Fixes for property setting via atomic test-and-set:

- Moved property testing, so that it happens before any propertySet events are
  dispatched. In the previous version, testing happened while processing the
  set event on the server - but since by that time client events have already been 
  sent, it introduced the possibility of short-lived inconsistencies between client 
  and server data models.   

- Introduced a separate EZ API call for test and set - not only does it perform
  the test, but unlike regular set, it does not cache the new value ahead of time. 
  Instead the new value will have to arrive from the server, at some future point.

- Trimmed PropertySetEvent and other handlers back down - they don't need to
  carry any of the test info around, after it's already been performed. Also 
  cut redundant testing on the clients.




git-svn-id: svn+ssh://src.earth.threerings.net/vilya/trunk@195 c613c5cb-e716-0410-b11b-feb51c14d237
This commit is contained in:
Robert Zubeck
2007-02-19 19:40:09 +00:00
parent e21ad04665
commit 83e02730cf
16 changed files with 183 additions and 123 deletions
@@ -20,7 +20,7 @@ public interface EZGameService extends InvocationService
*/
public void setProperty (
Client client, String propName, Object value, int index,
boolean testAndSet, InvocationListener listener);
boolean testAndSet, Object testValue, InvocationListener listener);
/**
* Request to end the turn, possibly futzing the next turn holder unless
@@ -61,34 +61,40 @@ public class GameObjectImpl
// from EZGame
public void set (String propName, Object value)
{
set(propName, value, -1, false);
}
// from EZGame
public void set (String propName, Object value, boolean testAndSet)
{
set(propName, value, -1, testAndSet);
set(propName, value, -1);
}
// from EZGame
public void set (String propName, Object value, int index)
{
set(propName, value, index, false);
}
// from EZGame
public void set (String propName, Object value, int index, boolean testAndSet)
{
validatePropertyChange(propName, value, -1);
Object encoded = EZObjectMarshaller.encode(value);
Object reconstituted = EZObjectMarshaller.decode(encoded);
_ezObj.ezGameService.setProperty(
_ctx.getClient(), propName, encoded, index, testAndSet,
_ctx.getClient(), propName, encoded, index, false, null,
createLoggingListener("setProperty"));
// set it immediately in the game object
_ezObj.applyPropertySet(propName, reconstituted, index, testAndSet);
_ezObj.applyPropertySet(propName, reconstituted, index);
}
// from EZGame
public void testAndSet (String propName, Object value, Object testValue)
{
testAndSet(propName, value, testValue, -1);
}
// from EZGame
public void testAndSet (
String propName, Object value, Object testValue, int index)
{
validatePropertyChange(propName, value, -1);
Object encoded = EZObjectMarshaller.encode(value);
_ezObj.ezGameService.setProperty(
_ctx.getClient(), propName, encoded, index, true, testValue,
createLoggingListener("testAndSet"));
}
// from EZGame