Behold Vilya, Ring of Air and repository for our game and virtual worldly
extensions to the distributed environment provided by Narya. git-svn-id: svn+ssh://src.earth.threerings.net/vilya/trunk@1 c613c5cb-e716-0410-b11b-feb51c14d237
This commit is contained in:
@@ -0,0 +1,632 @@
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//
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// $Id: PuzzleManager.java 4188 2006-06-13 18:03:48Z mdb $
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//
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// Narya library - tools for developing networked games
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// Copyright (C) 2002-2004 Three Rings Design, Inc., All Rights Reserved
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// http://www.threerings.net/code/narya/
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//
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// This library is free software; you can redistribute it and/or modify it
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// under the terms of the GNU Lesser General Public License as published
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// by the Free Software Foundation; either version 2.1 of the License, or
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// (at your option) any later version.
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//
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// This library is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
|
||||
// Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public
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// License along with this library; if not, write to the Free Software
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// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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package com.threerings.puzzle.server;
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import java.util.Arrays;
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import com.samskivert.util.IntListUtil;
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import com.samskivert.util.Interval;
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import com.samskivert.util.RandomUtil;
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import com.samskivert.util.StringUtil;
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import com.threerings.presents.data.ClientObject;
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import com.threerings.presents.dobj.DObject;
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import com.threerings.presents.dobj.OidList;
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import com.threerings.crowd.data.BodyObject;
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import com.threerings.crowd.server.CrowdServer;
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import com.threerings.parlor.game.data.GameObject;
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import com.threerings.parlor.game.server.GameManager;
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import com.threerings.util.MessageBundle;
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import com.threerings.util.Name;
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import com.threerings.puzzle.Log;
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import com.threerings.puzzle.data.Board;
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import com.threerings.puzzle.data.BoardSummary;
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import com.threerings.puzzle.data.PuzzleCodes;
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import com.threerings.puzzle.data.PuzzleConfig;
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import com.threerings.puzzle.data.PuzzleGameMarshaller;
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import com.threerings.puzzle.data.PuzzleObject;
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/**
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* Extends the {@link GameManager} with facilities for the puzzle games
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* that are used in Yohoho. Only features generic to all of our games are
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* in this base class and additional features are supported both through
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* the inheritance hierarchy and through delegating helpers (because Java
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* conveniently doesn't support multiple inheritance).
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*/
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public abstract class PuzzleManager extends GameManager
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implements PuzzleCodes, PuzzleGameProvider
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{
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/**
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* Returns the boards for all players.
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*/
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public Board[] getBoards ()
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{
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return _boards;
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}
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/**
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* Returns the board summary for the given player index.
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*/
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public BoardSummary getBoardSummary (int pidx)
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{
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return (_puzobj == null || _puzobj.summaries == null) ? null :
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_puzobj.summaries[pidx];
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}
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/**
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* Returns whether this puzzle cares to make use of per-player board
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* summaries that are sent periodically to all users in the puzzle via
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* {@link #sendStatusUpdate}. The default implementation returns
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* <code>false</code>.
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*/
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public boolean needsBoardSummaries ()
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{
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return false;
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}
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/**
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* Returns whether this puzzle compares board states before it applies
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* progress events, or after. The default implementation returns
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* <code>true</code>.
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*/
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protected boolean compareBeforeApply ()
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{
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return true;
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}
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/**
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* Handles the server and client states being out of sync when in
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* debug mode. The default implementation halts the server.
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*/
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protected void handleBoardNotEqual ()
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{
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// bail out so that we know something's royally borked
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System.exit(0);
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}
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/**
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* Calls {@link BoardSummary#summarize} on the given player's board
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* summary to refresh the summary information in preparation for
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* sending along to the client(s).
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*
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* @param pidx the player index of the player whose board is to be
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* summarized.
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*/
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public void updateBoardSummary (int pidx)
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{
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if (_puzobj.summaries != null && _puzobj.summaries[pidx] != null) {
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_puzobj.summaries[pidx].summarize();
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}
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}
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/**
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* Applies updateBoardSummary on all the players' boards. AI board
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* summaries should be updated by the AI logic.
