected var _handler :InvitationHandler;
/** A table of acknowledged (but not yet accepted or refused)
* invitation requests, keyed on invitation id. */
protected var _pendingInvites :HashMap = new HashMap();
/** We notify the entities on this list when we get a game ready
* notification. */
protected var _grobs :Array = new Array();
}
@@ -0,0 +1,85 @@
//
// $Id: ParlorReceiver.java 3381 2005-03-03 19:36:34Z mdb $
//
// Narya library - tools for developing networked games
// Copyright (C) 2002-2004 Three Rings Design, Inc., All Rights Reserved
// http://www.threerings.net/code/narya/
//
// This library is free software; you can redistribute it and/or modify it
// under the terms of the GNU Lesser General Public License as published
// by the Free Software Foundation; either version 2.1 of the License, or
// (at your option) any later version.
//
// This library is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public
// License along with this library; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
package com.threerings.parlor.client {
import com.threerings.util.Name;
import com.threerings.presents.client.InvocationReceiver;
import com.threerings.parlor.data.ParlorCodes;
import com.threerings.parlor.game.data.GameConfig;
/**
* Defines, for the parlor services, a set of notifications delivered
* asynchronously by the server to the client. These are handled by the
* {@link ParlorDirector}.
*/
public interface ParlorReceiver extends InvocationReceiver
{
/**
* Dispatched to the client when a game in which they are a
* participant is ready for play. The client will then enter the game
* room which will trigger the loading of the appropriate game UI code
* and generally get things started.
*
* @param gameOid the object id of the game object.
*/
function gameIsReady (gameOid :int) :void;
/**
* Called by the invocation services when another user has invited us
* to play a game.
*
* @param remoteId the unique indentifier for this invitation (used
* when countering or responding).
* @param inviter the username of the inviting user.
* @param config the configuration information for the game to which
* we've been invited.
*/
function receivedInvite (remoteId :int, inviter :Name, config :GameConfig);
/**
* Called by the invocation services when another user has responded
* to our invitation by either accepting, refusing or countering it.
*
* @param remoteId the indentifier for the invitation on question.
* @param code the response code, either {@link
* ParlorCodes#INVITATION_ACCEPTED} or {@link
* ParlorCodes#INVITATION_REFUSED} or {@link
* ParlorCodes#INVITATION_COUNTERED}.
* @param arg in the case of a refused invitation, a string
* containing a message provided by the invited user explaining the
* reason for refusal (the empty string if no explanation was
* provided). In the case of a countered invitation, a new game config
* object with the modified game configuration.
*/
function receivedInviteResponse (remoteId :int, code :int, arg :Object);
/**
* Called by the invocation services when an outstanding invitation
* has been cancelled by the inviting user.
*
* @param remoteId the indentifier of the cancelled invitation.
*/
function receivedInviteCancellation (remoteId :int);
}
}
@@ -0,0 +1,151 @@
//
// $Id: ParlorService.java 3525 2005-04-26 02:38:42Z ray $
//
// Narya library - tools for developing networked games
// Copyright (C) 2002-2004 Three Rings Design, Inc., All Rights Reserved
// http://www.threerings.net/code/narya/
//
// This library is free software; you can redistribute it and/or modify it
// under the terms of the GNU Lesser General Public License as published
// by the Free Software Foundation; either version 2.1 of the License, or
// (at your option) any later version.
//
// This library is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public
// License along with this library; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
package com.threerings.parlor.client {
import com.threerings.util.Name;
import com.threerings.presents.client.Client;
import com.threerings.presents.client.InvocationService;
import com.threerings.parlor.data.TableConfig;
import com.threerings.parlor.game.data.GameConfig;
/**
* Provides an interface to the various parlor invocation services.
* Presently these services are limited to the various matchmaking
* mechanisms. It is unlikely that client code will want to make direct
* use of this class, instead they would make use of the programmatic
* interface provided by the {@link ParlorDirector}.
*/
public interface ParlorService extends InvocationService
{
/**
* You probably don't want to call this directly, but want to generate
* your invitation request via {@link ParlorDirector#invite}. Requests
* that an invitation be delivered to the named user, requesting that
* they join the inviting user in a game, the details of which are
* specified in the supplied game config object.
*
* @param client a connected, operational client instance.
* @param invitee the username of the user to be invited.
* @param config a game config object detailing the type and
* configuration of the game to be created.
* @param listener will receive and process the response.
*/
function invite (
client :Client, invitee :Name, config :GameConfig,
listener :InviteListener) :void;
/**
* You probably don't want to call this directly, but want to call one
* of {@link Invitation#accept}, {@link Invitation#refuse}, or {@link
* Invitation#counter}. Requests that an invitation response be
* delivered with the specified parameters.
*
* @param client a connected, operational client instance.
* @param inviteId the unique id previously assigned by the server to
* this invitation.
* @param code the response code to use in responding to the
* invitation.
* @param arg the argument associated with the response (a string
* message from the player explaining why the response was refused in
* the case of an invitation refusal or an updated game configuration
* object in the case of a counter-invitation, or null in the case of
* an accepted invitation).
* @param listener will receive and process the response.
*/
function respond (
client :Client, inviteId :int, code :int, arg :Object,
listener :InvocationListener) :void;
/**
* You probably don't want to call this directly, but want to call
* {@link Invitation#cancel}. Requests that an outstanding
* invitation be cancelled.
*
* @param client a connected, operational client instance.
* @param inviteId the unique id previously assigned by the server to
* this invitation.
* @param listener will receive and process the response.
*/
function cancel (
client :Client, inviteId :int, listener :InvocationListener) :void;
/**
* You probably don't want to call this directly, but want to call
* {@link TableDirector#createTable}. Requests that a new table be
* created.
*
* @param client a connected, operational client instance.
* @param lobbyOid the oid of the lobby that will contain the newly
* created table.
* @param tableConfig the table configuration parameters.
* @param config the game config for the game to be matchmade by the
* table.
* @param listener will receive and process the response.
*/
function createTable (
client :Client, lobbyOid :int, tableConfig :TableConfig,
config :GameConfig, listener :TableListener) :void;
/**
* You probably don't want to call this directly, but want to call
* {@link TableDirector#joinTable}. Requests that the current user
* be added to the specified table at the specified position.
*
* @param client a connected, operational client instance.
* @param lobbyOid the oid of the lobby that contains the table.
* @param tableId the unique id of the table to which this user wishes
* to be added.
* @param position the position at the table to which this user desires
* to be added.
* @param listener will receive and process the response.
*/
function joinTable (
client :Client, lobbyOid :int, tableId :int,
position :int, listener :InvocationListener) :void;
/**
* You probably don't want to call this directly, but want to call
* {@link TableDirector#leaveTable}. Requests that the current user be
* removed from the specified table.
*
* @param client a connected, operational client instance.
* @param lobbyOid the oid of the lobby that contains the table.
* @param tableId the unique id of the table from which this user
* wishes to be removed.
* @param listener will receive and process the response.
*/
function leaveTable (
client :Client, lobbyOid :int, tableId :int,
listener :InvocationListener) :void;
/**
* Requests to start a single player game with the specified game
* configuration.
*/
function startSolitaire (
client :Client, config :GameConfig,
listener :ConfirmListener) :void;
}
}
@@ -0,0 +1,15 @@
package com.threerings.parlor.client {
import com.threerings.presents.client.InvocationListener;
/**
* Used to communicate responses to {@link #invite} requests.
*/
public interface ParlorService_InviteListener extends InvocationListener
{
/**
* Called in response to a successful {@link #invite} request.
*/
function inviteReceived (inviteId :int) :void;
}
}
@@ -0,0 +1,13 @@
package com.threerings.parlor.client {
import com.threerings.presents.client.InvocationListener;
/**
* Used to communicate responses to {@link #createTable}, {@link
* #joinTable}, and {@link #leaveTable} requests.
*/
public interface ParlorService_TableListener extends InvocationListener
{
function tableCreated (tableId :int) :void;
}
}
@@ -0,0 +1,39 @@
//
// $Id: SeatednessObserver.java 4191 2006-06-13 22:42:20Z ray $
//
// Narya library - tools for developing networked games
// Copyright (C) 2002-2004 Three Rings Design, Inc., All Rights Reserved
// http://www.threerings.net/code/narya/
//
// This library is free software; you can redistribute it and/or modify it
// under the terms of the GNU Lesser General Public License as published
// by the Free Software Foundation; either version 2.1 of the License, or
// (at your option) any later version.
//
// This library is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public
// License along with this library; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
package com.threerings.parlor.client {
/**
* Entites that wish to hear about when we sit down at a table or stand up
* from a table can implement this interface and register themselves with
* the {@link TableDirector}.
*/
public interface SeatednessObserver
{
/**
* Called when this client sits down at or stands up from a table.
*
* @param isSeated true if the client is now seated at a table, false
* if they are now no longer seated at a table.
*/
function seatednessDidChange (isSeated :Boolean) :void;
}
}
@@ -0,0 +1,125 @@
//
// $Id$
//
// Narya library - tools for developing networked games
// Copyright (C) 2002-2005 Three Rings Design, Inc., All Rights Reserved
// http://www.threerings.net/code/narya/
//
// This library is free software; you can redistribute it and/or modify it
// under the terms of the GNU Lesser General Public License as published
// by the Free Software Foundation; either version 2.1 of the License, or
// (at your option) any later version.
//
// This library is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public
// License along with this library; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
package com.threerings.parlor.client {
import com.threerings.parlor.util.ParlorContext;
import com.threerings.parlor.data.TableConfig;
import com.threerings.parlor.game.client.GameConfigurator;
/**
* This should be implemented some user-interface element that allows
* the user to configure whichever TableConfig options are relevant.
*/
public /*abstract*/ class TableConfigurator
{
/**
* Create a TableConfigurator.
*/
public function TableConfigurator ()
{
_config = createTableConfig();
}
/**
* Optionally, you can set a pre-configured TableConfig
* that will be used to initialize the display parameters (if possible).
* This should be called prior to init().
