Restructured things to work with the new mechanism for creating distributed

objects.


git-svn-id: svn+ssh://src.earth.threerings.net/vilya/trunk@53 c613c5cb-e716-0410-b11b-feb51c14d237
This commit is contained in:
Michael Bayne
2006-08-23 23:48:07 +00:00
parent a993e2ec46
commit eed4d67b9e
9 changed files with 88 additions and 139 deletions
@@ -24,6 +24,7 @@ package com.threerings.micasa.lobby;
import java.util.Properties;
import com.samskivert.util.StringUtil;
import com.threerings.crowd.data.PlaceObject;
import com.threerings.crowd.server.PlaceManager;
import com.threerings.micasa.Log;
@@ -44,8 +45,8 @@ public class LobbyManager extends PlaceManager
_gameIdent = getConfigValue(config, "ugi");
_name = getConfigValue(config, "name");
// keep this for later
_lobreg = lobreg;
// let the lobby registry know that we're up and running
lobreg.lobbyReady(_plobj.getOid(), _gameIdent, _name);
Log.info("Lobby manager initialized [ident=" + _gameIdent +
", name=" + _name + "].");
@@ -64,19 +65,10 @@ public class LobbyManager extends PlaceManager
return value;
}
// documentation inherited
protected Class getPlaceObjectClass ()
@Override // from PlaceManager
protected PlaceObject createPlaceObject ()
{
return LobbyObject.class;
}
// documentation inherited
protected void didStartup ()
{
super.didStartup();
// let the lobby registry know that we're up and running
_lobreg.lobbyReady(_plobj.getOid(), _gameIdent, _name);
return new LobbyObject();
}
/** The universal game identifier for the game matchmade by this
@@ -85,7 +77,4 @@ public class LobbyManager extends PlaceManager
/** The human readable name of this lobby. */
protected String _name;
/** A reference to the lobby registry. */
protected LobbyRegistry _lobreg;
}
@@ -149,7 +149,7 @@ public class LobbyRegistry
// lobbyReady() when it has obtained a reference to its lobby
// object and is ready to roll
LobbyManager lobmgr = (LobbyManager)
MiCasaServer.plreg.createPlace(config, null);
MiCasaServer.plreg.createPlace(config);
lobmgr.init(this, props);
} catch (Exception e) {
@@ -34,7 +34,6 @@ import com.threerings.presents.server.InvocationManager;
import com.threerings.crowd.data.BodyObject;
import com.threerings.crowd.data.PlaceObject;
import com.threerings.crowd.server.PlaceManager;
import com.threerings.crowd.server.PlaceRegistry.CreationObserver;
import com.threerings.crowd.server.PlaceRegistry;
import com.threerings.parlor.game.data.GameAI;
@@ -83,7 +82,7 @@ public class SimulatorManager
new CreateGameTask(source, config, simClass, playerCount);
}
public class CreateGameTask implements CreationObserver
public class CreateGameTask
{
public CreateGameTask (
BodyObject source, GameConfig config, String simClass,
@@ -97,10 +96,8 @@ public class SimulatorManager
try {
// create the game manager and begin its initialization
// process. the game manager will take care of notifying
// the players that the game has been created once it has
// been started up (which is done by the place registry
// once the game object creation has completed)
// process. the game manager will take care of notifying the
// players that the game has been created
// configure the game config with the player names
config.players = new Name[_playerCount];
@@ -108,23 +105,16 @@ public class SimulatorManager
for (int ii = 1; ii < _playerCount; ii++) {
config.players[ii] = new Name("simulant" + ii);
}
// we needn't hang around and wait for game object
// creation if it's just us
CreationObserver obs = (_playerCount == 1) ? null : this;
_gmgr = (GameManager)_plreg.createPlace(config, obs);
_gmgr = (GameManager)_plreg.createPlace(config);
} catch (Exception e) {
Log.warning("Unable to create game manager [e=" + e + "].");
Log.logStackTrace(e);
return;
}
}
// documentation inherited
public void placeCreated (PlaceObject place, PlaceManager pmgr)
{
// cast the place to the game object for the game we're creating
_gobj = (GameObject)place;
_gobj = (GameObject)_gmgr.getPlaceObject();
// determine the AI player skill level
byte skill;
@@ -142,19 +132,15 @@ public class SimulatorManager
// resolve the simulant body objects
ClientResolutionListener listener = new ClientResolutionListener()
{
public void clientResolved (Name username, ClientObject clobj)
{
public void clientResolved (Name username, ClientObject clobj) {
// hold onto the body object for later game creation
_sims.add(clobj);
// create the game if we've received all body objects
if (_sims.size() == (_playerCount - 1)) {
createSimulants();
}
}
public void resolutionFailed (Name username, Exception cause)
{
public void resolutionFailed (Name username, Exception cause) {
Log.warning("Unable to create simulant body object " +
"[error=" + cause + "].");
}
@@ -26,29 +26,30 @@ import com.threerings.presents.dobj.AttributeChangedEvent;
import com.threerings.crowd.data.PlaceObject;
import com.threerings.crowd.server.PlaceManager;
import com.threerings.crowd.server.PlaceRegistry;
import com.threerings.parlor.game.data.GameObject;
/**
* An abstract convenience class used server-side to keep an eye on a game
* and perform a one-time game-over activity when the game ends. Classes
* that care to make use of the game watcher should create an instance,
* implement {@link #gameDidEnd}, and pass the instance to the place
* registry in the call to {@link PlaceRegistry#createPlace} when the
* puzzle is created.