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*/
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public void updateBoardSummaries ()
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{
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if (_puzobj.summaries != null) {
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for (int ii = 0; ii < _puzobj.summaries.length; ii++) {
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if (!isAI(ii) || summarizeAIBoard()) {
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updateBoardSummary(ii);
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}
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}
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}
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}
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// documentation inherited
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protected void playerGameDidEnd (int pidx)
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{
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super.playerGameDidEnd(pidx);
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updateSummaryOnDeath(pidx);
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}
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/**
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* Updates the board summary for a player who has been eliminated and
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* performs an update to communicate this change.
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*/
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protected void updateSummaryOnDeath (int pidx)
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{
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if (!isAI(pidx)) {
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// update the board summary with the player's final board
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updateBoardSummary(pidx);
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}
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// force a status update
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updateStatus();
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}
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/**
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* Override to have board summaries for AIs automatically generated.
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*/
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protected boolean summarizeAIBoard ()
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{
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return false;
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}
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// documentation inherited
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protected Class getPlaceObjectClass ()
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{
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return PuzzleObject.class;
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}
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// documentation inherited
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protected void didInit ()
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{
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super.didInit();
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// save off a casted reference to our puzzle config
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_puzconfig = (PuzzleConfig)_config;
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}
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// documentation inherited
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protected void didStartup ()
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{
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super.didStartup();
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// grab the puzzle object
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_puzobj = (PuzzleObject)_gameobj;
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// create and fill in our game service object
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PuzzleGameMarshaller service = (PuzzleGameMarshaller)
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_invmgr.registerDispatcher(new PuzzleGameDispatcher(this), false);
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_puzobj.setPuzzleGameService(service);
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}
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// documentation inherited
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protected void gameWillStart ()
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{
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int size = getPlayerSlots();
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if (_boards == null) {
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// create our arrays
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_boards = new Board[size];
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_lastProgress = new long[size];
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} else {
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Arrays.fill(_boards, null);
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}
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// start everyone out with reasonable last progress stamps
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Arrays.fill(_lastProgress, System.currentTimeMillis());
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// compute the starting difficulty (this has to happen before we
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// set the seed because that triggers the generation of the boards
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// on the client)
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_puzobj.setDifficulty(computeDifficulty());
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// initialize the seed that goes out with this round
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_puzobj.setSeed(RandomUtil.rand.nextLong());
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// initialize the player boards
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initBoards();
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// let the game manager start up its business
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super.gameWillStart();
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// send along an initial status update before we start up the
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// status update interval
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sendStatusUpdate();
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long statusInterval = getStatusInterval();
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if (_statusInterval == null && statusInterval > 0) {
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// register the status update interval to address subsequent
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// periodic updates
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_statusInterval = new Interval(CrowdServer.omgr) {
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public void expired () {
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sendStatusUpdate();
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}
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};
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_statusInterval.schedule(statusInterval, true);
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||||
}
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||||
}
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/**
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* Returns the frequency with which puzzle status updates are
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* broadcast to the players (which is accomplished via a call to
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* {@link #sendStatusUpdate} which in turn calls {@link #updateStatus}
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* wherein derived classes can participate in the status update).
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* Returning <code>O</code> (the default) indicates that a periodic
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* status update is not desired.
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||||
*/
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||||
protected long getStatusInterval ()
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{
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return 0L;
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}
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/**
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* When a puzzle game starts, the manager is given the opportunity to
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* configure the puzzle difficulty based on information known about
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* the player. Additionally, when the game resets due to the player
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* clearing the board, etc. this will be called again, so the
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* difficulty can be ramped up as the player progresses. In situations
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* where ratings and experience are tracked, the difficulty can be
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* seeded based on the players prior performance.
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||||
*/
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||||
protected int computeDifficulty ()
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||||
{
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return DEFAULT_DIFFICULTY;
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||||
}
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||||
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// documentation inherited
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||||
protected void gameDidStart ()
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{
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super.gameDidStart();
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||||
// log the AI skill levels for games involving AIs as it's useful
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// when tuning AI algorithms
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if (_AIs != null) {
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Log.info("AIs on the job [game=" + _puzobj.which() +
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", skillz=" + StringUtil.toString(_AIs) + "].");
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}
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||||
}
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||||
|
||||
/**
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||||
* Updates (in one puzzle object transaction) all periodically updated
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||||
* status information.