*/
public function setTableConfig (config :TableConfig) :void
{
if (config != null) {
_config = config;
}
}
/**
* Initialize the TableConfigurator.
*
* At the time this is called, the GameConfigurator should have
* already been initialized.
*/
public function init (
ctx :ParlorContext, gameConfigurator :GameConfigurator) :void
{
_ctx = ctx;
_gameConfigurator = gameConfigurator;
createConfigInterface();
}
/**
* Create the table config object that will be used.
*/
protected function createTableConfig () :TableConfig
{
return new TableConfig();
}
/**
* Create the config interface.
*/
protected function createConfigInterface () :void
{
// nothing by default
}
/**
* If true, the TableConfigurator is empty, which doesn't mean that
* it will not return a TableConfig object (for it must), but rather
* that there are no user-editable options being presented in the
* config interface.
*/
public /*abstract*/ function isEmpty () :Boolean
{
return true;
}
/**
* Return the fully configured table config according to the currently
* configured user interface elements.
*/
public function getTableConfig () :TableConfig
{
flushTableConfig();
return _config;
}
/**
* Derived classes will want to override this method, flushing
* values from the user interface to the table config object.
*/
protected function flushTableConfig () :void
{
// nothing by default
}
/** Provides access to client services. */
protected var _ctx :ParlorContext;
/** The config we're configurating. */
protected var _config :TableConfig;
/** The game configurator, which we may wish to reference. */
protected var _gameConfigurator :GameConfigurator;
}
}
@@ -0,0 +1,367 @@
//
// $Id: TableDirector.java 3758 2005-11-10 23:18:58Z mdb $
//
// Narya library - tools for developing networked games
// Copyright (C) 2002-2004 Three Rings Design, Inc., All Rights Reserved
// http://www.threerings.net/code/narya/
//
// This library is free software; you can redistribute it and/or modify it
// under the terms of the GNU Lesser General Public License as published
// by the Free Software Foundation; either version 2.1 of the License, or
// (at your option) any later version.
//
// This library is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public
// License along with this library; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
package com.threerings.parlor.client {
import com.threerings.presents.client.BasicDirector;
import com.threerings.presents.client.Client;
import com.threerings.presents.client.ClientEvent;
import com.threerings.presents.dobj.EntryAddedEvent;
import com.threerings.presents.dobj.EntryRemovedEvent;
import com.threerings.presents.dobj.EntryUpdatedEvent;
import com.threerings.presents.dobj.SetListener;
import com.threerings.crowd.data.BodyObject;
import com.threerings.crowd.data.PlaceObject;
import com.threerings.parlor.data.Table;
import com.threerings.parlor.data.TableConfig;
import com.threerings.parlor.data.TableLobbyObject;
import com.threerings.parlor.game.data.GameConfig;
import com.threerings.parlor.util.ParlorContext;
/**
* As tables are created and managed within the scope of a place (a
* lobby), we want to fold the table management functionality into the
* standard hierarchy of place controllers that deal with place-related
* functionality on the client. Thus, instead of forcing places that
* expect to have tables to extend a <code>TableLobbyController</code> or
* something similar, we instead provide the table director which can be
* instantiated by the place controller (or specific table related views)
* to handle the table matchmaking services.
*
* <p> Entites that do so, will need to implement the {@link
* TableObserver} interface so that the table director can notify them
* when table related things happen.
*
* <p> The table services expect that the place object being used as a
* lobby in which the table matchmaking takes place implements the {@link
* TableLobbyObject} interface.
*/
public class TableDirector extends BasicDirector
implements SetListener, ParlorService_TableListener
{
private static const log :Log = Log.getLog(TableDirector);
/**
* Creates a new table director to manage tables with the specified
* observer which will receive callbacks when interesting table
* related things happen.
*
* @param ctx the parlor context in use by the client.
* @param tableField the field name of the distributed set that
* contains the tables we will be managing.
* @param observer the entity that will receive callbacks when things
* happen to the tables.
*/
public function TableDirector (
ctx :ParlorContext, tableField :String, observer :TableObserver)
{
super(ctx);
// keep track of this stuff
_pctx = ctx;
_tableField = tableField;
_observer = observer;
}
/**
* This must be called by the entity that uses the table director when
* the using entity prepares to enter and display a place. It is
* assumed that the client is already subscribed to the provided place
* object.
*/
public function willEnterPlace (place :PlaceObject) :void
{
// add ourselves as a listener to the place object
place.addListener(this);
// and remember this for later
_lobby = place;
}
/**
* This must be called by the entity that uses the table director when
* the using entity has left and is done displaying a place.
*/
public function didLeavePlace (place :PlaceObject) :void
{
// remove our listenership
place.removeListener(this);
// clear out our lobby reference
_lobby = null;
}
/**
* Requests that the specified observer be added to the list of
* observers that are notified when this client sits down at or stands
* up from a table.
*/
public function addSeatednessObserver (observer :SeatednessObserver) :void
{
_seatedObservers.push(observer);
}
/**
* Requests that the specified observer be removed from to the list of
* observers that are notified when this client sits down at or stands
* up from a table.
*/
public function removeSeatednessObserver (
observer :SeatednessObserver) :void
{
ArrayUtil.removeFirst(_seatedObservers, observer);
}
/**
* Returns true if this client is currently seated at a table, false
* if they are not.
*/
public function isSeated () :Boolean
{
return (_ourTable != null);
}
/**
* Sends a request to create a table with the specified game
* configuration. This user will become the owner of this table and
* will be added to the first position in the table. The response will
* be communicated via the {@link TableObserver} interface.
*/
public function createTable (
tableConfig :TableConfig, config :GameConfig) :void
{
// if we're already in a table, refuse the request
if (_ourTable != null) {
log.warning("Ignoring request to create table as we're " +
"already in a table [table=" + _ourTable + "].");
return;
}
// make sure we're currently in a place
if (_lobby == null) {
log.warning("Requested to create a table but we're not " +
"currently in a place [config=" + config + "].");
return;
}
// go ahead and issue the create request
_pservice.createTable(_pctx.getClient(), _lobby.getOid(), tableConfig,
config, this);
}
/**
* Sends a request to join the specified table at the specified
* position. The response will be communicated via the {@link
* TableObserver} interface.
*/
public function joinTable (tableId :int, position :int) :void
{
// if we're already in a table, refuse the request
if (_ourTable != null) {
log.warning("Ignoring request to join table as we're " +
"already in a table [table=" + _ourTable + "].");
return;
}
// make sure we're currently in a place
if (_lobby == null) {
log.warning("Requested to join a table but we're not " +
"currently in a place [tableId=" + tableId + "].");
return;
}
// issue the join request
_pservice.joinTable(_pctx.getClient(), _lobby.getOid(), tableId,
position, this);
}
/**
* Sends a request to leave the specified table at which we are
* presumably seated. The response will be communicated via the {@link
* TableObserver} interface.
*/
public function leaveTable (tableId :int) :void
{
// make sure we're currently in a place
if (_lobby == null) {
log.warning("Requested to leave a table but we're not " +
"currently in a place [tableId=" + tableId + "].");
return;
}
// issue the leave request
_pservice.leaveTable(_pctx.getClient(), _lobby.getOid(), tableId, this);
}
// documentation inherited
override public function clientDidLogoff (event :ClientEvent) :void
{
super.clientDidLogoff(event);
_pservice = null;
_lobby = null;
_ourTable = null;
}
// documentation inherited
protected function fetchServices (Client client) :void
{
// get a handle on our parlor services
_pservice = (client.requireService(ParlorService) as ParlorService);
}
// documentation inherited
public function entryAdded (event :EntryAddedEvent) :void
{
if (event.getName() == _tableField) {
var table :Table = (event.getEntry() as Table);
// check to see if we just joined a table
checkSeatedness(table);
// now let the observer know what's up
_observer.tableAdded(table);
}
}
// documentation inherited
public function entryUpdated (event :EntryUpdatedEvent) :void
{
if (event.getName() == _tableField) {
var table :Table = (event.getEntry() as Table);
// check to see if we just joined or left a table
checkSeatedness(table);
// now let the observer know what's up
_observer.tableUpdated(table);
}
}
// documentation inherited
public function entryRemoved (event :EntryRemovedEvent) :void
{
if (event.getName() == _tableField) {
var tableId :int = (event.getKey() as int);
// check to see if our table just disappeared
if (_ourTable != null && tableId == _ourTable.tableId) {
_ourTable = null;
notifySeatedness(false);
}
// now let the observer know what's up
_observer.tableRemoved(tableId);
}
}
// documentation inherited from interface
public function tableCreated (tableId :int) :void
{
// nothing much to do here
log.info("Table creation succeeded [tableId=" + tableId + "].");
}
// documentation inherited from interface
public function requestFailed (reason :String) :void
{
log.warning("Table creation failed [reason=" + reason + "].");
}
/**
* Checks to see if we're a member of this table and notes it as our
* table, if so.
*/
protected function checkSeatedness (table :Table) :void
{
var oldTable :Table = _ourTable;
// if this is the same table as our table, clear out our table
// reference and allow it to be added back if we are still in the
// table
if (table.equals(_ourTable)) {
_ourTable = null;
}
// look for our username in the occupants array
var self :BodyObject =
(_pctx.getClient().getClientObject() as BodyObject);
for (var ii :int = 0; ii < table.occupants.length; ii++) {
if (self.getVisibleName().equals(table.occupants[i])) {
_ourTable = table;
break;
}
}
// if nothing changed, bail now
if (oldTable == _ourTable ||
(oldTable != null && oldTable.equals(_ourTable))) {
return;
}
// otherwise notify the observers
notifySeatedness(_ourTable != null);
}
/**
* Notifies the seatedness observers of a seatedness change.
