33f55d5a8d
creating new source files. git-svn-id: svn+ssh://src.earth.threerings.net/vilya/trunk@209 c613c5cb-e716-0410-b11b-feb51c14d237
546 lines
18 KiB
ActionScript
546 lines
18 KiB
ActionScript
//
|
|
// $Id$
|
|
//
|
|
// 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).
|
|
*
|
|
* <p> 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
|
|
* <code>moveTo</code> 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;
|
|
}
|
|
}
|