// // $Id$ // // Vilya library - tools for developing networked games // Copyright (C) 2002-2007 Three Rings Design, Inc., All Rights Reserved // http://www.threerings.net/code/vilya/ // // This library is free software; you can redistribute it and/or modify it // under the terms of the GNU Lesser General Public License as published // by the Free Software Foundation; either version 2.1 of the License, or // (at your option) any later version. // // This library is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU // Lesser General Public License for more details. // // You should have received a copy of the GNU Lesser General Public // License along with this library; if not, write to the Free Software // Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA package com.threerings.whirled.client { import flash.errors.IOError; import flash.errors.IllegalOperationError; import com.threerings.util.HashMap; import com.threerings.util.ResultListener; import com.threerings.io.TypedArray; import com.threerings.presents.client.BasicDirector; import com.threerings.presents.client.Client; import com.threerings.presents.client.ClientEvent; import com.threerings.presents.data.InvocationCodes; import com.threerings.crowd.client.LocationDirector; import com.threerings.crowd.client.LocationDirector_FailureHandler; import com.threerings.crowd.client.LocationObserver; import com.threerings.crowd.data.PlaceConfig; import com.threerings.whirled.client.persist.SceneRepository; import com.threerings.whirled.data.Scene; import com.threerings.whirled.data.SceneCodes; import com.threerings.whirled.data.SceneModel; import com.threerings.whirled.util.NoSuchSceneError; import com.threerings.whirled.util.SceneFactory; import com.threerings.whirled.util.WhirledContext; import com.threerings.whirled.data.SceneUpdate; /** * The scene director is the client's interface to all things scene * related. It interfaces with the scene repository to ensure that scene * objects are available when the client enters a particular scene. It * handles moving from scene to scene (it coordinates with the {@link * LocationDirector} in order to do this). * *

Note that when the scene director is in use instead of the location * director, scene ids instead of place oids will be supplied to {@link * LocationObserver#locationMayChange} and {@link * LocationObserver#locationChangeFailed}. */ public class SceneDirector extends BasicDirector implements LocationDirector_FailureHandler, SceneReceiver, SceneService_SceneMoveListener { private static const log :Log = Log.getLog(SceneDirector); /** * Creates a new scene director with the specified context. * * @param ctx the active client context. * @param locdir the location director in use on the client, with * which the scene director will coordinate when changing location. * @param screp the entity from which the scene director will load * scene data from the local client scene storage. This may be null * when the SceneDirector is constructed, but it should be * supplied via {@link #setSceneRepository} prior to really using * this director. * @param fact the factory that knows which derivation of {@link * Scene} to create for the current system. */ public function SceneDirector ( ctx :WhirledContext, locdir :LocationDirector, screp :SceneRepository, fact :SceneFactory) { super(ctx); // we'll need these for later _wctx = ctx; _locdir = locdir; setSceneRepository(screp); _fact = fact; // set ourselves up as a failure handler with the location // director because we need to do special processing _locdir.setFailureHandler(this); // register for scene notifications _wctx.getClient().getInvocationDirector().registerReceiver( new SceneDecoder(this)); } /** * Set the scene repository. */ public function setSceneRepository (screp :SceneRepository) :void { _screp = screp; _scache.clear(); } /** * Returns the display scene object associated with the scene we * currently occupy or null if we currently occupy no scene. */ public function getScene () :Scene { return _scene; } /** * Requests that this client move the specified scene. A request will * be made and when the response is received, the location observers * will be notified of success or failure. * * @return true if the move to request was issued, false if it was * rejected by a location observer or because we have another request * outstanding. */ public function moveTo (sceneId :int) :Boolean { // make sure the sceneId is valid if (sceneId < 0) { log.warning("Refusing moveTo(): invalid sceneId " + sceneId + "."); return false; } // sanity-check the destination scene id if (sceneId == _sceneId) { log.warning("Refusing request to move to the same scene " + "[sceneId=" + sceneId + "]."); return false; } // prepare to move to this scene (sets up pending data) if (!prepareMoveTo(sceneId, null)) { return false; } // check the version of our cached copy of the scene to which // we're requesting to move; if we were unable to load it, assume // a cached version of zero var sceneVers :int = 0; if (_pendingModel != null) { sceneVers = _pendingModel.version; } // issue a moveTo request log.info("Issuing moveTo(" + sceneId + ", " + sceneVers + ")."); _sservice.moveTo(_wctx.getClient(), sceneId, sceneVers, this); return true; } /** * Prepares to move to the requested scene. The location observers are * asked to ratify the move and our pending scene mode is loaded from * the scene repository. This can be called by cooperating directors * that need to coopt the moveTo process. */ public function prepareMoveTo (sceneId :int, rl :ResultListener) :Boolean { // first check to see if our observers are happy with this move // request if (!