*/
protected function notifySeatedness (isSeated :Boolean) :void
{
var slength :int = _seatedObservers.length;
for (var ii :int = 0; ii < slength; ii++) {
var observer :SeatednessObserver =
(_seatedObservers[ii] as SeatednessObserver);
try {
observer.seatednessDidChange(isSeated);
} catch (err :Error) {
log.warning("Observer choked in seatednessDidChange() " +
"[observer=" + observer + "].");
log.logStackTrace(err);
}
}
}
/** A context by which we can access necessary client services. */
protected var _pctx :ParlorContext;
/** Parlor server-side services. */
protected var _pservice :ParlorService;
/** The place object in which we're currently managing tables. */
protected var _lobby :PlaceObject;
/** The field name of the distributed set that contains our tables. */
protected var _tableField :String;
/** The entity that we talk to when table stuff happens. */
protected var _observer :TableObserver;
/** The table of which we are a member if any. */
protected var _ourTable :Table;
/** An array of entities that want to hear about when we stand up or
* sit down. */
protected var _seatedObservers :Array = new Array();
}
}
@@ -0,0 +1,49 @@
//
// $Id: TableObserver.java 4191 2006-06-13 22:42:20Z ray $
//
// Narya library - tools for developing networked games
// Copyright (C) 2002-2004 Three Rings Design, Inc., All Rights Reserved
// http://www.threerings.net/code/narya/
//
// This library is free software; you can redistribute it and/or modify it
// under the terms of the GNU Lesser General Public License as published
// by the Free Software Foundation; either version 2.1 of the License, or
// (at your option) any later version.
//
// This library is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public
// License along with this library; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
package com.threerings.parlor.client {
import com.threerings.parlor.data.Table;
/**
* The {@link TableDirector} converts distributed object events into
* higher level callbacks to implementers of this interface, which are
* expected to render these events sensically in a user interface.
*/
public interface TableObserver
{
/**
* Called when a new table is created.
*/
function tableAdded (table :Table) :void;
/**
* Called when something has changed about a table (occupant list
* updated, state changed from matchmaking to in-play, etc.).
*/
function tableUpdated (table :Table) :void;
/**
* Called when a table goes away.
*/
function tableRemoved (tableId :int) :void;
}
}
@@ -0,0 +1,63 @@
//
// $Id: ParlorCodes.java 3359 2005-02-19 22:38:06Z mdb $
//
// Narya library - tools for developing networked games
// Copyright (C) 2002-2004 Three Rings Design, Inc., All Rights Reserved
// http://www.threerings.net/code/narya/
//
// This library is free software; you can redistribute it and/or modify it
// under the terms of the GNU Lesser General Public License as published
// by the Free Software Foundation; either version 2.1 of the License, or
// (at your option) any later version.
//
// This library is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public
// License along with this library; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
package com.threerings.parlor.data {
import com.threerings.presents.data.InvocationCodes;
/**
* Contains codes used by the parlor invocation services.
*/
public class ParlorCodes extends InvocationCodes
{
/** The response code for an accepted invitation. */
public static const INVITATION_ACCEPTED :int = 0;
/** The response code for a refused invitation. */
public static const INVITATION_REFUSED :int = 1;
/** The response code for a countered invitation. */
public static const INVITATION_COUNTERED :int = 2;
/** An error code explaining that an invitation was rejected because
* the invited user was not online at the time the invitation was
* received. */
public static const INVITEE_NOT_ONLINE :String = "m.invitee_not_online";
/** An error code returned when a user requests to join a table that
* doesn't exist. */
public static const NO_SUCH_TABLE :String = "m.no_such_table";
/** An error code returned when a user requests to join a table at a
* position that is not valid. */
public static const INVALID_TABLE_POSITION :String =
"m.invalid_table_position";
/** An error code returned when a user requests to join a table in a
* position that is already occupied. */
public static const TABLE_POSITION_OCCUPIED :String =
"m.table_position_occupied";
/** An error code returned when a user requests to leave a table that
* they were not sitting at in the first place. */
public static const NOT_AT_TABLE :String = "m.not_at_table";
}
}
@@ -0,0 +1,143 @@
//
// $Id: ParlorMarshaller.java 4145 2006-05-24 01:24:24Z ray $
//
// Narya library - tools for developing networked games
// Copyright (C) 2002-2006 Three Rings Design, Inc., All Rights Reserved
// http://www.threerings.net/code/narya/
//
// This library is free software; you can redistribute it and/or modify it
// under the terms of the GNU Lesser General Public License as published
// by the Free Software Foundation; either version 2.1 of the License, or
// (at your option) any later version.
//
// This library is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public
// License along with this library; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
package com.threerings.parlor.data {
import com.threerings.parlor.client.ParlorService;
import com.threerings.parlor.data.TableConfig;
import com.threerings.parlor.game.data.GameConfig;
import com.threerings.presents.client.Client;
import com.threerings.presents.client.InvocationService;
import com.threerings.presents.client.InvocationService_InvocationListener;
import com.threerings.presents.data.InvocationMarshaller;
import com.threerings.presents.dobj.InvocationResponseEvent;
import com.threerings.util.Name;
/**
* Provides the implementation of the {@link ParlorService} interface
* that marshalls the arguments and delivers the request to the provider
* on the server. Also provides an implementation of the response listener
* interfaces that marshall the response arguments and deliver them back
* to the requesting client.
*/
public class ParlorMarshaller extends InvocationMarshaller
implements ParlorService
{
/** The method id used to dispatch {@link #cancel} requests. */
public static const CANCEL :int = 1;
// documentation inherited from interface
public function cancel (arg1 :Client, arg2 :int, arg3 :InvocationService_InvocationListener) :void
{
var listener3 :InvocationMarshaller_ListenerMarshaller =
new InvocationMarshaller_ListenerMarshaller();
listener3.listener = arg3;
sendRequest(arg1, CANCEL, [
Integer.valueOf(arg2), listener3
]);
}
/** The method id used to dispatch {@link #createTable} requests. */
public static const CREATE_TABLE :int = 2;
// documentation inherited from interface
public function createTable (arg1 :Client, arg2 :int, arg3 :TableConfig, arg4 :GameConfig, arg5 :ParlorService_TableListener) :void
{
var listener5 :ParlorMarshaller_TableMarshaller =
new ParlorMarshaller_TableMarshaller();
listener5.listener = arg5;
sendRequest(arg1, CREATE_TABLE, [
Integer.valueOf(arg2), arg3, arg4, listener5
]);
}
/** The method id used to dispatch {@link #invite} requests. */
public static const INVITE :int = 3;
// documentation inherited from interface
public function invite (arg1 :Client, arg2 :Name, arg3 :GameConfig, arg4 :ParlorService_InviteListener) :void
{
var listener4 :ParlorMarshaller_InviteMarshaller =
new ParlorMarshaller_InviteMarshaller();
listener4.listener = arg4;
sendRequest(arg1, INVITE, [
arg2, arg3, listener4
]);
}
/** The method id used to dispatch {@link #joinTable} requests. */
public static const JOIN_TABLE :int = 4;
// documentation inherited from interface
public function joinTable (arg1 :Client, arg2 :int, arg3 :int, arg4 :int, arg5 :InvocationService_InvocationListener) :void
{
var listener5 :InvocationMarshaller_ListenerMarshaller listener5 =
new InvocationMarshaller_ListenerMarshaller();
listener5.listener = arg5;
sendRequest(arg1, JOIN_TABLE, [
Integer.valueOf(arg2), Integer.valueOf(arg3), Integer.valueOf(arg4), listener5
]);
}
/** The method id used to dispatch {@link #leaveTable} requests. */
public static const LEAVE_TABLE :int = 5;
// documentation inherited from interface
public function leaveTable (arg1 :Client, arg2 :int, arg3 :int, arg4 :InvocationService_InvocationListener) :void
{
var listener4 :InvocationMarshaller_ListenerMarshaller =
new InvocationMarshaller_ListenerMarshaller();
listener4.listener = arg4;
sendRequest(arg1, LEAVE_TABLE, [
Integer.valueOf(arg2), Integer.valueOf(arg3), listener4
]);
}
/** The method id used to dispatch {@link #respond} requests. */
public static const RESPOND :int = 6;
// documentation inherited from interface
public function respond (arg1 :Client, arg2 :int, arg3 :int, arg4 :Object, arg5 :InvocationService_InvocationListener) :void
{
var listener5 :InvocationMarshaller_ListenerMarshaller =
new InvocationMarshallerListenerMarshaller();
listener5.listener = arg5;
sendRequest(arg1, RESPOND, [
Integer.valueOf(arg2), Integer.valueOf(arg3), arg4, listener5
]);
}
/** The method id used to dispatch {@link #startSolitaire} requests. */
public static const START_SOLITAIRE :int = 7;
// documentation inherited from interface
public function startSolitaire (arg1 :Client, arg2 :GameConfig, arg3 :InvocationService_ConfirmListener) :void
{
var listener3 :InvocationMarshaller_ConfirmMarshaller =
new InvocationMarshaller_ConfirmMarshaller();
listener3.listener = arg3;
sendRequest(arg1, START_SOLITAIRE, [
arg2, listener3
]);
}
}
}
@@ -0,0 +1,39 @@
package com.threerings.parlor.data {
import com.threerings.util.Integer;
import com.threerings.presents.data.InvocationMarshaller_ListenerMarshaller;
public class ParlorMarshaller_InviteMarshaller
extends InvocationMarshaller_ListenerMarshaller
implements InviteListener
{
/** The method id used to dispatch {@link #inviteReceived}
* responses. */
public static const INVITE_RECEIVED :int = 1;
// documentation inherited from interface
public function inviteReceived (arg1 :int) :void
{
_invId = null;
omgr.postEvent(new InvocationResponseEvent(
callerOid, requestId, INVITE_RECEIVED,
[ Integer.valueOf(arg1) ]));
}
// documentation inherited
override public function dispatchResponse (methodId :int, args :Array) :void
{
switch (methodId) {
case INVITE_RECEIVED:
(listener as InviteListener).inviteReceived(
(args[0] as Integer).value);
return;
default:
super.dispatchResponse(methodId, args);
return;
}
}
}
}
@@ -0,0 +1,39 @@
package com.threerings.parlor.data {
import com.threerings.util.Integer;
import com.threerings.presents.data.InvocationMarshaller_ListenerMarshaller;
public class ParlorMarshaller_TableMarshaller
extends InvocationMarshaller_ListenerMarshaller
implements TableListener
{
/** The method id used to dispatch {@link #tableCreated}
* responses. */
public static const TABLE_CREATED :int = 1;
// documentation inherited from interface
public function tableCreated (arg1 :int) :void
{
_invId = null;
omgr.postEvent(new InvocationResponseEvent(
callerOid, requestId, TABLE_CREATED,
[ Integer.valueOf(arg1) ]));
}
// documentation inherited
override public function dispatchResponse (methodId :int, args :Array) :void
{
switch (methodId) {
case TABLE_CREATED:
(listener as TableListener).tableCreated(
(args[0] as Integer).value);
return;
default:
super.dispatchResponse(methodId, args);
return;
}
}
}
}
+378
View File
@@ -0,0 +1,378 @@
//
// $Id: Table.java 4191 2006-06-13 22:42:20Z ray $
//
// Narya library - tools for developing networked games
// Copyright (C) 2002-2004 Three Rings Design, Inc., All Rights Reserved
// http://www.threerings.net/code/narya/
//
// This library is free software; you can redistribute it and/or modify it
// under the terms of the GNU Lesser General Public License as published
// by the Free Software Foundation; either version 2.1 of the License, or
// (at your option) any later version.
