com.threerings.whirled.server.SceneManager Maven / Gradle / Ivy
//
// $Id$
//
// 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.server;
import com.google.inject.Inject;
import com.samskivert.util.Invoker;
import com.samskivert.jdbc.WriteOnlyUnit;
import com.threerings.presents.annotation.MainInvoker;
import com.threerings.crowd.data.Place;
import com.threerings.crowd.server.PlaceManager;
import com.threerings.whirled.data.Scene;
import com.threerings.whirled.data.SceneCodes;
import com.threerings.whirled.data.ScenePlace;
import com.threerings.whirled.data.SceneUpdate;
import com.threerings.whirled.util.UpdateList;
import static com.threerings.whirled.Log.log;
/**
* The scene manager extends the place manager and takes care of basic scene services. Presently
* that is little more than registering the scene manager with the scene registry so that the
* manager can be looked up by scene id in addition to place object id.
*/
public class SceneManager extends PlaceManager
{
/**
* Returns the scene object (not the scene distributed object) being managed by this scene
* manager.
*/
public Scene getScene ()
{
return _scene;
}
/**
* Returns {@link UpdateList#getUpdates} for this scene's updates.
*/
public SceneUpdate[] getUpdates (int fromVersion)
{
return _updates.getUpdates(fromVersion);
}
@Override
public Place getLocation ()
{
return new ScenePlace(_plobj.getOid(), _scene.getId());
}
/**
* Returns true if this scene stores data in the database, or false if it's instantiated anew
* with each server restart
*/
public boolean isPersistent ()
{
return true;
}
/**
* Called by the scene registry once the scene manager has been created (and initialized), but
* before it is started up.
*/
protected void setSceneData (Scene scene, UpdateList updates, Object extras, SceneRegistry screg)
{
_scene = scene;
_screg = screg;
_updates = updates;
// make sure the list and our version of the scene are in accordance
if (!_updates.validate(scene.getVersion())) {
log.warning("Provided with invalid updates; flushing [where=" + where() +
", sceneId=" + scene.getId() + ", version=" + scene.getVersion() + "].");
// clear out the update list as it will not allow us to bring clients up to date with
// our current scene version; instead they'll have to download the whole thing
_updates = new UpdateList();
}
// let derived classes react to the receipt of scene data
gotSceneData(extras);
}
/**
* A method that can be overridden by derived classes to perform initialization processing
* after we receive our scene information but before we're started up (and hence registered as
* an active place).
*
* @param extras optional additional information supplied by the repository when the scene was
* loaded, or null if the repository provided no extras.
*/
protected void gotSceneData (Object extras)
{
}
/**
* We're fully ready to go, so now we register ourselves with the scene registry which will
* make us available to the clients and system at large.
*/
@Override
protected void didStartup ()
{
super.didStartup();
// Wait until us and all of our subclasses have completely finished running didStartup
// prior to registering the scene as being ready.
_omgr.postRunnable(new Runnable() {
public void run () {
_screg.sceneManagerDidStart(SceneManager.this);
}
});
}
@Override
protected void didShutdown ()
{
super.didShutdown();
// unregister ourselves with the scene registry
_screg.unmapSceneManager(this);
}
/**
* When a modification is made to a scene, the scene manager should create a SceneUpdate
* instance and pass it to this method which will update the in-memory scene, and apply and
* record the update in the scene repository.
*
* This update will be stored persistently and provided (along with any other accumulated
* updates) to clients that later request to enter the scene with an old version of the scene
* data. Updates are not stored forever, but a sizable number of recent updates are stored so
* that moderately current clients can apply incremental patches to their scenes rather than
* redownloading entire scenes when they change.
*/
protected void recordUpdate (final SceneUpdate update)
{
// instruct our in-memory copy of the scene to apply the update
_scene.updateReceived(update);
// add it to our in memory update list
_updates.addUpdate(update);
// and apply and store it in the repository
if (isPersistent()) {
_invoker.postUnit(new WriteOnlyUnit("recordUpdate(" + update + ")") {
@Override
public void invokePersist () throws Exception {
_screg.getSceneRepository().applyAndRecordUpdate(_scene.getSceneModel(), update);
}
});
}
// broadcast the update to all occupants of the scene
_plobj.postMessage(SceneCodes.SCENE_UPDATE, new Object[] { update });
}
@Override
public String where ()
{
return _scene.getName() + " (" + super.where() + ":" + _scene.getId() + ")";
}
@Override
protected void toString (StringBuilder buf)
{
super.toString(buf);
buf.append(", scene=").append(_scene);
}
/** A reference to our scene implementation which provides a meaningful interpretation of the
* data in the scene model. */
protected Scene _scene;
/** A list of the updates tracked for this scene. These will be used to attempt to bring
* clients up to date efficiently if they request to enter our scene with old scene model
* data. */
protected UpdateList _updates;
/** A reference to the scene registry so that we can call back to it when we're fully
* initialized. */
protected SceneRegistry _screg;
/** The invoker on which we'll do our database operations. */
@Inject protected @MainInvoker Invoker _invoker;
}