* An abstract convenience class used server-side to keep an eye on a game and
* perform a one-time game-over activity when the game ends. Classes that care
* to make use of the game watcher should create an instance with their newly
* created {@link GameObject} and implement {@link #gameDidEnd}.
*/
public abstract class GameWatcher
implements PlaceRegistry.CreationObserver, AttributeChangeListener
implements AttributeChangeListener
{
// documentation inherited
public void placeCreated (PlaceObject place, PlaceManager pmgr)
public void init (PlaceManager plmgr)
{
_gameobj = (GameObject)place;
init((GameObject)plmgr.getPlaceObject());
}
public void init (GameObject gameobj)
{
_gameobj = gameobj;
_gameobj.addListener(this);
}
// documentation inherited
// from interface AttributeChangeListener
public void attributeChanged (AttributeChangedEvent event)
{
if (event.getName().equals(GameObject.STATE)) {
@@ -66,8 +67,8 @@ public abstract class GameWatcher
}
/**
* Called when the game ends to give derived classes a chance to
* engage in their game-over antics.
* Called when the game ends to give derived classes a chance to engage in
* their game-over antics.
*/
protected abstract void gameDidEnd (GameObject gameobj);
@@ -206,13 +206,10 @@ public class ParlorManager
invite.invitee.getVisibleName(),
invite.inviter.getVisibleName() };
// create the game manager and begin it's initialization
// process. the game manager will take care of notifying the
// players that the game has been created once it has been
// started up (which is done by the place registry once the
// game object creation has completed)
GameManager gmgr = (GameManager)
_plreg.createPlace(invite.config, null);
// create the game manager and begin it's initialization process;
// the game manager will take care of notifying the players that
// the game has been created
_plreg.createPlace(invite.config);
} catch (Exception e) {
Log.warning("Unable to create game manager [invite=" + invite +
@@ -181,14 +181,11 @@ public class ParlorProvider
config.players = new Name[] { user.getVisibleName() };
}
// create the game manager and begin its initialization
// process
GameManager gmgr = (GameManager)
CrowdServer.plreg.createPlace(config, null);
// create the game manager and begin its initialization process
CrowdServer.plreg.createPlace(config);
// the game manager will take care of notifying the player
// that the game has been created once it has been started up;
// but we let the caller know that we processed their request
// the game manager will notify the player that their game is
// "ready", but tell the caller that we processed their request
listener.requestProcessed();
} catch (InstantiationException ie) {
@@ -40,7 +40,6 @@ import com.threerings.crowd.data.BodyObject;
import com.threerings.crowd.data.PlaceObject;
import com.threerings.crowd.server.CrowdServer;
import com.threerings.crowd.server.PlaceManager;
import com.threerings.crowd.server.PlaceRegistry;
import com.threerings.parlor.Log;
import com.threerings.parlor.data.ParlorCodes;
@@ -261,14 +260,9 @@ public class TableManager
// fill the players array into the game config
table.config.players = table.getPlayers();
PlaceRegistry.CreationObserver obs =
new PlaceRegistry.CreationObserver() {
public void placeCreated (PlaceObject plobj, PlaceManager pmgr) {
gameCreated(table, plobj);
}
};
try {
CrowdServer.plreg.createPlace(table.config, obs);
PlaceManager pmgr = CrowdServer.plreg.createPlace(table.config);
gameCreated(table, (GameObject)pmgr.getPlaceObject());
} catch (Throwable t) {
Log.warning("Failed to create manager for game " +
"[config=" + table.config + "]: " + t);
@@ -277,16 +271,16 @@ public class TableManager
}
/**
* Called when our game has been created, we take this opportunity to
* clean up the table and transition it to "in play" mode.
* Called when our game has been created, we take this opportunity to clean
* up the table and transition it to "in play" mode.
*/
protected void gameCreated (Table table, PlaceObject plobj)
protected void gameCreated (Table table, GameObject gameobj)
{
// update the table with the newly created game object
table.gameOid = plobj.getOid();
table.gameOid = gameobj.getOid();
// configure the privacy of the game
((GameObject) plobj).setIsPrivate(table.tconfig.privateTable);
gameobj.setIsPrivate(table.tconfig.privateTable);
// clear the occupant to table mappings as this game is underway
for (int i = 0; i < table.bodyOids.length; i++) {
@@ -295,7 +289,7 @@ public class TableManager
// add an object death listener to unmap the table when the game
// finally goes away
plobj.addListener(_gameDeathListener);
gameobj.addListener(_gameDeathListener);
// and then update the lobby object that contains the table
_tlobj.updateTables(table);
@@ -30,6 +30,8 @@ import com.threerings.presents.server.InvocationManager;
import com.threerings.crowd.data.PlaceConfig;
import com.threerings.crowd.server.CrowdServer;
import com.threerings.crowd.server.PlaceManager;
import com.threerings.crowd.server.PlaceRegistry;
import com.threerings.whirled.Log;
import com.threerings.whirled.data.Scene;
@@ -142,17 +144,16 @@ public class SceneRegistry
}
/**
* Requests that the specified scene be resolved, which means loaded
* into the server and initialized if the scene is not currently
* active. The supplied callback instance will be notified, on the
* dobjmgr thread, when the scene has been resolved. If the scene is
* already active, it will be notified immediately (before the call to
* {@link #resolveScene} returns).