//
// This library is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public
// License along with this library; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
package com.threerings.parlor.data {
import com.threerings.util.Hashable;
import com.threerings.util.Name;
import com.threerings.util.StringBuilder;
import com.threerings.io.ObjectInputStream;
import com.threerings.io.ObjectOutputStream;
import com.threerings.presents.dobj.DSet;
import com.threerings.presents.dobj.DSet_Entry;
import com.threerings.crowd.data.BodyObject;
import com.threerings.parlor.data.ParlorCodes;
import com.threerings.parlor.game.data.GameConfig;
import com.threerings.parlor.game.data.PartyGameConfig;
/**
* This class represents a table that is being used to matchmake a game by
* the Parlor services.
*/
public class Table
implements Hashable, DSet_Entry, ParlorCodes
{
/** The unique identifier for this table. */
public var tableId :int;
/** The object id of the lobby object with which this table is
* associated. */
public var lobbyOid :int;
/** The oid of the game that was created from this table or -1 if the
* table is still in matchmaking mode. */
public var gameOid :int = -1;
/** An array of the usernames of the occupants of this table (some
* slots may not be filled), or null if a party game. */
public var occupants :TypedArray /* of Name */;
/** The body oids of the occupants of this table, or null if a party game.
* (This is not propagated to remote instances.) */
public var bodyOids :TypedArray /* of int */;
/** The game config for the game that is being matchmade. */
public var config :GameConfig;
/** The table configuration object. */
public var tconfig :TableConfig;
/** Suitable for unserialization. */
public function Table ()
{
}
/**
* Returns true if there is no one sitting at this table.
*/
public function isEmpty () :Boolean
{
for (var ii :int = 0; ii < bodyOids.length; ii++) {
if ((bodyOids[ii] as int) !== 0) {
return false;
}
}
return true;
}
/**
* Count the number of players currently occupying this table.
*/
public function getOccupiedCount () :int
{
var count :int = 0;
for (var ii :int = 0; ii < occupants.length; ii++) {
if (occupants[ii] != null) {
count++;
}
}
return count;
}
/**
* Once a table is ready to play (see {@link #mayBeStarted} and {@link
* #shouldBeStarted}), the players array can be fetched using this
* method. It will return an array containing the usernames of all of
* the players in the game, sized properly and with each player in the
* appropriate position.
*/
public function getPlayers () :Array
{
if (isPartyGame()) {
return occupants;
}
// create and populate the players array
var players :Array = new Array();
for (var ii :int = 0; ii < occupants.length; ii++) {
if (occupants[ii] != null) {
players.push(occupants[ii]);
}
}
return players;
}
/**
* For a team game, get the team member indices of the compressed
* players array returned by getPlayers().
*/
public function getTeamMemberIndices () :Array /* of Array of int */
{
var teams :Array = tconfig.teamMemberIndices;
if (teams == null) {
return null;
}
// TODO
// compress the team indexes down
ArrayIntSet set = new ArrayIntSet();
int[][] newTeams = new int[teams.length][];
Name[] players = getPlayers();
for (int ii=0; ii < teams.length; ii++) {
set.clear();
for (int jj=0; jj < teams[ii].length; jj++) {
Name occ = occupants[teams[ii][jj]];
if (occ != null) {
set.add(ListUtil.indexOf(players, occ));
}
}
newTeams[ii] = set.toIntArray();
}
return newTeams;
}
/**
* Return true if the game is a party game.
*/
public function isPartyGame () :Boolean
{
return (PartyGameConfig.NOT_PARTY_GAME != getPartyGameType());
}
/**
* Get the type of party game being played at this table, or
* PartyGameConfig.NOT_PARTY_GAME.
*/
public function getPartyGameType () :int
{
if (config is PartyGameConfig) {
return (config as PartyGameConfig).getPartyGameType();
} else {
return PartyGameConfig.NOT_PARTY_GAME;
}
}
/**
* Requests to seat the specified user at the specified position in
* this table.
*
* @param position the position in which to seat the user.
* @param occupant the occupant to set.
*
* @return null if the user was successfully seated, a string error
* code explaining the failure if the user was not able to be seated
* at that position.
*/
public function setOccupant (position :int, occupant :BodyObject) :String
{
// make sure the requested position is a valid one
if (position >= tconfig.desiredPlayerCount || position < 0) {
return INVALID_TABLE_POSITION;
}
// make sure the requested position is not already occupied
if (occupants[position] != null) {
return TABLE_POSITION_OCCUPIED;
}
// otherwise all is well, stick 'em in
setOccupantPos(position, occupant);
return null;
}
/**
* This method is used for party games, it does no bounds checking
* or verification of the player's ability to join, if you are unsure
* you should call 'setOccupant'.
*/
public function setOccupantPos (position :int, occupant :BodyObject) :void
{
occupants[position] = occupant.getVisibleName();
bodyOids[position] = occupant.getOid();
}
/**
* Requests that the specified user be removed from their seat at this
* table.
*
* @return true if the user was seated at the table and has now been
* removed, false if the user was never seated at the table in the
* first place.
*/
public function clearOccupant (username :Name) :void
{
var dex :int = ArrayUtil.indexOf(occupants, username);
if (dex != -1) {
clearOccupantPos(dex);
return true;
}
return false;
}
/**
* Requests that the user identified by the specified body object id
* be removed from their seat at this table.
*
* @return true if the user was seated at the table and has now been
* removed, false if the user was never seated at the table in the
* first place.
*/
public function clearOccupant (bodyOid :int) :Boolean
{
var dex :int = ArrayUtil.indexOf(bodyOids, bodyOid);
if (dex != -1) {
clearOccupantPos(dex);
return true;
}
return false;
}
/**
* Called to clear an occupant at the specified position.
* Only call this method if you know what you're doing.
*/
public function clearOccupantPos (position :int) :void
{
occupants[position] = null;
bodyOids[position] = 0;
}
/**
* Returns true if this table has a sufficient number of occupants
* that the game can be started.
*/
public function mayBeStarted () :Boolean
{
if (tconfig.teamMemberIndices == null) {
// for a normal game, just check to see if we're past the minimum
return tconfig.minimumPlayerCount <= getOccupiedCount();
} else {
// for a team game, make sure each team has the minimum players
var teams :Array = tconfig.teamMemberIndices;
for (var ii :int = 0; ii < teams.length; ii++) {
var teamCount :int = 0;
var members :Array = (teams[ii] as Array);
for (var jj :int = 0; jj < members.length; jj++) {
if (occupants[members[jj]] != null) {
teamCount++;
}
}
if (teamCount < tconfig.minimumPlayerCount) {
return false;
}
}
return true;
}
}
/**
* Returns true if sufficient seats are occupied that the game should
* be automatically started.
*/
public function shouldBeStarted () :Boolean
{
return tconfig.desiredPlayerCount <= getOccupiedCount();
}
/**
* Returns true if this table is in play, false if it is still being
* matchmade.
*/
public function inPlay () :Boolean
{
return gameOid != -1;
}
// documentation inherited
public function getKey () :Object
{
return tableId;
}
// from Hashable
public function equals (other :Object) :Boolean
{
return (other is Table) &&
(tableId == ((Table) other).tableId);
}
// from Hashable
public function hashCode () :int
{
return tableId;
}
// from Streamable
public function writeObject (out :ObjectOutputStream) :void
{
out.writeInt(tableId);
out.writeInt(lobbyOid);
out.writeInt(gameOid);
out.writeObject(occupants);
out.writeObject(config);
out.writeObject(tconfig);
}
// from Streamable
public function readObject (ins :ObjectInputStream) :void
{
tableId = ins.readInt();
lobbyOid = ins.readInt();
gameOid = ins.readInt();
occupants = (ins.readObject() as TypedArray);
config = (ins.readObject() as GameConfig);
tconfig = (ins.readObject() as TableConfig);
}
/**
* Generates a string representation of this table instance.
*/
public function toString () :String
{
var buf :StringBuilder = new StringBuilder();
buf.append(ClassUtil.shortClassName(this));
buf.append(" [");
toStringBuf(buf);
buf.append("]");
return buf.toString();
}
/**
* Helper method for toString, ripe for overrideability.
*/
protected function toStringBuf (buf :StringBuilder) :void
{
buf.append("tableId=").append(tableId);
buf.append(", lobbyOid=").append(lobbyOid);
buf.append(", gameOid=").append(gameOid);
buf.append(", occupants=").append(occupants.join());
buf.append(", config=").append(config);
}
}
}
@@ -0,0 +1,72 @@
//
// $Id: TableConfig.java 3604 2005-06-17 20:25:28Z ray $
//
// Narya library - tools for developing networked games
// Copyright (C) 2002-2004 Three Rings Design, Inc., All Rights Reserved
// http://www.threerings.net/code/narya/
//
// This library is free software; you can redistribute it and/or modify it
// under the terms of the GNU Lesser General Public License as published
// by the Free Software Foundation; either version 2.1 of the License, or
// (at your option) any later version.