_locdir.mayMoveTo(sceneId, rl)) { return false; } // we need to call this both to mark that we're issuing a move // request and to check to see if the last issued request should // be considered stale var refuse :Boolean = _locdir.checkRepeatMove(); // complain if we're over-writing a pending request if (_pendingSceneId != -1) { if (refuse) { log.warning("Refusing moveTo; We have a request outstanding " + "[psid=" + _pendingSceneId + ", nsid=" + sceneId + "]."); return false; } else { log.warning("Overriding stale moveTo request " + "[psid=" + _pendingSceneId + ", nsid=" + sceneId + "]."); } } // load up the pending scene so that we can communicate it's most // recent version to the server _pendingModel = loadSceneModel(sceneId); // make a note of our pending scene id _pendingSceneId = sceneId; // all systems go return true; } /** * Returns the model loaded in preparation for a scene * transition. This is made available only for cooperating directors * which may need to coopt the scene transition process. The pending * model is only valid immediately following a call to {@link * #prepareMoveTo}. */ public function getPendingModel () :SceneModel { return _pendingModel; } // documentation inherited from interface SceneService_SceneMoveListener public function moveSucceeded (placeId :int, config :PlaceConfig) :void { // our move request was successful, deal with subscribing to our // new place object _locdir.didMoveTo(placeId, config); // since we're committed to moving to the new scene, we'll // parallelize and go ahead and load up the new scene now rather // than wait until subscription to our place object succeeds // keep track of our previous scene info _previousSceneId = _sceneId; // clear out the old info clearScene(); // make the pending scene the active scene _sceneId = _pendingSceneId; _pendingSceneId = -1; // load the new scene model _model = loadSceneModel(_sceneId); // complain if we didn't find a scene if (_model == null) { log.warning("Aiya! Unable to load scene [sid=" + _sceneId + ", plid=" + placeId + "]."); return; } // and finally create a display scene instance with the model and // the place config _scene = _fact.createScene(_model, config); } // documentation inherited from interface SceneService_SceneMoveListener public function moveSucceededWithUpdates ( placeId :int, config :PlaceConfig, updates :Array) :void { log.info("Got updates [placeId=" + placeId + ", config=" + config + ", updates=" + updates + "]."); // apply the updates to our cached scene var model :SceneModel = loadSceneModel(_pendingSceneId); var failure :Boolean = false; for each (var update :SceneUpdate in updates) { try { update.validate(model); } catch (ise :IllegalOperationError) { log.warning("Scene update failed validation [model=" + model + ", update=" + update + ", error=" + ise.message + "]."); failure = true; break; } try { update.apply(model); } catch (e :Error) { log.warning("Failure applying scene update [model=" + model + ", update=" + update + "]."); log.logStackTrace(e); failure = true; break; } } if (failure) { // delete the now half-booched scene model from the repository try { _screp.deleteSceneModel(_pendingSceneId); } catch (ioe :IOError) { log.warning("Failure removing booched scene model " + "[sceneId=" + _pendingSceneId + "]."); log.logStackTrace(ioe); } // act as if the scene move failed, though we'll be in a funny // state because the server thinks we've changed scenes, but // the client can try again without its booched scene model requestFailed(InvocationCodes.INTERNAL_ERROR); return; } // store the updated scene in the repository persistSceneModel(model); // finally pass through to the normal success handler moveSucceeded(placeId, config); } // documentation inherited from interface SceneService-SceneMoveListener public function moveSucceededWithScene ( placeId :int, config :PlaceConfig, model :SceneModel) :void { log.info("Got updated scene model [placeId=" + placeId + ", config=" + config + ", scene=" + model.sceneId + "/" + model.name + "/" + model.version + "]."); // update the model in the repository persistSceneModel(model); // update our scene cache _scache.put(model.sceneId, model); // and pass through to the normal move succeeded handler moveSucceeded(placeId, config); } // documentation inherited from interface public function requestFailed (reason :String) :void { // clear out our pending request oid var sceneId :int = _pendingSceneId; _pendingSceneId = -1; // let our observers know