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||||
*/
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||||
protected void sendStatusUpdate ()
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||||
{
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||||
_puzobj.startTransaction();
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||||
try {
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||||
// Log.info("Updating status [game=" + _puzobj.which() + "].");
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updateStatus();
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||||
} finally {
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||||
_puzobj.commitTransaction();
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||||
}
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||||
}
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||||
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||||
/**
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||||
* A puzzle periodically (default of once every 5 seconds but
|
||||
* configurable by puzzle) updates status information that is visible
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||||
* to the user. Derived classes can override this method and effect
|
||||
* their updates by generating events on the puzzle object and they
|
||||
* will be packaged into the update transaction.
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||||
*/
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||||
protected void updateStatus ()
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||||
{
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||||
// if we're a board summary updating kind of puzzle, do that
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if (needsBoardSummaries()) {
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// generate the latest summaries
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||||
updateBoardSummaries();
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||||
// then broadcast them to the clients
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_puzobj.setSummaries(_puzobj.summaries);
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||||
}
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||||
}
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||||
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||||
/**
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||||
* Send a system message with the puzzle bundle.
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||||
*/
|
||||
protected void systemMessage (String msg)
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||||
{
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||||
systemMessage(msg, false);
|
||||
}
|
||||
|
||||
/**
|
||||
* Send a system message with the puzzle bundle.
|
||||
*
|
||||
* @param waitForStart if true, the message will not be sent until the
|
||||
* game has started.
|
||||
*/
|
||||
protected void systemMessage (String msg, boolean waitForStart)
|
||||
{
|
||||
systemMessage(PUZZLE_MESSAGE_BUNDLE, msg, waitForStart);
|
||||
}
|
||||
|
||||
/**
|
||||
* Creates and initializes boards and board summaries (if desired per
|
||||
* {@link #needsBoardSummaries}) for each player.
|
||||
*/
|
||||
protected void initBoards ()
|
||||
{
|
||||
long seed = _puzobj.seed;
|
||||
BoardSummary[] summaries = needsBoardSummaries() ?
|
||||
new BoardSummary[getPlayerSlots()] : null;
|
||||
|
||||
// set up game information for each player
|
||||
for (int ii = 0, nn = getPlayerSlots(); ii < nn; ii++) {
|
||||
boolean needsPlayerBoard = needsPlayerBoard(ii);
|
||||
if (needsPlayerBoard) {
|
||||
// create the game board
|
||||
_boards[ii] = newBoard(ii);
|
||||
_boards[ii].initializeSeed(seed);
|
||||
if (summaries != null) {
|
||||
summaries[ii] = newBoardSummary(_boards[ii]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
_puzobj.setSummaries(summaries);
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns whether this puzzle needs a board for the given player
|
||||
* index. The default implementation only creates boards for occupied
|
||||
* player slots. Derived classes may wish to override this method if
|
||||
* they have specialized board needs, e.g., they need only a single
|
||||
* board for all players.
|
||||
*/
|
||||
protected boolean needsPlayerBoard (int pidx)
|
||||
{
|
||||
return (_puzobj.isOccupiedPlayer(pidx));
|
||||
}
|
||||
|
||||
// documentation inherited
|
||||
protected void gameDidEnd ()
|
||||
{
|
||||
if (_statusInterval != null) {
|
||||
// remove the client update interval
|
||||
_statusInterval.cancel();
|
||||
_statusInterval = null;
|
||||
}
|
||||
|
||||
// send along one final status update
|
||||
sendStatusUpdate();
|
||||
|
||||
super.gameDidEnd();
|
||||
}
|
||||
|
||||
// documentation inherited
|
||||
protected void didShutdown ()
|
||||
{
|
||||
super.didShutdown();
|
||||
|
||||
// make sure our update interval is unregistered
|
||||
if (_statusInterval != null) {
|
||||
// remove the client update interval
|
||||
_statusInterval.cancel();
|
||||
_statusInterval = null;
|
||||
}
|
||||
|
||||
// clear out our service registration
|
||||
_invmgr.clearDispatcher(_puzobj.puzzleGameService);
|
||||
}
|
||||
|
||||
/**
|
||||
* Applies progress updates received from the client. If puzzle
|
||||
* debugging is enabled, this also compares the client board dumps
|
||||
* provided along with each puzzle event.
