
com.codeheadsystems.gamelib.net.server.manager.ServerManager Maven / Gradle / Ivy
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Netty/Server support for game development. Not libGDX specific.
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/*
* Copyright (c) 2023. Ned Wolpert
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
*/
package com.codeheadsystems.gamelib.net.server.manager;
import com.codeheadsystems.gamelib.net.server.factory.ServerConnectionFactory;
import com.codeheadsystems.gamelib.net.server.model.ServerConnection;
import io.netty.channel.ChannelFuture;
import javax.inject.Inject;
import javax.inject.Singleton;
import org.slf4j.Logger;
import org.slf4j.LoggerFactory;
/**
* The type Server manager.
*/
@Singleton
public class ServerManager {
private static final Logger LOGGER = LoggerFactory.getLogger(ServerManager.class);
private final ServerConnectionFactory serverConnectionFactory;
private ServerConnection serverConnection;
private State state;
/**
* Instantiates a new Server manager.
*
* @param serverConnectionFactory the server connection factory
*/
@Inject
public ServerManager(final ServerConnectionFactory serverConnectionFactory) {
this.serverConnectionFactory = serverConnectionFactory;
LOGGER.info("ServerManager({})", serverConnectionFactory);
setState(State.OFFLINE);
}
/**
* Execute server boolean.
*
* @return the boolean
*/
public boolean executeServer() {
LOGGER.info("executeServer()");
if (!state.equals(State.OFFLINE)) {
return false;
}
setState(State.STARTING);
serverConnection = serverConnectionFactory.instance();
setState(State.RUNNING);
serverConnection.channel().closeFuture().addListener(future -> {
setState(State.STOPPING);
serverConnection.bossGroup().shutdownGracefully();
serverConnection.workerGroup().shutdownGracefully();
setState(State.OFFLINE);
});
return true;
}
/**
* Wait on close boolean.
*
* @return the boolean
*/
public boolean waitOnClose() {
if (state.equals(State.RUNNING)) {
try {
serverConnection.channel().closeFuture().sync();
} catch (InterruptedException e) {
throw new RuntimeException(e);
}
return true;
} else {
return false;
}
}
/**
* Gets state.
*
* @return the state
*/
public State getState() {
return state;
}
private void setState(final State state) {
LOGGER.info("State change {} -> {}", this.state, state);
this.state = state;
}
/**
* Tell ourselves to close.
*
* @return the channel future
*/
public ChannelFuture stop() {
LOGGER.info("stop()");
setState(State.STOPPING);
return serverConnection.channel().close();
}
/**
* Close future channel future.
*
* @return the channel future
*/
public ChannelFuture closeFuture() {
return serverConnection.channel().closeFuture();
}
/**
* The enum State.
*/
public enum State {
/**
* Offline state.
*/
OFFLINE,
/**
* Starting state.
*/
STARTING,
/**
* Running state.
*/
RUNNING,
/**
* Stopping state.
*/
STOPPING
}
}
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