//
// This library is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public
// License along with this library; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
package com.threerings.parlor.data {
import com.threerings.io.ObjectInputStream;
import com.threerings.io.ObjectOutputStream;
import com.threerings.io.Streamable;
import com.threerings.io.TypedArray;
/**
* Table configuration parameters for a game that is to be matchmade
* using the table services.
*/
public class TableConfig
implements Streamable
{
/** The total number of players that are desired for the table,
* or -1 for a party game. For team games, this should be set to the
* total number of players overall, as teams may be unequal. */
public var desiredPlayerCount :int;
/** The minimum number of players needed overall (or per-team if a
* team-based game) for the game to start at the creator's discretion. */
public var minimumPlayerCount :int;
/** If non-null, indicates that this is a team-based game and contains
* the team assignments for each player. For example, a game with
* three players in two teams- players 0 and 2 versus player 1- would
* have { {0, 2}, {1} }; */
public var teamMemberIndices :TypedArray;
/** Whether the table is "private". */
public var privateTable :Boolean;
// from Streamable
public function writeObject (out :ObjectOutputStream) :void
{
out.writeInt(desiredPlayerCount);
out.writeInt(minimumPlayerCount);
out.writeField(teamMemberIndices);
out.writeBoolean(privateTable);
}
// from Streamable
public function readObject (ins :ObjectInputStream) :void
{
desiredPlayerCount = ins.readInt();
minimumPlayerCount = ins.readInt();
teamMemberIndices = (ins.readField("[[I") as TypedArray);
privateTable = ins.readBoolean();
}
}
}
@@ -0,0 +1,57 @@
//
// $Id: TableLobbyObject.java 4145 2006-05-24 01:24:24Z ray $
//
// Narya library - tools for developing networked games
// Copyright (C) 2002-2004 Three Rings Design, Inc., All Rights Reserved
// http://www.threerings.net/code/narya/
//
// This library is free software; you can redistribute it and/or modify it
// under the terms of the GNU Lesser General Public License as published
// by the Free Software Foundation; either version 2.1 of the License, or
// (at your option) any later version.
//
// This library is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public
// License along with this library; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
package com.threerings.parlor.data {
import com.threerings.presents.dobj.DSet;
/**
* This interface must be implemented by the place object used by a lobby
* that wishes to make use of the table services.
*/
public interface TableLobbyObject
{
/**
* Returns a reference to the distributed set instance that will be
* holding the tables.
*/
function getTables () :DSet;
/**
* Adds the supplied table instance to the tables set (using the
* appropriate distributed object mechanisms).
*/
function addToTables (table :Table) :void;
/**
* Updates the value of the specified table instance in the tables
* distributed set (using the appropriate distributed object
* mechanisms).
*/
function updateTables (table :Table) :void;
/**
* Removes the table instance that matches the specified key from the
* tables set (using the appropriate distributed object mechanisms).
*/
function removeFromTables (key :Object) :void;
}
}
@@ -0,0 +1,77 @@
//
// $Id: GameConfigurator.java 3590 2005-06-08 23:20:18Z ray $
//
// Narya library - tools for developing networked games
// Copyright (C) 2002-2004 Three Rings Design, Inc., All Rights Reserved
// http://www.threerings.net/code/narya/
//
// This library is free software; you can redistribute it and/or modify it
// under the terms of the GNU Lesser General Public License as published
// by the Free Software Foundation; either version 2.1 of the License, or
// (at your option) any later version.
//
// This library is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public
// License along with this library; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
package com.threerings.parlor.game.client;
import mx.core.Container;
import mx.core.UIComponent;
import mx.containers.Grid;
import mx.containers.GridItem;
import mx.containers.GridRow;
import com.threerings.parlor.game.data.GameConfig;
import com.threerings.parlor.util.ParlorContext;
/**
* Provides the base from which interfaces can be built to configure games
* prior to starting them. Derived classes would extend the base
* configurator adding interface elements and wiring them up properly to
* allow the user to configure an instance of their game.
*
* <p> Clients that use the game configurator will want to instantiate one
* based on the class returned from the {@link GameConfig} and then
* initialize it with a call to {@link #init}.
*/
public /*abstract*/ class FlexGameConfigurator extends GameConfigurator
{
/**
* Get the Container that contains the UI elements for this configurator.
*/
public function getContainer () :Container
{
return _grid;
}
/**
* Add a control to the interface. This should be the standard way
* that configurator controls are added, but note also that external
* entities may add their own controls that are related to the game,
* but do not directly alter the game config, so that all the controls
* are added in a uniform manner and are well aligned.
*/
public function addControl (
label :UIComponent, control :UIComponent) :void
{
var row :GridRow = new GridRow();
var labelItem :GridItem = new GridItem();
var controlItem :GridItem = new GridItem();
labelItem.addChild(label);
controlItem.addChild(control);
row.addChild(labelItem);
row.addChild(controlItem);
_grid.addChild(row);
}
/** The grid on which the config options are placed. */
protected var _grid :Grid = new Grid();
}
@@ -0,0 +1,104 @@
//
// $Id: GameConfigurator.java 3590 2005-06-08 23:20:18Z ray $
//
// Narya library - tools for developing networked games
// Copyright (C) 2002-2004 Three Rings Design, Inc., All Rights Reserved
// http://www.threerings.net/code/narya/
//
// This library is free software; you can redistribute it and/or modify it
// under the terms of the GNU Lesser General Public License as published
// by the Free Software Foundation; either version 2.1 of the License, or
// (at your option) any later version.
//
// This library is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public
// License along with this library; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
package com.threerings.parlor.game.client {
import com.threerings.parlor.game.data.GameConfig;
import com.threerings.parlor.util.ParlorContext;
/**
* Provides the base from which interfaces can be built to configure games
* prior to starting them. Derived classes would extend the base
* configurator adding interface elements and wiring them up properly to
* allow the user to configure an instance of their game.
*
* <p> Clients that use the game configurator will want to instantiate one
* based on the class returned from the {@link GameConfig} and then
* initialize it with a call to {@link #init}.
*/
public /*abstract*/ class GameConfigurator
{
/**
* Initializes this game configurator, creates its user interface
* elements and prepares it for display.
*/
public function init (ctx :ParlorContext) :void
{
// save this for later
_ctx = ctx;
// create our interface elements
createConfigInterface();
}
/**
* The default implementation creates nothing.
*/
protected function createConfigInterface () :void
{
}
/**
* Provides this configurator with its configuration. It should set up
* all of its user interface elements to reflect the configuration.
*/
public function setGameConfig (config :GameConfig) :void
{
_config = config;
// set up the user interface
gotGameConfig();
}
/**
* Derived classes will likely want to override this method and
* configure their user interface elements accordingly.
*/
protected function gotGameConfig () :void
{
}
/**
* Obtains a configured game configuration.
*/
public function getGameConfig () :GameConfig
{
// flush our changes to the config object
flushGameConfig();
return _config;
}
/**
* Derived classes will want to override this method, flushing values
* from the user interface to the game config object so that it is
* properly configured prior to being returned to the {@link
* #getGameConfig} caller.
*/
protected function flushGameConfig () :void
{
}
/** Provides access to client services. */
protected var _ctx :ParlorContext;
/** Our game configuration. */
protected var _config :GameConfig;
}
}
@@ -0,0 +1,337 @@
//
// $Id: GameController.java 3804 2006-01-13 01:52:36Z ray $
//
// Narya library - tools for developing networked games
// Copyright (C) 2002-2004 Three Rings Design, Inc., All Rights Reserved
// http://www.threerings.net/code/narya/
//
// This library is free software; you can redistribute it and/or modify it
// under the terms of the GNU Lesser General Public License as published
// by the Free Software Foundation; either version 2.1 of the License, or
// (at your option) any later version.
//
// This library is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public
// License along with this library; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
package com.threerings.parlor.game.client {
import com.threerings.presents.dobj.AttributeChangeListener;
import com.threerings.presents.dobj.AttributeChangedEvent;
import com.threerings.crowd.client.PlaceController;
import com.threerings.crowd.data.BodyObject;
import com.threerings.crowd.data.PlaceConfig;
import com.threerings.crowd.data.PlaceObject;
import com.threerings.crowd.util.CrowdContext;
import com.threerings.parlor.Log;
import com.threerings.parlor.game.data.GameCodes;
import com.threerings.parlor.game.data.GameConfig;
import com.threerings.parlor.game.data.GameObject;
import com.threerings.parlor.game.data.PartyGameConfig;
import com.threerings.parlor.util.ParlorContext;
/**
* The game controller manages the flow and control of a game on the
* client side. This class serves as the root of a hierarchy of controller
* classes that aim to provide functionality shared between various
* similar games. The base controller provides functionality for starting
* and ending the game and for calculating ratings adjustements when a
* game ends normally. It also handles the basic house keeping like
* subscription to the game object and dispatch of commands and
* distributed object events.
*/
public /*abstract*/ class GameController extends PlaceController
implements AttributeChangeListener
{
protected static const log :Log = Log.getLog(GameController);
/**
* Initializes this game controller with the game configuration that
* was established during the match making process. Derived classes
* may want to override this method to initialize themselves with
* game-specific configuration parameters but they should be sure to
* call <code>super.init</code> in such cases.
*
* @param ctx the client context.
* @param config the configuration of the game we are intended to
* control.
*/
override public function init (ctx :CrowdContext, config :PlaceConfig) :void
{
// cast our references before we call super.init() so that when
// super.init() calls createPlaceView(), we have our casted
// references already in place
_ctx = (ctx as ParlorContext);
_config = (config as GameConfig);
super.init(ctx, config);
}
/**
* Adds this controller as a listener to the game object (thus derived
* classes need not do so) and lets the game manager know that we are
* now ready to go.
