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#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include <Eris/Room.h>
#include <Eris/Lobby.h>
#include <Eris/Connection.h>
#include <Eris/Utils.h>
#include <Eris/Person.h>
#include <Eris/Log.h>
#include <Eris/SignalDispatcher.h>
#include <Eris/ClassDispatcher.h>
#include <Eris/ArgumentDispatcher.h>
#include <Eris/Exceptions.h>
#include <Atlas/Objects/Entity/RootEntity.h>
#include <Atlas/Objects/Operation/Appearance.h>
#include <Atlas/Objects/Operation/Disappearance.h>
#include <Atlas/Objects/Operation/Look.h>
#include <Atlas/Objects/Operation/Move.h>
#include <Atlas/Objects/Operation/Imaginary.h>
#include <Atlas/Objects/Operation/Talk.h>
#include <sigc++/object_slot.h>
#include <cassert>
using namespace Atlas;
typedef Atlas::Message::Element::ListType AtlasListType;
typedef Atlas::Message::Element::MapType AtlasMapType;
namespace Eris
{
Room::Room(Lobby *l, const std::string &id) :
_id(id),
_lobby(l),
_parted(false)
{
if (_id.empty()) return;
assert(l);
setup();
}
Room::~Room()
{
/* avoid exceptions from further down if the Lobby never recieved the OOG entry. This
happens if a Lobby object is created but the connection never goes live, for example. */
if (_id.empty()) return;
if (!_parted) // brutal tear down
leave();
Connection *con = _lobby->getConnection();
std::string rid = "room_" + _id;
// delete *everything* below our node
con->removeDispatcherByPath("op:oog:sound", rid);
con->removeDispatcherByPath("op:oog:sight:op", rid);
con->removeDispatcherByPath("op:oog:appearance", rid);
con->removeDispatcherByPath("op:oog:disappearance", rid);
}
void Room::setup()
{
assert(!_id.empty());
std::string rid("room_" + _id);
// setup the dispatchers
Connection *con = _lobby->getConnection();
Dispatcher *sound = con->getDispatcherByPath("op:oog:sound");
sound = sound->addSubdispatch(new ArgumentDispatcher("room_" + _id, "loc", _id));
// talk
sound->addSubdispatch(new SignalDispatcher<Atlas::Objects::Operation::Talk>("foo",
SigC::slot(*this, &Room::recvSoundTalk)
));
// visual stuff (sights)
Dispatcher *sightOp = con->getDispatcherByPath("op:oog:sight:op");
Dispatcher *cd = sightOp->addSubdispatch(ClassDispatcher::newAnonymous(con));
Dispatcher *location = cd->addSubdispatch(new ArgumentDispatcher(rid, "loc", _id), "imaginary");
location->addSubdispatch(new SignalDispatcher<Atlas::Objects::Operation::Imaginary>("imag",
SigC::slot(*this, &Room::recvSightImaginary)
));
// appearance
Dispatcher *apd = con->getDispatcherByPath("op:oog:appearance");
apd = apd->addSubdispatch(new ArgumentDispatcher(rid, "loc", _id));
apd->addSubdispatch(new SignalDispatcher<Atlas::Objects::Operation::Appearance>("foo",
SigC::slot(*this, &Room::recvAppear)
));
// disappearance
Dispatcher *disd = con->getDispatcherByPath("op:oog:disappearance");
disd = disd->addSubdispatch(new ArgumentDispatcher(rid, "loc", _id));
disd->addSubdispatch(new SignalDispatcher<Atlas::Objects::Operation::Disappearance>("foo",
SigC::slot(*this, &Room::recvDisappear)
));
// initial look
if (_lobby != this) // not actually necessary, but avoids a duplicate initial look
_lobby->look(_id);
}
void Room::say(const std::string &tk)
{
if (!_lobby->getConnection()->isConnected())
// FIXME - provide some feed-back here
return;
Atlas::Objects::Operation::Talk t;
Atlas::Message::Element::MapType speech;
speech["say"] = tk;
speech["loc"] = _id;
t.setArgs(Atlas::Message::Element::ListType(1, speech));
t.setTo(_id);
t.setFrom(_lobby->getAccountID());
t.setSerialno(getNewSerialno());
_lobby->getConnection()->send(t);
}
void Room::emote(const std::string &em)
{
if (!_lobby->getConnection()->isConnected())
// FIXME - provide some feed-back here
return;
Atlas::Objects::Operation::Imaginary im;
Atlas::Message::Element::MapType emote;
emote["id"] = "emote";
emote["description"] = em;
emote["loc"] = _id;
im.setArgs(Atlas::Message::Element::ListType(1, emote));
im.setTo(_id);
im.setFrom(_lobby->getAccountID());
im.setSerialno(getNewSerialno());
_lobby->getConnection()->send(im);
}
void Room::leave()
{
Connection *c = _lobby->getConnection();
if (!c->isConnected())
throw InvalidOperation("Not connected to server");
Atlas::Objects::Operation::Move part;
part.setFrom(_lobby->getAccountID());
part.setSerialno(getNewSerialno());
Message::Element::MapType args;
args["loc"] = _id;
args["mode"] = "part";
part.setArgs(Message::Element::ListType(1, args));
c->send(part);
// FIXME - confirm the part somehow?
