8703f5b0a8
They *are* just updates, but if it's ok for them to not load then a game-specific scene repository needs to make that decision and just return a blank update list rather than throwing an exception. git-svn-id: svn+ssh://src.earth.threerings.net/vilya/trunk@68 c613c5cb-e716-0410-b11b-feb51c14d237
360 lines
13 KiB
Java
360 lines
13 KiB
Java
//
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// $Id: SceneRegistry.java 3679 2005-08-11 22:30:40Z ray $
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//
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// Narya library - tools for developing networked games
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// Copyright (C) 2002-2004 Three Rings Design, Inc., All Rights Reserved
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// http://www.threerings.net/code/narya/
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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 java.util.ArrayList;
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import com.samskivert.util.HashIntMap;
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import com.samskivert.util.Invoker;
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import com.threerings.presents.server.InvocationManager;
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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.crowd.server.PlaceManager;
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import com.threerings.crowd.server.PlaceRegistry;
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import com.threerings.whirled.Log;
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import com.threerings.whirled.data.Scene;
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import com.threerings.whirled.data.SceneModel;
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import com.threerings.whirled.server.persist.SceneRepository;
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import com.threerings.whirled.util.SceneFactory;
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import com.threerings.whirled.util.UpdateList;
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/**
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* The scene registry is responsible for the management of all scenes. It
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* handles interaction with the scene repository and ensures that scenes
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* are loaded into memory when needed and flushed from memory when not
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* needed.
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*
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* <p> The scene repository also takes care of bridging from the blocking,
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* synchronous world of the scene repository to the non-blocking
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* asynchronous world of the distributed object event queue. Thus its
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* interfaces for accessing scenes are structured so as to not block the
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* dobjmgr thread while waiting for scenes to be read from or written to
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* the repository.
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*
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* <p><em>Note:</em> All access to the scene registry should take place
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* from the dobjmgr thread.
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*/
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public class SceneRegistry
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{
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/**
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* Used to create {@link PlaceConfig} instances for scenes.
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*/
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public static interface ConfigFactory
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{
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/**
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* Creates the place config instance appropriate to the specified
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* scene.
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*/
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PlaceConfig createPlaceConfig (SceneModel model);
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}
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/** Used to provide scene-related server-side services. */
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public SceneProvider sceneprov;
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/**
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* Constructs a scene registry, instructing it to load and store
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* scenes using the supplied scene repository.
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*/
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public SceneRegistry (InvocationManager invmgr, SceneRepository screp,
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SceneFactory scfact, ConfigFactory confact)
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{
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_screp = screp;
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_scfact = scfact;
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_confact = confact;
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// create/register a scene provider with the invocation services
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sceneprov = new SceneProvider(CrowdServer.plreg.locprov, this);
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invmgr.registerDispatcher(new SceneDispatcher(sceneprov), true);
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}
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/**
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* Fetches the scene manager assosciated with the specified scene.
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*
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* @return the scene manager for the specified scene or null if no
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* scene manager is loaded for that scene.
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*/
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public SceneManager getSceneManager (int sceneId)
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{
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return (SceneManager)_scenemgrs.get(sceneId);
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}
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/**
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* Returns a reference to the scene repository in use by this
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* registry.
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*/
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public SceneRepository getSceneRepository ()
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{
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return _screp;
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}
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/**
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* Returns {@link SceneManager#where} for the specified scene or
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* <code>null:sceneId</code> if no scene manager exists for that
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* scene.
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*/
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public String where (int sceneId)
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{
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SceneManager scmgr = getSceneManager(sceneId);
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return (scmgr == null) ? ("null:" + sceneId) : scmgr.where();
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}
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/**
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* Because scenes must be loaded from the scene repository and this
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* must not be done on the dobjmgr thread, the interface for resolving
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* scenes requires that the entity that wishes for a scene to be
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* resolved implement this callback interface so that it can be
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* notified when a scene has been loaded and initialized.
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*/
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public static interface ResolutionListener
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{
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/**
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* Called when the scene has been successfully resolved. The scene
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* manager instance provided can be used to obtain a reference to
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* the scene, or the scene distributed object.
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*/
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public void sceneWasResolved (SceneManager scmgr);
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/**
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* Called if some failure occurred in the scene resolution
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* process.
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*/
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public void sceneFailedToResolve (int sceneId, Exception reason);
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}
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/**
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* Requests that the specified scene be resolved, which means loaded into
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* the server and initialized if the scene is not currently active. The
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* supplied callback instance will be notified, on the dobjmgr thread, when
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* the scene has been resolved. If the scene is already active, it will be
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* notified immediately (before the call to {@link #resolveScene} returns).
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*
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* @param sceneId the id of the scene to resolve.
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* @param target a reference to a callback instance that will be notified
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* when the scene has been resolved (which may be immediately if the scene
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* is already active).
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*/
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public void resolveScene (int sceneId, ResolutionListener target)
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{
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SceneManager mgr = (SceneManager)_scenemgrs.get(sceneId);
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if (mgr != null) {
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// if the scene is already resolved, we're ready to roll
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target.sceneWasResolved(mgr);
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return;
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}
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if (Log.debug()) {
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Log.debug("Resolving scene [id=" + sceneId + "].");
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}
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// otherwise we've got to resolve the scene and call them back
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// later; we can manipulate the penders table with impunity here
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// because we only do so on the dobjmgr thread
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ArrayList penders = (ArrayList)_penders.get(sceneId);
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// if we're already in the process of resolving this scene, just
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// add these guys to the list to be notified when it finally is
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// resolved
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if (penders != null) {
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penders.add(target);
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} else {
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// otherwise we've got to initiate the resolution process.