that something has gone horribly awry _locdir.failedToMoveTo(sceneId, reason); } /** * Called by SceneController instances to tell us about an update * to the current scene. */ public function updateReceived (update :SceneUpdate) :void { _scene.updateReceived(update); persistSceneModel(_scene.getSceneModel()); } /** * Called to clean up our place and scene state information when we * leave a scene. */ public function didLeaveScene () :void { // let the location director know what's up _locdir.didLeavePlace(); // clear out our own scene state clearScene(); } // documentation inherited from interface public function forcedMove (sceneId :int) :void { log.info("Moving at request of server [sceneId=" + sceneId + "]."); // clear out our old scene and place data didLeaveScene(); // move to the new scene moveTo(sceneId); } /** * Sets the moveHandler for use in recoverFailedMove. */ public function setMoveHandler (handler :SceneDirector_MoveHandler) :void { if (_moveHandler != null) { log.warning("Requested to set move handler, but we've " + "already got one. The conflicting entities will " + "likely need to perform more sophisticated " + "coordination to deal with failures. " + "[old=" + _moveHandler + ", new=" + handler + "]."); } else { _moveHandler = handler; } } /** * Called when something breaks down in the process of performing a * moveTo request. */ public function recoverFailedMove (placeId :int) :void { // we'll need this momentarily var sceneId :int = _sceneId; // clear out our now bogus scene tracking info clearScene(); // if we were previously somewhere (and that somewhere isn't where // we just tried to go), try going back to that happy place if (_previousSceneId != -1 && _previousSceneId != sceneId) { // if we have a move handler use that if (_moveHandler != null) { _moveHandler.recoverMoveTo(_previousSceneId); } else { moveTo(_previousSceneId); } } } /** * Clears out our current scene information and releases the scene * model for the loaded scene back to the cache. */ protected function clearScene () :void { // clear out our scene id info _sceneId = -1; // clear out our references _model = null; _scene = null; } /** * Loads a scene from the repository. If the scene is cached, it will * be returned from the cache instead. */ protected function loadSceneModel (sceneId :int) :SceneModel { // first look in the model cache var model :SceneModel = (_scache.get(sceneId) as SceneModel); // load from the repository if it's not cached if (model == null) { try { model = _screp.loadSceneModel(sceneId); _scache.put(sceneId, model); } catch (nsse :NoSuchSceneError) { // nothing special here, just fall through and return null } catch (ioe :IOError) { // complain first, then return null log.warning("Error loading scene [scid=" + sceneId + ", error=" + ioe + "]."); } } return model; } /** * Persist the scene model to the clientside persistant cache. */ protected function persistSceneModel (model :SceneModel) :void { try { _screp.storeSceneModel(model); } catch (ioe :IOError) { log.warning("Failed to update repository with updated scene " + "[sceneId=" + model.sceneId + ", nvers=" + model.version + "]."); log.logStackTrace(ioe); } } // documentation inherited override public function clientDidLogoff (event :ClientEvent) :void { super.clientDidLogoff(event); // clear out our business clearScene(); _scache.clear(); _pendingSceneId = -1; _pendingModel = null; _previousSceneId = -1; _sservice = null; } // from BasicDirector override protected function registerServices (client :Client) :void { client.addServiceGroup(SceneCodes.WHIRLED_GROUP); } // from BasicDirector override protected function fetchServices (client :Client) :void { // get a handle on our scene service _sservice = (client.requireService(SceneService) as SceneService); } /** Access to general client services. */ protected var _wctx :WhirledContext; /** Access to our scene services. */ protected var _sservice :SceneService; /** The client's active location director. */ protected var _locdir :LocationDirector; /** The entity via which we load scene data. */ protected var _screp :SceneRepository; /** The entity we use to create scenes from scene models. */ protected var _fact :SceneFactory; /** A cache of scene model information. */ protected var _scache :HashMap = new HashMap(); // TODO: LRUHashMap(5) /** The display scene object for the scene we currently occupy. */ protected var _scene :Scene; /** The scene model for the scene we currently occupy. */ protected var _model :SceneModel; /** The id of the scene we currently occupy. */ protected var _sceneId :int = -1; /** Our most recent copy of the scene model for the scene we're about * to enter. */ protected var _pendingModel :SceneModel; /** The id of the scene for which we have an outstanding moveTo * request, or -1 if we have no outstanding request. */ protected var _pendingSceneId :int = -1; /** The id of the scene we previously occupied. */ protected var _previousSceneId :int = -1; /** Reference to our move handler. */ protected var _moveHandler :SceneDirector_MoveHandler = null; } }