*/
override public function willEnterPlace (plobj :PlaceObject) :void
{
super.willEnterPlace(plobj);
// obtain a casted reference
_gobj = (plobj as GameObject);
// if this place object is not our current location we'll need to
// add it as an auxiliary chat source
var bobj :BodyObject =
(_ctx.getClient().getClientObject() as BodyObject);
if (bobj.location != plobj.getOid()) {
_ctx.getChatDirector().addAuxiliarySource(
_gobj, GameCodes.GAME_CHAT_TYPE);
}
// and add ourselves as a listener
_gobj.addListener(this);
// we don't want to claim to be finished until any derived classes
// that overrode this method have executed, so we'll queue up a
// runnable here that will let the game manager know that we're
// ready on the next pass through the distributed event loop
log.info("Entering game " + _gobj.which() + ".");
if (_gobj.getPlayerIndex(bobj.getVisibleName()) != -1) {
// finally let the game manager know that we're ready
// to roll
_ctx.getClient().callLater(playerReady);
}
}
/**
* Removes our listener registration from the game object and cleans
* house.
*/
override public function didLeavePlace (plobj :PlaceObject) :void
{
super.didLeavePlace(plobj);
_ctx.getChatDirector().removeAuxiliarySource(_gobj);
// unlisten to the game object
_gobj.removeListener(this);
_gobj = null;
}
/**
* Returns whether the game is over.
*/
public function isGameOver () :Boolean
{
var gameOver :Boolean = (_gobj == null) ||
(_gobj.state != GameObject.IN_PLAY);
return (_gameOver || gameOver);
}
/**
* Sets the client game over override. This is used in situations
* where we determine that the game is over before the server has
* informed us of such.
*/
public function setGameOver (gameOver :Boolean) :void
{
_gameOver = gameOver;
}
/**
* Calls {@link #gameWillReset}, ends the current game (locally, it
* does not tell the server to end the game), and waits to receive a
* reset notification (which is simply an event setting the game state
* to <code>IN_PLAY</code> even though it's already set to
* <code>IN_PLAY</code>) from the server which will start up a new
* game. Derived classes should override {@link #gameWillReset} to
* perform any game-specific animations.
*/
public function resetGame () :void
{
// let derived classes do their thing
gameWillReset();
// end the game until we receive a new board
setGameOver(true);
}
/**
* Returns the unique round identifier for the current round.
*/
public function getRoundId () :int
{
return (_gobj == null) ? -1 : _gobj.roundId;
}
/**
* Handles basic game controller action events. Derived classes should
* be sure to call <code>super.handleAction</code> for events they
* don't specifically handle.
*/
override public function handleAction (cmd :String, arg :Object) :Boolean
{
return super.handleAction(cmd, arg);
}
/**
* A way for controllers to display a game-related system message.
*/
public function systemMessage (bundle :String, msg :String) :void
{
_ctx.getChatDirector().displayInfo(
bundle, msg, GameCodes.GAME_CHAT_TYPE);
}
// from interface AttributeChangeListener
public function attributeChanged (event :AttributeChangedEvent) :void
{
// deal with game state changes
var name :String = event.getName();
if (GameObject.STATE.equals(name)) {
var newState :int = int(event.getValue());
if (!stateDidChange(newState)) {
log.warning("Game transitioned to unknown state " +
"[gobj=" + _gobj + ", state=" + newState + "].");
}
}
}
/**
* Derived classes can override this method if they add additional game
* states and should handle transitions to those states, returning true to
* indicate they were handled and calling super for the normal game states.
*/
protected function stateDidChange (state :int) :Boolean
{
switch (state) {
case GameObject.IN_PLAY:
gameDidStart();
return true;
case GameObject.GAME_OVER:
gameDidEnd();
return true;
case GameObject.CANCELLED:
gameWasCancelled();
return true;
}
return false;
}
/**
* Called after we've entered the game and everything has initialized
* to notify the server that we, as a player, are ready to play.
*/
protected function playerReady () :void
{
log.info("Reporting ready " + _gobj.which() + ".");
_gobj.gameService.playerReady(_ctx.getClient());
}
/**
* Called when the game transitions to the <code>IN_PLAY</code>
* state. This happens when all of the players have arrived and the
* server starts the game.
*/
protected function gameDidStart () :void
{
if (_gobj == null) {
log.info("Received gameDidStart() after leaving game room.");
return;
}
// clear out our game over flag
setGameOver(false);
/* TODO
// let our delegates do their business
applyToDelegates(new DelegateOp() {
public void apply (PlaceControllerDelegate delegate) {
((GameControllerDelegate)delegate).gameDidStart();
}
});
*/
}
/**
* Called when the game transitions to the <code>GAME_OVER</code>
* state. This happens when the game reaches some end condition by
* normal means (is not cancelled or aborted).
*/
protected function gameDidEnd () :void
{
/* TODO
// let our delegates do their business
applyToDelegates(new DelegateOp() {
public void apply (PlaceControllerDelegate delegate) {
((GameControllerDelegate)delegate).gameDidEnd();
}
});
*/
}
/**
* Called when the game was cancelled for some reason.
*/
protected function gameWasCancelled () :void
{
/*
// let our delegates do their business
applyToDelegates(new DelegateOp() {
public void apply (PlaceControllerDelegate delegate) {
((GameControllerDelegate)delegate).gameWasCancelled();
}
});
*/
}
/**
* Called to give derived classes a chance to display animations, send
* a final packet, or do any other business they care to do when the
* game is about to reset.
*/
protected function gameWillReset () :void
{
/* TODO
// let our delegates do their business
applyToDelegates(new DelegateOp() {
public void apply (PlaceControllerDelegate delegate) {
((GameControllerDelegate)delegate).gameWillReset();
}
});
*/
}
/**
* Used to determine if this game is a party game.
*/
protected function isPartyGame () :Boolean
{
return (_config is PartyGameConfig) &&
(PartyGameConfig(_config).getPartyGameType() !=
PartyGameConfig.NOT_PARTY_GAME);
}
/** A reference to the active parlor context. */
protected var _pctx :ParlorContext;
/** Our game configuration information. */
protected var _config :GameConfig;
/** A reference to the game object for the game that we're
* controlling. */
protected var _gobj :GameObject;
/** A local flag overriding the game over state for situations where
* the client knows the game is over before the server has
* transitioned the game object accordingly. */
protected var _gameOver :Boolean;
}
}
@@ -0,0 +1,39 @@
//
// $Id: GameService.java 3600 2005-06-15 23:46:31Z ray $
//
// Narya library - tools for developing networked games
// Copyright (C) 2002-2004 Three Rings Design, Inc., All Rights Reserved
// http://www.threerings.net/code/narya/
//
// This library is free software; you can redistribute it and/or modify it
// under the terms of the GNU Lesser General Public License as published
// by the Free Software Foundation; either version 2.1 of the License, or
// (at your option) any later version.
//
// This library is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public
// License along with this library; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
package com.threerings.parlor.game.client {
import com.threerings.presents.client.Client;
import com.threerings.presents.client.InvocationService;
/**
* Provides services used by game clients to request that actions be taken
* by the game manager.
*/
public interface GameService extends InvocationService
{
/**
* Lets the game manager know that the calling player is in the game
* room and ready to play.
*/
function playerReady (client :Client) :void;
}
}
@@ -0,0 +1,47 @@
//
// $Id: GameAI.java 3399 2005-03-12 07:37:34Z mdb $
package com.threerings.parlor.game.data {
import com.threerings.io.ObjectInputStream;
import com.threerings.io.ObjectOutputStream;
import com.threerings.io.Streamable;
/**
* Represents attributes of an AI player.
*/
public class GameAI
implements Streamable
{
/** The "personality" of the AI, which can be interpreted by
* each puzzle. */
public var personality :int;
/** The skill level of the AI. */
public var skill :int;
/**
* Constructs an AI with the specified (game-interpreted) skill and
* personality.
*/
public function GameAI (personality :int = 0, skill :int = 0)
{
this.personality = personality;
this.skill = skill;
}
// from Streamable
public function writeObject (out :ObjectOutputStream) :void
{
out.writeInt(personality);
out.writeInt(skill);
}
// from Streamable
public function readObject (ins :ObjectInputStream) :void
{
personality = ins.readInt();
skill = ins.readInt();
}
}
}
@@ -0,0 +1,45 @@
//
// $Id: PuzzleCodes.java 3184 2004-10-28 19:20:27Z mdb $
//
// Narya library - tools for developing networked games
// Copyright (C) 2002-2004 Three Rings Design, Inc., All Rights Reserved
// http://www.threerings.net/code/narya/
//
// This library is free software; you can redistribute it and/or modify it
// under the terms of the GNU Lesser General Public License as published
// by the Free Software Foundation; either version 2.1 of the License, or
// (at your option) any later version.
//
// This library is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public
// License along with this library; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
package com.threerings.parlor.game.data {
import com.threerings.presents.data.InvocationCodes;
/**
* Constants relating to the game services.
*/
public class GameCodes extends InvocationCodes
{
/** The message bundle identifier for general game messages. */
public static const GAME_MESSAGE_BUNDLE :String = "game.general";
/** The name of the message event to a placeObject that a player
* was knocked out of a puzzle. */
public static const PLAYER_KNOCKED_OUT :String = "playerKnocked";
/** The name of the message event to a placeObject that reports
* the winners and losers of a game. */
public static const WINNERS_AND_LOSERS :String = "winnersAndLosers";
/** A chat type for chatting on the game object. */
public static const GAME_CHAT_TYPE :String = "gameChat";
}
}
@@ -0,0 +1,162 @@
//
// $Id: GameConfig.java 4026 2006-04-18 01:32:41Z mdb $
//
// Narya library - tools for developing networked games
// Copyright (C) 2002-2004 Three Rings Design, Inc., All Rights Reserved
// http://www.threerings.net/code/narya/
//
// This library is free software; you can redistribute it and/or modify it
// under the terms of the GNU Lesser General Public License as published
// by the Free Software Foundation; either version 2.1 of the License, or
// (at your option) any later version.
