// // $Id$ // // 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.server; import com.threerings.presents.client.InvocationService; import com.threerings.presents.data.InvocationMarshaller; import com.threerings.presents.server.InvocationException; import com.threerings.crowd.data.BodyObject; import com.threerings.whirled.client.SceneService; import com.threerings.whirled.data.SceneCodes; import com.threerings.whirled.Log; /** * Handles the basics of moving a client into a new scene, which may involve resolution. Takes care * of annoying edge cases like the client logging off before their target scene is resolved and can * be extended to handle extra fun stuff. */ public abstract class AbstractSceneMoveHandler implements SceneRegistry.ResolutionListener { public AbstractSceneMoveHandler (BodyObject body, int sceneId, int version, InvocationService.InvocationListener listener) { _body = body; _sceneId = sceneId; _version = version; _listener = listener; } // from interface SceneRegistry.ResolutionListener public void sceneWasResolved (SceneManager scmgr) { // make sure our caller is still around; under heavy load, clients might end their session // while the scene is resolving if (!_body.isActive()) { Log.info("Abandoning scene move, client gone [who=" + _body.who() + ", dest=" + scmgr.where() + "]."); InvocationMarshaller.setNoResponse(_listener); return; } try { effectSceneMove(scmgr); } catch (InvocationException sfe) { _listener.requestFailed(sfe.getMessage()); } catch (RuntimeException re) { Log.logStackTrace(re); _listener.requestFailed(SceneCodes.INTERNAL_ERROR); } } // from interface SceneRegistry.ResolutionListener public void sceneFailedToResolve (int sceneId, Exception reason) { Log.warning("Unable to resolve scene [sceneid=" + sceneId + ", reason=" + reason + "]."); _listener.requestFailed(SceneCodes.NO_SUCH_PLACE); } protected abstract void effectSceneMove (SceneManager scmgr) throws InvocationException; protected BodyObject _body; protected int _sceneId; protected int _version; protected InvocationService.InvocationListener _listener; }