_parted = true;
}
Room* Room::createRoom(const std::string &name)
{
Connection *c = _lobby->getConnection();
if (!c->isConnected())
throw InvalidOperation("Not connected to server");
Atlas::Objects::Operation::Create cr;
cr.setFrom(_lobby->getAccountID());
cr.setTo(_id);
int serial = getNewSerialno();
cr.setSerialno(serial);
Message::Element::MapType args;
args["parents"] = Message::Element::ListType(1, "room");
args["name"] = name;
cr.setArgs(Message::Element::ListType(1, args));
c->send(cr);
Room *r = new Room(_lobby);
// this lets the lobby do stitch up as necessary
_lobby->addPendingCreate(r, serial);
r->_name = name; // I'm setting this since we have it already, and it might
// help someone identify the room prior to the ID going valid.
return r;
}
void Room::sight(const Atlas::Objects::Entity::RootEntity &room)
{
log(LOG_NOTICE, "Got sight of room %s", _id.c_str());
_initialGet = true;
_name = room.getName();
//_creator = room.getAttr("creator").asString();
// extract the current people list
if (room.hasAttr("people")) {
Message::Element::ListType people = room.getAttr("people").asList();
for (Message::Element::ListType::const_iterator i=people.begin(); i!=people.end(); ++i) {
std::string account = i->asString();
_people.insert(account);
if (_lobby->getPerson(account) == NULL) {
// mark as pending
_pending.insert(account);
}
}
}
if (_pending.empty()) {
log(LOG_NOTICE, "Doing immediate entry to room %s", _id.c_str());
// FIXME - this code will cause OOG entry, even if the server
// doesn't really support it (just to an empty lobby). The option
// is not to emit the 'entered' signal at all. I don't know which
// makes more sense.
Entered.emit(this);
_initialGet = false;
}
// wire up the signal for initial get
_lobby->SightPerson.connect(SigC::slot(*this, &Room::notifyPersonSight));
if (room.hasAttr("rooms")) {
Message::Element::ListType rooms = room.getAttr("rooms").asList();
// rattle through the list, jamming them into our set
for (unsigned int R=0; R<rooms.size();R++)
_subrooms.insert(rooms[R].asString());
}
}
void Room::notifyPersonSight(Person *p)
{
assert(p);
_pending.erase(p->getAccount());
if (_pending.empty()) {
if (_initialGet) {
Entered.emit(this);
_initialGet = false;
} else {
// we were waiting to show an appearance, we assume
Appearance.emit(this, p->getAccount());
}
}
}
void Room::recvSoundTalk(const Atlas::Objects::Operation::Talk &tk)
{
const Atlas::Message::Element &obj = getArg(tk, 0);
Message::Element::MapType::const_iterator m = obj.asMap().find("say");
if (m == obj.asMap().end())
throw IllegalObject(tk, "No sound object in arg 0");
std::string say = m->second.asString();
// quick sanity check
if (_pending.find(tk.getFrom()) != _pending.end()) {
// supress this talk until we have the name
// FIXME - buffer these and spool back?
return;
}
// hit this assert if get a talk from somone we know *nothing* about
if (_people.find(tk.getFrom()) == _people.end()) {
log(LOG_DEBUG, "unknown FROM %s in TALK operation");
assert(false);
}
// get the player name and emit the signal already
Person *p = _lobby->getPerson(tk.getFrom());
assert(p);
Talk.emit(this, p->getAccount(), say);
}
void Room::recvSightImaginary(const Atlas::Objects::Operation::Imaginary &im)
{
const Atlas::Message::Element &obj = getArg(im, 0);
Message::Element::MapType::const_iterator m = obj.asMap().find("description");
if (m == obj.asMap().end())
return;
const std::string & description = m->second.asString();
// quick sanity check
if (_pending.find(im.getFrom()) != _pending.end()) {
// supress this talk until we have the name
// FIXME - buffer these and spool back?
return;
}
// hit this assert if get a talk from somone we know *nothing* about
if (_people.find(im.getFrom()) == _people.end()) {
log(LOG_DEBUG, "unknown FROM %s in TALK operation");
assert(false);
}
Person *p = _lobby->getPerson(im.getFrom());
Emote.emit(this, p->getAccount(), description);
}
void Room::recvAppear(const Atlas::Objects::Operation::Appearance &ap)
{
const AtlasListType &args = ap.getArgs();
for (AtlasListType::const_iterator A=args.begin();A!=args.end();++A) {
const AtlasMapType &app = A->asMap();
AtlasMapType::const_iterator V(app.find("id"));
std::string account(V->second.asString());
_people.insert(account);
if (_lobby->getPerson(account)) {
// player is already known, can emit right now
Appearance.emit(this, account);
} else {
// need to wait on the lookup
if (_pending.empty())
_lobby->SightPerson.connect(SigC::slot(*this, &Room::notifyPersonSight));
_pending.insert(account);
}
}
}
void Room::recvDisappear(const Atlas::Objects::Operation::Disappearance &dis)
{
const AtlasListType &args = dis.getArgs();
for (AtlasListType::const_iterator A=args.begin();A!=args.end();++A) {
const AtlasMapType &app = A->asMap();
AtlasMapType::const_iterator V(app.find("id"));
std::string account(V->second.asString());
if (_people.find(account) == _people.end())
throw IllegalObject(dis, "room disappearance for unknown person");
_people.erase(account);
Disappearance.emit(this, account);
}
}
const std::string& Room::getID() const
{
if (_id.empty() || _id == "") {
throw InvalidOperation("called Room::getID() before the ID was available \
(wait till Entered signal is emitted");
}
return _id;
}
Person* Room::getPersonByUID(const std::string& uid)
{
return _lobby->getPerson(uid);
}
} // of Eris namespace
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