//
// This library is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public
// License along with this library; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
package com.threerings.parlor.game.data {
import com.threerings.util.ClassUtil;
import com.threerings.util.Cloneable;
import com.threerings.util.Hashable;
import com.threerings.util.Name;
import com.threerings.io.TypedArray;
import com.threerings.crowd.data.PlaceConfig;
import com.threerings.parlor.client.TableConfigurator;
import com.threerings.parlor.game.client.GameConfigurator;
/**
* The game config class encapsulates the configuration information for a
* particular type of game. The hierarchy of game config objects mimics the
* hierarchy of game managers and controllers. Both the game manager and game
* controller are provided with the game config object when the game is
* created.
*
* <p> The game config object is also the mechanism used to instantiate the
* appropriate game manager and controller. Every game must have an associated
* game config derived class that overrides {@link #createController} and
* {@link #getManagerClassName}, returning the appropriate game controller and
* manager class for that game. Thus the entire chain of events that causes a
* particular game to be created is the construction of the appropriate game
* config instance which is provided to the server as part of an invitation or
* via some other matchmaking mechanism.
*/
public /*abstract*/ class GameConfig extends PlaceConfig
implements Cloneable, Hashable
{
/** The usernames of the players involved in this game, or an empty
* array if such information is not needed by this particular game. */
public var players :TypedArray = TypedArray.create(Name);
/** Indicates whether or not this game is rated. */
public var rated :Boolean = true;
/** Configurations for AIs to be used in this game. Slots with real
* players should be null and slots with AIs should contain
* configuration for those AIs. A null array indicates no use of AIs
* at all. */
public var ais :TypedArray = TypedArray.create(GameAI);
/**
* Returns the message bundle identifier for the bundle that should be
* used to translate the translatable strings used to describe the
* game config parameters.
*/
public function getBundleName () :String
{
Log.getLog(this).warning("this method is actually abstract.");
}
/**
* Creates a configurator that can be used to create a user interface
* for configuring this instance prior to starting the game. If no
* configuration is necessary, this method should return null.
*/
public function createConfigurator () :GameConfigurator
/**
* Creates a table configurator for initializing 'table' properties
* of the game. The default implementation returns null.
*/
public function createTableConfigurator () :TableConfigurator
{
return null;
}
/**
* Returns a translatable label describing this game.
*/
public function getGameName () :String
{
// the whole getRatingTypeId(), getGameName(), getBundleName()
// business should be cleaned up. we should have getGameIdent()
// and everything should have a default implementation using that
return "m." + getBundleName();
}
/**
* Returns the game rating type, if the system uses such things.
*/
public function getRatingTypeId () :int
{
return -1;
}
/**
* Returns an Array of strings that describe the configuration of this
* game. Default implementation returns an empty array.
*/
public function getDescription () :Array
{
return new Array(); // nothing by default
}
/**
* Returns true if this game config object is equal to the supplied
* object (meaning it is also a game config object and its
* configuration settings are the same as ours).
*/
public function equals (other :Object) :Boolean
{
// make sure they're of the same class
if (ClassUtil.getClassName(other) == ClassUtil.getClassName(this)) {
var that :GameConfig = GameConfig(other);
return this.rated == that.rated;
} else {
return false;
}
}
/**
* Computes a hashcode for this game config object that supports our
* {@link #equals} implementation. Objects that are equal should have
* the same hashcode.
*/
public function hashCode () :int
{
// look ma, it's so sophisticated!
return StringUtil.hashCode(ClassUtil.getClassName(this)) +
(rated ? 1 : 0);
}
// from Cloneable
public function clone () :Object
{
var copy :GameConfig = ClassUtil.newInstance(this);
copy.players = this.players;
copy.rated = this.rated;
copy.ais = this.ais;
return copy;
}
}
}
@@ -0,0 +1,49 @@
//
// $Id: GameMarshaller.java 4145 2006-05-24 01:24:24Z ray $
//
// Narya library - tools for developing networked games
// Copyright (C) 2002-2006 Three Rings Design, Inc., All Rights Reserved
// http://www.threerings.net/code/narya/
//
// This library is free software; you can redistribute it and/or modify it
// under the terms of the GNU Lesser General Public License as published
// by the Free Software Foundation; either version 2.1 of the License, or
// (at your option) any later version.
//
// This library is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public
// License along with this library; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
package com.threerings.parlor.game.data {
import com.threerings.parlor.game.client.GameService;
import com.threerings.presents.client.Client;
import com.threerings.presents.data.InvocationMarshaller;
import com.threerings.presents.dobj.InvocationResponseEvent;
/**
* Provides the implementation of the {@link GameService} interface
* that marshalls the arguments and delivers the request to the provider
* on the server. Also provides an implementation of the response listener
* interfaces that marshall the response arguments and deliver them back
* to the requesting client.
*/
public class GameMarshaller extends InvocationMarshaller
implements GameService
{
/** The method id used to dispatch {@link #playerReady} requests. */
public static const PLAYER_READY :int = 1;
// documentation inherited from interface
public function playerReady (arg1 :Client) :void
{
sendRequest(arg1, PLAYER_READY, [ ]);
}
}
}
@@ -0,0 +1,442 @@
//
// $Id: GameObject.java 4191 2006-06-13 22:42:20Z ray $
//
// Narya library - tools for developing networked games
// Copyright (C) 2002-2004 Three Rings Design, Inc., All Rights Reserved
// http://www.threerings.net/code/narya/
//
// This library is free software; you can redistribute it and/or modify it
// under the terms of the GNU Lesser General Public License as published
// by the Free Software Foundation; either version 2.1 of the License, or
// (at your option) any later version.
//
// This library is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public
// License along with this library; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
package com.threerings.parlor.game.data {
import com.threerings.util.Integer;
import com.threerings.util.langBoolean;
import com.threerings.util.Name;
import com.threerings.io.TypedArray;
import com.threerings.crowd.data.PlaceObject;
/**
* A game object hosts the shared data associated with a game played by
* one or more players. The game object extends the place object so that
* the game can act as a place where players actually go when playing the
* game. Only very basic information is maintained in the base game
* object. It serves as the base for a hierarchy of game object
* derivatives that handle basic gameplay for a suite of different game
* types (ie. turn based games, party games, board games, card games,
* etc.).
*/
public class GameObject extends PlaceObject
{
// AUTO-GENERATED: FIELDS START
/** The field name of the <code>gameService</code> field. */
public static const GAME_SERVICE :String = "gameService";
/** The field name of the <code>state</code> field. */
public static const STATE :String = "state";
/** The field name of the <code>isRated</code> field. */
public static const IS_RATED :String = "isRated";
/** The field name of the <code>isPrivate</code> field. */
public static const IS_PRIVATE :String = "isPrivate";
/** The field name of the <code>players</code> field. */
public static const PLAYERS :String = "players";
/** The field name of the <code>winners</code> field. */
public static const WINNERS :String = "winners";
/** The field name of the <code>roundId</code> field. */
public static const ROUND_ID :String = "roundId";
/** The field name of the <code>playerStatus</code> field. */
public static const PLAYER_STATUS :String = "playerStatus";
// AUTO-GENERATED: FIELDS END
/** A game state constant indicating that the game has not yet started
* and is still awaiting the arrival of all of the players. */
public static const PRE_GAME :int = 0;
/** A game state constant indicating that the game is in play. */
public static const IN_PLAY :int = 1;
/** A game state constant indicating that the game ended normally. */
public static const GAME_OVER :int = 2;
/** A game state constant indicating that the game was cancelled. */
public static const CANCELLED :int = 3;
/** The player status constant for a player whose game is in play. */
public static const PLAYER_IN_PLAY :int = 0;
/** The player status constant for a player whose has been knocked out
* of the game. NOTE: This can include a player choosing to leave a
* game prematurely. */
public static const PLAYER_LEFT_GAME :int = 1;
/** Provides general game invocation services. */
public var gameService :GameMarshaller;
/** The game state, one of {@link #PRE_GAME}, {@link #IN_PLAY},
* {@link #GAME_OVER}, or {@link #CANCELLED}. */
public var state :int = PRE_GAME;
/** Indicates whether or not this game is rated. */
public var isRated :Boolean;
/** Indicates whether the game is "private". */
public var isPrivate :Boolean;
/** The usernames of the players involved in this game. */
public var players :TypedArray; /* of Name */
/** Whether each player in the game is a winner, or <code>null</code>
* if the game is not yet over. */
public var winners :TypedArray; /* of Boolean */
/** The unique round identifier for the current round. */
public var roundId :int;
/** If null, indicates that all present players are active, or for
* more complex games can be non-null to indicate the current status
* of each player in the game. The status value is one of
* {@link #PLAYER_LEFT_GAME} or {@link #PLAYER_IN_PLAY}. */
public var playerStatus :TypedArray; /* of int */
/**
* Returns the number of players in the game.
*/
public function getPlayerCount () :int
{
var count :int = 0;
var size :int = players.length;
for (var ii :int = 0; ii < size; ii++) {
if (players[ii] != null) {
count++;
}
}
return count;
}
/**
* Returns the number of active players in the game.
*/
public function getActivePlayerCount () :int
{
var count :int = 0;
var size :int = players.length;
for (var ii :int = 0; ii < size; ii++) {
if (isActivePlayer(ii)) {
count++;
}
}
return count;
}
/**
* Returns whether the given player is still an active player in
* the game. (Ie. whether or not they are still participating.)
*/
public function isActivePlayer (pidx :int) :Boolean
{
return isOccupiedPlayer(pidx) &&
(playerStatus == null || isActivePlayerStatus(playerStatus[pidx]));
}
/**
* Returns the player index of the given user in the game, or
* <code>-1</code> if the player is not involved in the game.
*/
public function getPlayerIndex (username :Name) :int
{
return ArrayUtil.indexOf(players, username);
}
/**
* Returns whether the game is in play. A game that is not in play
* could either be awaiting players, ended, or cancelled.
