cb05d5f56b
bit more cleanly shared and the process of resolving zones and scenes and the various fiddling done during a scene move can be more easily grokked. git-svn-id: svn+ssh://src.earth.threerings.net/vilya/trunk@363 c613c5cb-e716-0410-b11b-feb51c14d237
91 lines
3.2 KiB
Java
91 lines
3.2 KiB
Java
//
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// $Id$
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//
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// Vilya library - tools for developing networked games
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// Copyright (C) 2002-2007 Three Rings Design, Inc., All Rights Reserved
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// http://www.threerings.net/code/vilya/
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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 com.threerings.presents.client.InvocationService;
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import com.threerings.presents.data.InvocationMarshaller;
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import com.threerings.presents.server.InvocationException;
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import com.threerings.crowd.data.BodyObject;
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import com.threerings.whirled.client.SceneService;
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import com.threerings.whirled.data.SceneCodes;
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import com.threerings.whirled.Log;
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/**
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* Handles the basics of moving a client into a new scene, which may involve resolution. Takes care
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* of annoying edge cases like the client logging off before their target scene is resolved and can
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* be extended to handle extra fun stuff.
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*/
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public abstract class AbstractSceneMoveHandler
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implements SceneRegistry.ResolutionListener
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{
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public AbstractSceneMoveHandler (BodyObject body, int sceneId, int version,
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InvocationService.InvocationListener listener)
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{
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_body = body;
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_sceneId = sceneId;
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_version = version;
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_listener = listener;
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}
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// from interface SceneRegistry.ResolutionListener
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public void sceneWasResolved (SceneManager scmgr)
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{
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// make sure our caller is still around; under heavy load, clients might end their session
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// while the scene is resolving
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if (!_body.isActive()) {
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Log.info("Abandoning scene move, client gone [who=" + _body.who() +
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", dest=" + scmgr.where() + "].");
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InvocationMarshaller.setNoResponse(_listener);
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return;
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}
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try {
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effectSceneMove(scmgr);
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} catch (InvocationException sfe) {
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_listener.requestFailed(sfe.getMessage());
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} catch (RuntimeException re) {
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Log.logStackTrace(re);
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_listener.requestFailed(SceneCodes.INTERNAL_ERROR);
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}
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}
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// from interface SceneRegistry.ResolutionListener
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public void sceneFailedToResolve (int sceneId, Exception reason)
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{
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Log.warning("Unable to resolve scene [sceneid=" + sceneId + ", reason=" + reason + "].");
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_listener.requestFailed(SceneCodes.NO_SUCH_PLACE);
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}
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protected abstract void effectSceneMove (SceneManager scmgr)
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throws InvocationException;
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protected BodyObject _body;
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protected int _sceneId;
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protected int _version;
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protected InvocationService.InvocationListener _listener;
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}
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