|
||||
*/
|
||||
protected void applyProgressEvents (int pidx, int[] gevents, Board[] states)
|
||||
{
|
||||
int size = gevents.length;
|
||||
boolean before = compareBeforeApply();
|
||||
|
||||
for (int ii = 0, pos = 0; ii < size; ii++) {
|
||||
int gevent = gevents[ii];
|
||||
Board cboard = (states == null) ? null : states[ii];
|
||||
|
||||
// if we have state syncing enabled, make sure the board is
|
||||
// correct before applying the event
|
||||
if (before && (cboard != null)) {
|
||||
compareBoards(pidx, cboard, gevent, before);
|
||||
}
|
||||
|
||||
// apply the event to the player's board
|
||||
if (!applyProgressEvent(pidx, gevent, cboard)) {
|
||||
Log.warning("Unknown event [puzzle=" + where() +
|
||||
", pidx=" + pidx + ", event=" + gevent + "].");
|
||||
}
|
||||
|
||||
// maybe we are comparing boards afterwards
|
||||
if (!before && (cboard != null)) {
|
||||
compareBoards(pidx, cboard, gevent, before);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Compare our server board to the specified sent-back user board.
|
||||
*/
|
||||
protected void compareBoards (int pidx, Board boardstate,
|
||||
int gevent, boolean before)
|
||||
{
|
||||
if (DEBUG_PUZZLE) {
|
||||
Log.info((before ? "About to apply " : "Just applied ") +
|
||||
"[game=" + _puzobj.which() + ", pidx=" + pidx +
|
||||
", event=" + gevent + "].");
|
||||
}
|
||||
if (boardstate == null) {
|
||||
if (DEBUG_PUZZLE) {
|
||||
Log.info("No board state provided. Can't compare.");
|
||||
}
|
||||
return;
|
||||
}
|
||||
boolean equal = _boards[pidx].equals(boardstate);
|
||||
if (!equal) {
|
||||
Log.warning("Client and server board states not equal! " +
|
||||
"[game=" + _puzobj.which() +
|
||||
", type=" + _puzobj.getClass().getName() + "].");
|
||||
}
|
||||
if (DEBUG_PUZZLE) {
|
||||
// if we're debugging, dump the board state every time
|
||||
// we're about to apply an event
|
||||
_boards[pidx].dumpAndCompare(boardstate);
|
||||
}
|
||||
if (!equal) {
|
||||
if (DEBUG_PUZZLE) {
|
||||
handleBoardNotEqual();
|
||||
} else {
|
||||
// dump the board state since we're not debugging and
|
||||
// didn't just do it above
|
||||
_boards[pidx].dumpAndCompare(boardstate);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Called by {@link #updateProgress} to give the server a chance to
|
||||
* apply each game event received from the client to the respective
|
||||
* player's server-side board and, someday, confirm their validity.
|
||||
* Derived classes that make use of the progress updating
|
||||
* functionality should be sure to override this method to perform
|
||||
* their game-specific event application antics. They should first
|
||||
* perform a call to super() to see if the event is handled there.
|
||||
*
|
||||
* @param pidx the player index that submitted the progress event.
|
||||
* @param gevent the progress event itself.
|
||||
* @param cboard a snapshot of the board on the client iff the client has
|
||||
* board syncing enabled (which is only enabled when debugging).
|
||||
*
|
||||
* @return true to indicate that the event was handled.
|
||||
*/
|
||||
protected boolean applyProgressEvent (int pidx, int gevent, Board cboard)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
/**
|
||||
* Overrides the game manager implementation to mark all active
|
||||
* players as winners. Derived classes may wish to override this
|
||||
* method in order to customize the winning conditions.
|
||||
*/
|
||||
protected void assignWinners (boolean[] winners)
|
||||
{
|
||||
for (int ii = 0; ii < winners.length; ii++) {
|
||||
winners[ii] = _puzobj.isActivePlayer(ii);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Creates and returns a new starting board for the given player.
|
||||
*/
|
||||
protected abstract Board newBoard (int pidx);
|
||||
|
||||
/**
|
||||
* Creates and returns a new board summary for the given board.
|
||||
* Puzzles that do not make use of board summaries should implement
|
||||
* this method and return <code>null</code>.
