All Downloads are FREE. Search and download functionalities are using the official Maven repository.

com.threerings.whirled.client.SceneDirector Maven / Gradle / Ivy

The newest version!
//
// $Id$
//
// Vilya library - tools for developing networked games
// Copyright (C) 2002-2012 Three Rings Design, Inc., All Rights Reserved
// http://code.google.com/p/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 java.util.ArrayList;
import java.util.Map;

import java.io.IOException;

import com.google.common.collect.Lists;

import com.samskivert.util.LRUHashMap;
import com.samskivert.util.ResultListener;
import com.threerings.presents.client.BasicDirector;
import com.threerings.presents.client.Client;

import com.threerings.crowd.client.LocationDirector;
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.data.SceneUpdate;
import com.threerings.whirled.util.NoSuchSceneException;
import com.threerings.whirled.util.SceneFactory;
import com.threerings.whirled.util.WhirledContext;

import static com.threerings.whirled.Log.log;

/**
 * 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).
 *
 * 

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 SceneCodes, LocationDirector.FailureHandler, SceneReceiver, SceneService.SceneMoveListener { /** * Used to recover from a problem after a completed moveTo. */ public static interface MoveHandler { /** * Should instruct the client to move the last known working location (as well as clean up * after the failed moveTo request). */ public void recoverMoveTo (int previousSceneId); } /** * 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 SceneDirector (WhirledContext ctx, LocationDirector locdir, SceneRepository screp, SceneFactory fact) { super(ctx); // we'll need these for later _ctx = 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 _ctx.getClient().getInvocationDirector().registerReceiver(new SceneDecoder(this)); } /** * Set the scene repository. */ public void setSceneRepository (SceneRepository screp) { _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 Scene getScene () { return _scene; } /** * Returns true if there is a pending move request. */ public boolean movePending () { return (_pendingSceneId > 0); } /** * 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 boolean moveTo (int sceneId) { // 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; } // do the deed sendMoveRequest(); 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 boolean prepareMoveTo (int sceneId, ResultListener rl) { // 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 boolean refuse = _locdir.checkRepeatMove(); // complain if we're over-writing a pending request if (movePending()) { 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 its 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 SceneModel getPendingModel () { return _pendingModel; } /** * Returns the scene id set in preparation for a scene transition. As with * {@link #getPendingModel}, this is for cooperating directors. */ public int getPendingSceneId () { return _pendingSceneId; } // from interface SceneService.SceneMoveListener public void moveSucceeded (int placeId, PlaceConfig config) { // 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); handlePendingForcedMove(); } // from interface SceneService.SceneMoveListener public void moveSucceededWithUpdates (int placeId, PlaceConfig config, SceneUpdate[] updates) { log.info("Got updates", "placeId", placeId, "config", config, "updates", updates); // apply the updates to our cached scene SceneModel model = loadSceneModel(_pendingSceneId); boolean failure = false; for (SceneUpdate element : updates) { try { element.validate(model); } catch (IllegalStateException ise) { log.warning("Scene update failed validation", "model", model, "update", element, "error", ise.getMessage()); failure = true; break; } try { element.apply(model); } catch (Exception e) { log.warning("Failure applying scene update", "model", model, "update", element, e); failure = true; break; } } if (failure) { // delete the now half-booched scene model from the repository try { _screp.deleteSceneModel(_pendingSceneId); } catch (IOException ioe) { log.warning("Failure removing booched scene model", "sceneId", _pendingSceneId, ioe); } // act as if the scene move failed; 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(INTERNAL_ERROR); return; } // store the updated version persistSceneModel(model); // finally pass through to the normal success handler moveSucceeded(placeId, config); } // from interface SceneService.SceneMoveListener public void moveSucceededWithScene (int placeId, PlaceConfig config, SceneModel model) { 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(Integer.valueOf(model.sceneId), model); // and pass through to the normal move succeeded handler moveSucceeded(placeId, config); } // from interface SceneService.SceneMoveListener public void moveRequiresServerSwitch (String hostname, int[] ports) { // ship on over to the other server _ctx.getClient().moveToServer(hostname, ports, new SceneService.ConfirmListener() { public void requestProcessed () { // resend our move request now that we're connected to the new server sendMoveRequest(); } public void requestFailed (String reason) { SceneDirector.this.requestFailed(reason); } }); } // from interface SceneService.SceneMoveListener public void requestFailed (String reason) { // let our observers know that something has gone horribly awry _locdir.failedToMoveTo(_pendingSceneId, reason); } /** * Called