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
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//
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// $Id: SceneProvider.java 3832 2006-02-04 03:49:53Z ray $
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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
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// 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.whirled.server;
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import com.threerings.presents.data.ClientObject;
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import com.threerings.presents.data.InvocationMarshaller;
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import com.threerings.presents.server.InvocationException;
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import com.threerings.presents.server.InvocationProvider;
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import com.threerings.crowd.data.BodyObject;
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import com.threerings.crowd.data.PlaceConfig;
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import com.threerings.crowd.server.LocationProvider;
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import com.threerings.whirled.Log;
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import com.threerings.whirled.client.SceneService.SceneMoveListener;
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import com.threerings.whirled.data.SceneCodes;
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import com.threerings.whirled.data.SceneModel;
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import com.threerings.whirled.data.SceneUpdate;
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import com.threerings.whirled.data.ScenedBodyObject;
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/**
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* The scene provider handles the server side of the scene related
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* invocation services (e.g. moving from scene to scene).
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*/
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public class SceneProvider
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implements InvocationProvider, SceneCodes
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{
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/**
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* Constructs a scene provider that will interact with the supplied
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* scene registry.
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*/
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public SceneProvider (LocationProvider locprov, SceneRegistry screg)
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{
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_locprov = locprov;
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_screg = screg;
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}
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/**
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* Processes a request from a client to move to a new scene.
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*/
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public void moveTo (ClientObject caller, int sceneId,
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final int sceneVer, final SceneMoveListener listener)
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{
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final BodyObject source = (BodyObject)caller;
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// create a callback object that will handle the resolution or
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// failed resolution of the scene
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SceneRegistry.ResolutionListener rl = null;
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rl = new SceneRegistry.ResolutionListener() {
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public void sceneWasResolved (SceneManager scmgr) {
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// make sure our caller is still around; under heavy load,
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// clients might end their session while the scene is
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// resolving
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if (!source.isActive()) {
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Log.info("Abandoning scene move, client gone " +
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"[who=" + source.who() +
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", dest=" + scmgr.where() + "].");
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InvocationMarshaller.setNoResponse(listener);
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return;
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}
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finishMoveToRequest(source, scmgr, sceneVer, listener);
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}
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public void sceneFailedToResolve (int rsceneId, Exception reason) {
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Log.warning("Unable to resolve scene [sceneid=" + rsceneId +
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", reason=" + reason + "].");
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// pretend like the scene doesn't exist to the client
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listener.requestFailed(NO_SUCH_PLACE);
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}
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};
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// make sure the scene they are headed to is actually loaded into
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// the server
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_screg.resolveScene(sceneId, rl);
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}
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/**
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* This is called after the scene to which we are moving is guaranteed
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* to have been loaded into the server.
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*/
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protected void finishMoveToRequest (
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BodyObject source, SceneManager scmgr, int sceneVersion,
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SceneMoveListener listener)
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{
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try {
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effectSceneMove(source, scmgr, sceneVersion, listener);
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} catch (InvocationException sfe) {
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listener.requestFailed(sfe.getMessage());
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} catch (RuntimeException re) {
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Log.logStackTrace(re);
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listener.requestFailed(INTERNAL_ERROR);
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}
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}
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/**
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* Moves the supplied body into the supplied (already resolved) scene
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* and informs the supplied listener if the move is successful.
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*
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* @exception InvocationException thrown if a failure occurs
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* attempting to move the user into the place associated with the
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* scene.
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*/
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public void effectSceneMove (BodyObject source, SceneManager scmgr,
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int sceneVersion, SceneMoveListener listener)
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throws InvocationException
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{
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// move to the place object associated with this scene
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int ploid = scmgr.getPlaceObject().getOid();
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PlaceConfig config = _locprov.moveTo(source, ploid);
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// now that we've finally moved, we can update the user object
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// with the new scene id
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((ScenedBodyObject)source).setSceneId(scmgr.getScene().getId());
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// check to see if they need a newer version of the scene data
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SceneModel model = scmgr.getScene().getSceneModel();
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if (sceneVersion < model.version) {
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// try getting updates
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SceneUpdate[] updates = scmgr.getUpdates(sceneVersion);
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if (updates != null) {
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listener.moveSucceededWithUpdates(ploid, config, updates);
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} else {
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listener.moveSucceededWithScene(ploid, config, model);
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}
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} else {
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listener.moveSucceeded(ploid, config);
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}
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}
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/**
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* Ejects the specified body from their current scene and sends them a
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* request to move to the specified new scene. This is the
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* scene-equivalent to {@link LocationProvider#moveBody}.
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*/
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public void moveBody (BodyObject source, int sceneId)
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{
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// first remove them from their old place
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_locprov.leaveOccupiedPlace(source);
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// then send a forced move notification
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SceneSender.forcedMove(source, sceneId);
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}
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/**
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* Ejects the specified body from their current scene and zone. This
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* is the zone equivalent to {@link
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* LocationProvider#leaveOccupiedPlace}.
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*/
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public void leaveOccupiedScene (ScenedBodyObject source)
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{
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// remove them from their occupied place
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_locprov.leaveOccupiedPlace((BodyObject)source);
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// and clear out their scene information
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source.setSceneId(-1);
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}
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/** The location provider we use to handle low-level location stuff. */
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protected LocationProvider _locprov;
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/** The scene registry with which we interact. */
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protected SceneRegistry _screg;
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}
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