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// first we create the penders list
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_penders.put(sceneId, penders = new ArrayList());
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penders.add(target);
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// i don't like cluttering up method declarations with final
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// keywords...
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final int fsceneId = sceneId;
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if (Log.debug()) {
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Log.debug("Invoking scene lookup [id=" + sceneId + "].");
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}
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// then we queue up an execution unit that'll load the scene
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// and initialize it and all that
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WhirledServer.invoker.postUnit(new Invoker.Unit() {
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// this is run on the invoker thread
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public boolean invoke ()
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{
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try {
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_model = _screp.loadSceneModel(fsceneId);
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_updates = _screp.loadUpdates(fsceneId);
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} catch (Exception e) {
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_cause = e;
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}
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return true;
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}
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// this is run on the dobjmgr thread
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public void handleResult ()
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{
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if (_cause != null) {
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processFailedResolution(fsceneId, _cause);
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} else if (_model != null) {
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processSuccessfulResolution(_model, _updates);
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} else {
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Log.warning("Scene loading unit finished with " +
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"neither a scene nor a reason for " +
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"failure!?");
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}
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}
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public String toString ()
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{
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return "SceneRegistry.SceneLoader " +
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(_model == null ? "" : _model.name) +
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"(" + fsceneId + ")";
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}
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protected SceneModel _model;
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protected UpdateList _updates;
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protected Exception _cause;
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});
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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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protected void processSuccessfulResolution (
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SceneModel model, final UpdateList updates)
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{
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// now that the scene is loaded, we can create a scene manager for
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// it. that will be initialized by the place registry and when
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// that is finally complete, then we can let our penders know
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// what's up
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try {
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// first create our scene instance
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final Scene scene = _scfact.createScene(
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model, _confact.createPlaceConfig(model));
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// now create our scene manager
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CrowdServer.plreg.createPlace(scene.getPlaceConfig(),
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new PlaceRegistry.PreStartupHook() {
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public void invoke (PlaceManager pmgr) {
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((SceneManager)pmgr).setSceneData(
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scene, updates, SceneRegistry.this);
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}
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});
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// when the scene manager completes its startup procedings, it will
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// call back to the scene registry and let us know that we can turn
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// the penders loose
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} catch (Exception e) {
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// so close, but no cigar
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processFailedResolution(model.sceneId, e);
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}
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}
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/**
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* Called if resolving the scene fails for some reason.
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*/
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protected void processFailedResolution (int sceneId, Exception cause)
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{
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Log.info("Failed to resolve scene [sceneId=" + sceneId +
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", cause=" + cause + "].");
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Log.logStackTrace(cause);
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// alas things didn't work out, notify our penders
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ArrayList penders = (ArrayList)_penders.remove(sceneId);
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if (penders != null) {
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for (int i = 0; i < penders.size(); i++) {
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ResolutionListener rl = (ResolutionListener)penders.get(i);
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try {
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rl.sceneFailedToResolve(sceneId, cause);
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} catch (Exception e) {
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Log.warning("Resolution listener choked.");
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Log.logStackTrace(e);
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}
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}
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}
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}
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/**
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* Called by the scene manager once it has started up (meaning that it
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* has its place object and is ready to roll).
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*/
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protected void sceneManagerDidStart (SceneManager scmgr)
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{
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// register this scene manager in our table
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int sceneId = scmgr.getScene().getId();
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_scenemgrs.put(sceneId, scmgr);
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if (Log.debug()) {
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Log.debug("Registering scene manager [scid=" + sceneId +
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", scmgr=" + scmgr + "].");
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}
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// now notify any penders
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ArrayList penders = (ArrayList)_penders.remove(sceneId);
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if (penders != null) {
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for (int i = 0; i < penders.size(); i++) {
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ResolutionListener rl = (ResolutionListener)penders.get(i);
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try {
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rl.sceneWasResolved(scmgr);
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} catch (Exception e) {
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Log.warning("Resolution listener choked.");
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Log.logStackTrace(e);
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}
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}
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}
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}
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/**
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* Called by the scene manager when it is shut down.
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*/
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protected void unmapSceneManager (SceneManager scmgr)
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{
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if (_scenemgrs.remove(scmgr.getScene().getId()) == null) {
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Log.warning("Requested to unmap unmapped scene manager " +
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"[scmgr=" + scmgr + "].");
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return;
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}
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if (Log.debug()) {
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Log.debug("Unmapped scene manager " + scmgr + ".");
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}
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}
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/** The entity from which we load scene models. */
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protected SceneRepository _screp;
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/** Used to generate place configs for our scenes. */
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protected ConfigFactory _confact;
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/** The entity via which we create scene instances from scene
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* models. */
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protected SceneFactory _scfact;
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/** A mapping from scene ids to scene managers. */
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protected HashIntMap _scenemgrs = new HashIntMap();
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/** The table of pending resolution listeners. */
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protected HashIntMap _penders = new HashIntMap();
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}
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