by SceneController instances to tell us about an update to the current scene. */ public void updateReceived (SceneUpdate update) { _scene.updateReceived(update); persistSceneModel(_scene.getSceneModel()); } /** * Called to clean up our place and scene state information when we leave a scene. */ public void didLeaveScene () { // let the location director know what's up _locdir.didLeavePlace(); // clear out our own scene state clearScene(); } /** * Sets the moveHandler for use in {@link #recoverFailedMove}. */ public void setMoveHandler (MoveHandler handler) { 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; } } // from interface SceneReceiver public void forcedMove (final int sceneId) { // if we're in the middle of a move, we can't abort it or we will screw everything up, so // just finish up what we're doing and assume that the repeated move request was the // spurious one as it would be in the case of lag causing rapid-fire repeat requests if (movePending()) { if (_pendingSceneId == sceneId) { log.info("Dropping forced move because we have a move pending", "pendId", _pendingSceneId, "reqId", sceneId); } else { log.info("Delaying forced move because we have a move pending", "pendId", _pendingSceneId, "reqId", sceneId); addPendingForcedMove(new Runnable() { public void run () { forcedMove(sceneId); } }); } return; } 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); } // from interface LocationDirector.FailureHandler public void recoverFailedMove (int placeId) { // if we're currently in a scene, then just stay there if (_sceneId > 0) { return; } // we'll need this momentarily int justAttemptedSceneId = _pendingSceneId; _pendingSceneId = -1; // 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 != justAttemptedSceneId) { // if we have a move handler use that if (_moveHandler != null) { _moveHandler.recoverMoveTo(_previousSceneId); } else { moveTo(_previousSceneId); } } handlePendingForcedMove(); } protected void sendMoveRequest () { // 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 int sceneVers = 0; if (_pendingModel != null) { sceneVers = _pendingModel.version; } // issue a moveTo request log.info("Issuing moveTo(" + _pendingSceneId + ", " + sceneVers + ")."); _sservice.moveTo(_pendingSceneId, sceneVers, this); } /** * Clears out our current scene information and releases the scene model for the loaded scene * back to the cache. */ protected void clearScene () { // 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 SceneModel loadSceneModel (int sceneId) { // first look in the model cache Integer key = Integer.valueOf(sceneId); SceneModel model = _scache.get(key); // load from the repository if it's not cached if (model == null) { try { model = _screp.loadSceneModel(sceneId); _scache.put(key, model); } catch (NoSuchSceneException nsse) { // nothing special here, just fall through and return null } catch (IOException ioe) { // 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 void persistSceneModel (SceneModel model) { // store the updated scene in the repository try { _screp.storeSceneModel(model); } catch (IOException ioe) { log.warning("Failed to update repository with updated scene", "sceneId", model.sceneId, "nvers", model.version, ioe); } } @Override public void clientDidLogoff (Client client) { super.clientDidLogoff(client); // clear out our business clearScene(); _scache.clear(); _pendingSceneId = -1; _pendingModel = null; _pendingForcedMoves.clear(); _previousSceneId = -1; _sservice = null; } public void cancelMoveRequest () { _pendingSceneId = -1; _pendingModel = null; handlePendingForcedMove(); } @Override protected void registerServices (Client client) { client.addServiceGroup(WHIRLED_GROUP); } @Override protected void fetchServices (Client client) { // get a handle on our scene service _sservice = client.requireService(SceneService.class); } public void addPendingForcedMove (Runnable move) { _pendingForcedMoves.add(move); } protected void handlePendingForcedMove () { if (!_pendingForcedMoves.isEmpty()) { _ctx.getClient().getRunQueue().postRunnable(_pendingForcedMoves.remove(0)); } } /** Access to general client services. */ protected WhirledContext _ctx; /** Access to our scene services. */ protected SceneService _sservice; /** The client's active location director. */ protected LocationDirector _locdir; /** The entity via which we load scene data. */ protected SceneRepository _screp; /** The entity we use to create scenes from scene models. */ protected SceneFactory _fact; /** A cache of scene model information. */ protected Map _scache = new LRUHashMap(5); /** The display scene object for the scene we currently occupy. */ protected Scene _scene; /** The scene model for the scene we currently occupy. */ protected SceneModel _model; /** The id of the scene we currently occupy. */ protected int _sceneId = -1; /** Our most recent copy of the scene model for the scene we're about to enter. */ protected SceneModel _pendingModel; /** The id of the scene for which we have an outstanding moveTo request, or -1 if we have no * outstanding request. */ protected int _pendingSceneId = -1; /** The id of the scene we previously occupied. */ protected int _previousSceneId = -1; /** Reference to our move handler. */ protected MoveHandler _moveHandler = null; /** Forced move actions we should take once we complete the move we're in the middle of. */ protected ArrayList _pendingForcedMoves = Lists.newArrayList(); }





© 2015 - 2024 Weber Informatics LLC | Privacy Policy