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
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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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