|
||||
*/
|
||||
protected abstract BoardSummary newBoardSummary (Board board);
|
||||
|
||||
// documentation inherited from interface PuzzleGameProvider
|
||||
public void updateProgress (ClientObject caller, int roundId, int[] events)
|
||||
{
|
||||
updateProgressSync(caller, roundId, events, null);
|
||||
}
|
||||
|
||||
/**
|
||||
* Called when the puzzle manager receives a progress update. It
|
||||
* checks to make sure that the progress update is valid and the
|
||||
* puzzle is still in play and then applies the updates via {@link
|
||||
* #applyProgressEvents}.
|
||||
*/
|
||||
public void updateProgressSync (
|
||||
ClientObject caller, int roundId, int[] events, Board[] states)
|
||||
{
|
||||
// determine the caller's player index in the game
|
||||
int pidx = IntListUtil.indexOf(_playerOids, caller.getOid());
|
||||
if (pidx == -1) {
|
||||
Log.warning("Received progress update for non-player?! " +
|
||||
"[game=" + _puzobj.which() + ", who=" + caller.who() +
|
||||
", ploids=" + StringUtil.toString(_playerOids) + "].");
|
||||
return;
|
||||
}
|
||||
|
||||
// bail if the progress update isn't for the current round
|
||||
if (roundId != _puzobj.roundId) {
|
||||
// only warn if this isn't a straggling update from the
|
||||
// previous round
|
||||
if (roundId != _puzobj.roundId-1) {
|
||||
Log.warning("Received progress update for invalid round, " +
|
||||
"not applying [game=" + _puzobj.which() +
|
||||
", invalidRoundId=" + roundId +
|
||||
", roundId=" + _puzobj.roundId + "].");
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
// if the game is over, we wing straggling updates
|
||||
if (!_puzobj.isInPlay()) {
|
||||
Log.debug("Ignoring straggling events " +
|
||||
"[game=" + _puzobj.which() +
|
||||
", user=" + getPlayerName(pidx) +
|
||||
", events=" + StringUtil.toString(events) + "].");
|
||||
return;
|
||||
}
|
||||
|
||||
// Log.info("Handling progress events [game=" + _puzobj.which() +
|
||||
// ", pidx=" + pidx + ", roundId=" + roundId +
|
||||
// ", count=" + events.length + "].");
|
||||
|
||||
// note that we received a progress update from this player
|
||||
_lastProgress[pidx] = System.currentTimeMillis();
|
||||
|
||||
// apply the progress events to the player's puzzle state
|
||||
applyProgressEvents(pidx, events, states);
|
||||
}
|
||||
|
||||
// documentation inherited
|
||||
protected void tick (long tickStamp)
|
||||
{
|
||||
super.tick(tickStamp);
|
||||
|
||||
// every five seconds, we call the inactivity checking code
|
||||
if (_puzobj != null && _puzobj.isInPlay() && checkForInactivity()) {
|
||||
int pcount = getPlayerSlots();
|
||||
for (int ii = 0; ii < pcount && _puzobj.isInPlay(); ii++) {
|
||||
if (!isAI(ii)) {
|
||||
checkPlayerActivity(tickStamp, ii);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns whether {@link #checkPlayerActivity} should be called
|
||||
* periodically while the game is in play to make sure players are
|
||||
* still active.
|
||||
*/
|
||||
protected boolean checkForInactivity ()
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
/**
|
||||
* Called periodically for each human player to give puzzles a chance
|
||||
* to make sure all such players are engaging in reasonable levels of
|
||||
* activity. The default implementation does naught.
|
||||
*/
|
||||
protected void checkPlayerActivity (long tickStamp, int pidx)
|
||||
{
|
||||
// nothing for now
|
||||
}
|
||||
|
||||
/** A casted reference to our puzzle config object. */
|
||||
protected PuzzleConfig _puzconfig;
|
||||
|
||||
/** A casted reference to our puzzle game object. */
|
||||
protected PuzzleObject _puzobj;
|
||||
|
||||
/** The player boards. */
|
||||
protected Board[] _boards;
|
||||
|
||||
/** The client update interval. */
|
||||
protected Interval _statusInterval;
|
||||
|
||||
/** Used to track the last time we received a progress event from each
|
||||
* player in this puzzle. */
|
||||
protected long[] _lastProgress;
|
||||
}
|
||||
Reference in New Issue
Block a user