* Requests that the specified scene be resolved, which means loaded into
* the server and initialized if the scene is not currently active. The
* supplied callback instance will be notified, on the dobjmgr thread, when
* the scene has been resolved. If the scene is already active, it will be
* notified immediately (before the call to {@link #resolveScene} returns).
*
* @param sceneId the id of the scene to resolve.
* @param target a reference to a callback instance that will be
* notified when the scene has been resolved (which may be immediately
* if the scene is already active).
* @param target a reference to a callback instance that will be notified
* when the scene has been resolved (which may be immediately if the scene
* is already active).
*/
public void resolveScene (int sceneId, ResolutionListener target)
{
@@ -239,7 +240,7 @@ public class SceneRegistry
* Called when the scene resolution has completed successfully.
*/
protected void processSuccessfulResolution (
SceneModel model, UpdateList updates)
SceneModel model, final UpdateList updates)
{
// now that the scene is loaded, we can create a scene manager for
// it. that will be initialized by the place registry and when
@@ -248,17 +249,21 @@ public class SceneRegistry
try {
// first create our scene instance
Scene scene = _scfact.createScene(
final Scene scene = _scfact.createScene(
model, _confact.createPlaceConfig(model));
// now create our scene manager
SceneManager scmgr = (SceneManager)
CrowdServer.plreg.createPlace(scene.getPlaceConfig(), null);
scmgr.setSceneData(scene, updates, this);
CrowdServer.plreg.createPlace(scene.getPlaceConfig(),
new PlaceRegistry.PreStartupHook() {
public void invoke (PlaceManager pmgr) {
((SceneManager)pmgr).setSceneData(
scene, updates, SceneRegistry.this);
}
});
// when the scene manager completes its startup procedings, it
// will call back to the scene registry and let us know that
// we can turn the penders loose
// when the scene manager completes its startup procedings, it will
// call back to the scene registry and let us know that we can turn
// the penders loose
} catch (Exception e) {
// so close, but no cigar
@@ -462,11 +462,29 @@ public class SpotSceneManager extends SceneManager
* one another.
*/
protected class ClusterRecord extends HashIntMap
implements Subscriber
{
public ClusterRecord ()
{
CrowdServer.omgr.createObject(ClusterObject.class, this);
_clobj = CrowdServer.omgr.registerObject(new ClusterObject());
_clusters.put(_clobj.getOid(), this);
// let any mapped users know about our cluster
Iterator iter = values().iterator();
while (iter.hasNext()) {
ClusteredBodyObject body = (ClusteredBodyObject)iter.next();
body.setClusterOid(_clobj.getOid());
_clobj.addToOccupants(((BodyObject)body).getOid());
}
// configure our cluster record and publish it
_cluster.clusterOid = _clobj.getOid();
_ssobj.addToClusters(_cluster);
// if we didn't manage to add our creating user when we first
// started up, there's no point in our sticking around
if (size() == 0) {
destroy(true);
}
}
public boolean addBody (BodyObject body)
@@ -565,44 +583,6 @@ public class SpotSceneManager extends SceneManager
return _cluster;
}
public void objectAvailable (DObject object)
{
// keep this feller around
_clobj = (ClusterObject)object;
_clusters.put(_clobj.getOid(), this);
// let any mapped users know about our cluster
Iterator iter = values().iterator();
while (iter.hasNext()) {
ClusteredBodyObject body = (ClusteredBodyObject)iter.next();
body.setClusterOid(_clobj.getOid());
_clobj.addToOccupants(((BodyObject)body).getOid());
}
// configure our cluster record and publish it
_cluster.clusterOid = _clobj.getOid();
_ssobj.addToClusters(_cluster);
// if we didn't manage to add our creating user when we first
// started up, there's no point in our sticking around
if (size() == 0) {
destroy(true);
}
}
public void requestFailed (int oid, ObjectAccessException cause)
{
Log.warning("Aiya! Failed to create cluster object " +
"[cause=" + cause + ", penders=" + size() + "].");
// let any mapped users know that we're hosed
Iterator iter = values().iterator();
while (iter.hasNext()) {
ClusteredBodyObject body = (ClusteredBodyObject)iter.next();
body.setClusterOid(-1);
}
}
public String toString ()
{
return "[cluster=" + _cluster + ", size=" + size() + "]";