*/
public function isInPlay () :Boolean
{
return (state == IN_PLAY);
}
/**
* Returns whether the given player index in the game is occupied.
*/
public function isOccupiedPlayer (pidx :int) :Boolean
{
return (pidx >= 0 && pidx < players.length) && (players[pidx] != null);
}
/**
* Returns whether the given player index is a winner, or false if the
* winners are not yet assigned.
*/
public function isWinner (pidx :int) :Boolean
{
return (winners != null) && winners[pidx];
}
/**
* Returns the number of winners for this game, or <code>0</code> if
* the winners array is not populated, e.g., the game is not yet over.
*/
public function getWinnerCount () :int
{
int count = 0;
if (winners != null) {
for (var ii :int = 0; ii < winners.length; ii++) {
if (winners[ii]) {
count++;
}
}
}
return count;
}
/**
* Returns true if the game is ended in a draw.
*/
public function isDraw () :Boolean
{
return getWinnerCount() == getPlayerCount();
}
/**
* Returns the winner index of the first winning player for this game,
* or <code>-1</code> if there are no winners or the winners array is
* not yet assigned. This is only likely to be useful for games that
* are known to have a single winner.
*/
public function getWinnerIndex () :int
{
return ArrayUtil.indexOf(winners, true);
}
/**
* Returns the type of party game being played or NOT_PARTY_GAME.
* {@link PartyGameConfig}.
*/
public function getPartyGameType () :int
{
return PartyGameConfig.NOT_PARTY_GAME;
}
/**
* Used by {@link #isActivePlayer} to determine if the supplied status is
* associated with an active player (one that has not resigned from the
* game and/or left the game room).
*/
protected function isActivePlayerStatus (playerStatus :int) :Boolean
{
return playerStatus == PLAYER_IN_PLAY;
}
override protected function whichBuf (buf :StringBuilder) :void
{
super.whichBuf(buf);
buf.append(players.join());
buf.append(":").append(state);
}
// AUTO-GENERATED: METHODS START
/**
* Requests that the <code>gameService</code> field be set to the
* specified value. The local value will be updated immediately and an
* event will be propagated through the system to notify all listeners
* that the attribute did change. Proxied copies of this object (on
* clients) will apply the value change when they received the
* attribute changed notification.
*/
public function setGameService (value :GameMarshaller) :void
{
var ovalue :GameMarshaller = this.gameService;
requestAttributeChange(
GAME_SERVICE, value, ovalue);
this.gameService = value;
}
/**
* Requests that the <code>state</code> field be set to the
* specified value. The local value will be updated immediately and an
* event will be propagated through the system to notify all listeners
* that the attribute did change. Proxied copies of this object (on
* clients) will apply the value change when they received the
* attribute changed notification.
*/
public function setState (value :int) :void
{
var ovalue :int = this.state;
requestAttributeChange(
STATE, Integer.valueOf(value), Integer.valueOf(ovalue));
this.state = value;
}
/**
* Requests that the <code>isRated</code> field be set to the
* specified value. The local value will be updated immediately and an
* event will be propagated through the system to notify all listeners
* that the attribute did change. Proxied copies of this object (on
* clients) will apply the value change when they received the
* attribute changed notification.
*/
public function setIsRated (value :Boolean) :void
{
var ovalue :Boolean = this.isRated;
requestAttributeChange(
IS_RATED, langBoolean.valueOf(value), langBoolean.valueOf(ovalue));
this.isRated = value;
}
/**
* Requests that the <code>isPrivate</code> field be set to the
* specified value. The local value will be updated immediately and an
* event will be propagated through the system to notify all listeners
* that the attribute did change. Proxied copies of this object (on
* clients) will apply the value change when they received the
* attribute changed notification.
*/
public function setIsPrivate (value :Boolean) :void
{
var ovalue :Boolean = this.isPrivate;
requestAttributeChange(
IS_PRIVATE, langBoolean.valueOf(value),
langBoolean.valueOf(ovalue));
this.isPrivate = value;
}
/**
* Requests that the <code>players</code> field be set to the
* specified value. The local value will be updated immediately and an
* event will be propagated through the system to notify all listeners
* that the attribute did change. Proxied copies of this object (on
* clients) will apply the value change when they received the
* attribute changed notification.
*/
public function setPlayers (value :TypedArray) :void
{
var ovalue :TypedArray = this.players;
requestAttributeChange(
PLAYERS, value, ovalue);
this.players = (value == null) ? null : (value.clone() as TypedArray);
}
/**
* Requests that the <code>index</code>th element of
* <code>players</code> field be set to the specified value.
* The local value will be updated immediately and an event will be
* propagated through the system to notify all listeners that the
* attribute did change. Proxied copies of this object (on clients)
* will apply the value change when they received the attribute
* changed notification.
*/
public function setPlayersAt (value :Name, index :int) :void
{
var ovalue :Name = (this.players[index] as Name);
requestElementUpdate(
PLAYERS, index, value, ovalue);
this.players[index] = value;
}
/**
* Requests that the <code>winners</code> field be set to the
* specified value. The local value will be updated immediately and an
* event will be propagated through the system to notify all listeners
* that the attribute did change. Proxied copies of this object (on
* clients) will apply the value change when they received the
* attribute changed notification.
*/
public function setWinners (value :TypedArray) :void
{
var ovalue :TypedArray = this.winners;
requestAttributeChange(
WINNERS, value, ovalue);
this.winners = (value == null) ? null : (value.clone() as TypedArray);
}
/**
* Requests that the <code>index</code>th element of
* <code>winners</code> field be set to the specified value.
* The local value will be updated immediately and an event will be
* propagated through the system to notify all listeners that the
* attribute did change. Proxied copies of this object (on clients)
* will apply the value change when they received the attribute
* changed notification.
*/
public function setWinnersAt (value :Boolean, index :int) :void
{
var ovalue :Boolean = (this.winners[index] as Boolean);
requestElementUpdate(
WINNERS, index, langBoolean.valueOf(value),
langBoolean.valueOf(ovalue));
this.winners[index] = value;
}
/**
* Requests that the <code>roundId</code> field be set to the
* specified value. The local value will be updated immediately and an
* event will be propagated through the system to notify all listeners
* that the attribute did change. Proxied copies of this object (on
* clients) will apply the value change when they received the
* attribute changed notification.
*/
public function setRoundId (value :int) :void
{
var ovalue :int = this.roundId;
requestAttributeChange(
ROUND_ID, Integer.valueOf(value), Integer.valueOf(ovalue));
this.roundId = value;
}
/**
* Requests that the <code>playerStatus</code> field be set to the
* specified value. The local value will be updated immediately and an
* event will be propagated through the system to notify all listeners
* that the attribute did change. Proxied copies of this object (on
* clients) will apply the value change when they received the
* attribute changed notification.
*/
public function setPlayerStatus (value :TypedArray) :void
{
var ovalue :TypedArray = this.playerStatus;
requestAttributeChange(
PLAYER_STATUS, value, ovalue);
this.playerStatus = (value == null) ? null
: (value.clone() as TypedArray);
}
/**
* Requests that the <code>index</code>th element of
* <code>playerStatus</code> field be set to the specified value.
* The local value will be updated immediately and an event will be
* propagated through the system to notify all listeners that the
* attribute did change. Proxied copies of this object (on clients)
* will apply the value change when they received the attribute
* changed notification.
*/
public function setPlayerStatusAt (value :int, index :int) :void
{
var ovalue :int = (this.playerStatus[index] as int);
requestElementUpdate(
PLAYER_STATUS, index, Integer.valueOf(value),
Integer.valueOf(ovalue));
this.playerStatus[index] = value;
}
// AUTO-GENERATED: METHODS END
}
}
@@ -0,0 +1,51 @@
//
// $Id: PartyGameConfig.java 3804 2006-01-13 01:52:36Z ray $
//
// Narya library - tools for developing networked games
// Copyright (C) 2002-2004 Three Rings Design, Inc., All Rights Reserved
// http://www.threerings.net/code/narya/
//
// This library is free software; you can redistribute it and/or modify it
// under the terms of the GNU Lesser General Public License as published
// by the Free Software Foundation; either version 2.1 of the License, or
// (at your option) any later version.
//
// This library is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public
// License along with this library; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
package com.threerings.parlor.game.data {
/**
* Provides additional information for party games.
* A party game is a game in which the players are not set prior to starting,
* but players can come and go at will during the normal progression of
* the game.
*/
public interface PartyGameConfig
{
/** Party game constant indicating that this game, while it does
* implement PartyGameConfig, is not currently being played in party
* mode. */
public static const NOT_PARTY_GAME :int = 0;
/** Party game constant indicating that we're in a party game in which
* players must sit at an available seat to play, otherwise they're
* an observer. */
public static const SEATED_PARTY_GAME :int = 1;
/** Party game constant indicating that everyone in the game place is
* a "player", meaning that they do not need to claim a seat to play. */
public static const FREE_FOR_ALL_PARTY_GAME :int = 2;
/**
* Get the type of party game being played.
*/
function getPartyGameType () :int;
}
}
@@ -0,0 +1,38 @@
//
// $Id: ParlorContext.java 4191 2006-06-13 22:42:20Z ray $
//
// Narya library - tools for developing networked games
// Copyright (C) 2002-2004 Three Rings Design, Inc., All Rights Reserved
// http://www.threerings.net/code/narya/
//
// This library is free software; you can redistribute it and/or modify it
// under the terms of the GNU Lesser General Public License as published
// by the Free Software Foundation; either version 2.1 of the License, or
// (at your option) any later version.
//
// This library is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public
// License along with this library; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
package com.threerings.parlor.util {
import com.threerings.crowd.util.CrowdContext;
import com.threerings.parlor.client.ParlorDirector;
/**
* The parlor context provides access to the various managers, etc. that
* are needed by the parlor client code.
*/
public interface ParlorContext extends CrowdContext
{
/**
* Returns a reference to the parlor director.
*/
function getParlorDirector () :ParlorDirector;
}
}