Factored scene movement out into separate helper classes so that code can be a
bit more cleanly shared and the process of resolving zones and scenes and the various fiddling done during a scene move can be more easily grokked. git-svn-id: svn+ssh://src.earth.threerings.net/vilya/trunk@363 c613c5cb-e716-0410-b11b-feb51c14d237
This commit is contained in:
@@ -0,0 +1,90 @@
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//
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// $Id$
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//
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// Vilya library - tools for developing networked games
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// Copyright (C) 2002-2007 Three Rings Design, Inc., All Rights Reserved
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// http://www.threerings.net/code/vilya/
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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.client.InvocationService;
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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.crowd.data.BodyObject;
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import com.threerings.whirled.client.SceneService;
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import com.threerings.whirled.data.SceneCodes;
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import com.threerings.whirled.Log;
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/**
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* Handles the basics of moving a client into a new scene, which may involve resolution. Takes care
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* of annoying edge cases like the client logging off before their target scene is resolved and can
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* be extended to handle extra fun stuff.
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*/
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public abstract class AbstractSceneMoveHandler
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implements SceneRegistry.ResolutionListener
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{
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public AbstractSceneMoveHandler (BodyObject body, int sceneId, int version,
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InvocationService.InvocationListener listener)
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{
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_body = body;
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_sceneId = sceneId;
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_version = version;
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_listener = listener;
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}
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// from interface SceneRegistry.ResolutionListener
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public void sceneWasResolved (SceneManager scmgr)
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{
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// make sure our caller is still around; under heavy load, clients might end their session
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// while the scene is resolving
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if (!_body.isActive()) {
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Log.info("Abandoning scene move, client gone [who=" + _body.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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try {
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effectSceneMove(scmgr);
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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(SceneCodes.INTERNAL_ERROR);
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}
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}
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// from interface SceneRegistry.ResolutionListener
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public void sceneFailedToResolve (int sceneId, Exception reason)
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{
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Log.warning("Unable to resolve scene [sceneid=" + sceneId + ", reason=" + reason + "].");
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_listener.requestFailed(SceneCodes.NO_SUCH_PLACE);
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}
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protected abstract void effectSceneMove (SceneManager scmgr)
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throws InvocationException;
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protected BodyObject _body;
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protected int _sceneId;
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protected int _version;
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protected InvocationService.InvocationListener _listener;
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}
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@@ -0,0 +1,76 @@
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//
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// $Id$
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//
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// Vilya library - tools for developing networked games
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// Copyright (C) 2002-2007 Three Rings Design, Inc., All Rights Reserved
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// http://www.threerings.net/code/vilya/
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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.InvocationMarshaller;
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import com.threerings.presents.server.InvocationException;
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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.CrowdServer;
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import com.threerings.whirled.client.SceneService;
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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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* Handles a simple scene to scene move.
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*/
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public class SceneMoveHandler extends AbstractSceneMoveHandler
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{
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public SceneMoveHandler (BodyObject body, int sceneId, int sceneVer,
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SceneService.SceneMoveListener listener)
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{
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super(body, sceneId, sceneVer, listener);
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}
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@Override // from AbstractSceneMoveHandler
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protected void effectSceneMove (SceneManager scmgr)
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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 = CrowdServer.plreg.locprov.moveTo(_body, ploid);
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// now that we've finally moved, we can update the user object with the new scene id
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((ScenedBodyObject)_body).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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SceneService.SceneMoveListener listener = (SceneService.SceneMoveListener)_listener;
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SceneModel model = scmgr.getScene().getSceneModel();
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if (_version != model.version) {
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SceneUpdate[] updates = null;
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if (_version < model.version) {
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updates = scmgr.getUpdates(_version);
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}
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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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@@ -221,72 +221,11 @@ public class SceneRegistry
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}
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// from interface SceneService
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public void moveTo (ClientObject caller, int sceneId, final int sceneVer,
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final SceneService.SceneMoveListener listener)
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public void moveTo (ClientObject caller, int sceneId, int sceneVer,
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SceneService.SceneMoveListener listener)
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{
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final BodyObject source = (BodyObject)caller;
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// create a callback object to handle the resolution or 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, clients might end their
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// session while the scene is resolving
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if (!source.isActive()) {
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Log.info("Abandoning scene move, client gone [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 the server
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resolveScene(sceneId, rl);
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}
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/**
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* Moves the supplied body into the supplied (already resolved) scene and informs the supplied
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* listener if the move is successful.
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*
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* @exception InvocationException thrown if a failure occurs attempting to move the user into
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* the place associated with the scene.
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*/
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public void effectSceneMove (BodyObject source, SceneManager scmgr,
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int sceneVersion, SceneService.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 = CrowdServer.plreg.locprov.moveTo(source, ploid);
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// now that we've finally moved, we can update the user object 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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SceneUpdate[] updates = null;
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if (sceneVersion < model.version) {
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// try getting updates to bring the client to the right version
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updates = scmgr.getUpdates(sceneVersion);
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}
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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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BodyObject body = (BodyObject)caller;
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resolveScene(sceneId, new SceneMoveHandler(body, sceneId, sceneVer, listener));
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}
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/**
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@@ -315,25 +254,6 @@ public class SceneRegistry
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source.setSceneId(0);
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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 to have been loaded into
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* the server.
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*/
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protected void finishMoveToRequest (BodyObject source, SceneManager scmgr, int sceneVersion,
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SceneService.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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* Called when the scene resolution has completed successfully.
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*/
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