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Direktori : /opt/cpanel/ea-tomcat85/webapps/examples/WEB-INF/classes/websocket/drawboard/ |
Current File : //opt/cpanel/ea-tomcat85/webapps/examples/WEB-INF/classes/websocket/drawboard/Room.java |
/* * Licensed to the Apache Software Foundation (ASF) under one or more * contributor license agreements. See the NOTICE file distributed with * this work for additional information regarding copyright ownership. * The ASF licenses this file to You 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 websocket.drawboard; import java.awt.Color; import java.awt.Graphics2D; import java.awt.RenderingHints; import java.awt.image.BufferedImage; import java.io.ByteArrayOutputStream; import java.io.IOException; import java.nio.ByteBuffer; import java.util.ArrayList; import java.util.List; import java.util.Objects; import java.util.Timer; import java.util.TimerTask; import java.util.concurrent.locks.ReentrantLock; import javax.imageio.ImageIO; import websocket.drawboard.wsmessages.BinaryWebsocketMessage; import websocket.drawboard.wsmessages.StringWebsocketMessage; /** * A Room represents a drawboard where a number of * users participate.<br><br> * * Note: Instance methods should only be invoked by calling * {@link #invokeAndWait(Runnable)} to ensure access is correctly synchronized. */ public final class Room { /** * Specifies the type of a room message that is sent to a client.<br> * Note: Currently we are sending simple string messages - for production * apps, a JSON lib should be used for object-level messages.<br><br> * * The number (single char) will be prefixed to the string when sending * the message. */ public enum MessageType { /** * '0': Error: contains error message. */ ERROR('0'), /** * '1': DrawMessage: contains serialized DrawMessage(s) prefixed * with the current Player's {@link Player#lastReceivedMessageId} * and ",".<br> * Multiple draw messages are concatenated with "|" as separator. */ DRAW_MESSAGE('1'), /** * '2': ImageMessage: Contains number of current players in this room. * After this message a Binary Websocket message will follow, * containing the current Room image as PNG.<br> * This is the first message that a Room sends to a new Player. */ IMAGE_MESSAGE('2'), /** * '3': PlayerChanged: contains "+" or "-" which indicate a player * was added or removed to this Room. */ PLAYER_CHANGED('3'); private final char flag; MessageType(char flag) { this.flag = flag; } } /** * The lock used to synchronize access to this Room. */ private final ReentrantLock roomLock = new ReentrantLock(); /** * Indicates if this room has already been shutdown. */ private volatile boolean closed = false; /** * If <code>true</code>, outgoing DrawMessages will be buffered until the * drawmessageBroadcastTimer ticks. Otherwise they will be sent * immediately. */ private static final boolean BUFFER_DRAW_MESSAGES = true; /** * A timer which sends buffered drawmessages to the client at once * at a regular interval, to avoid sending a lot of very small * messages which would cause TCP overhead and high CPU usage. */ private final Timer drawmessageBroadcastTimer = new Timer(); private static final int TIMER_DELAY = 30; /** * The current active broadcast timer task. If null, then no Broadcast task is scheduled. * The Task will be scheduled if the first player enters the Room, and * cancelled if the last player exits the Room, to avoid unnecessary timer executions. */ private TimerTask activeBroadcastTimerTask; /** * The current image of the room drawboard. DrawMessages that are * received from Players will be drawn onto this image. */ private final BufferedImage roomImage = new BufferedImage(900, 600, BufferedImage.TYPE_INT_RGB); private final Graphics2D roomGraphics = roomImage.createGraphics(); /** * The maximum number of players that can join this room. */ private static final int MAX_PLAYER_COUNT = 100; /** * List of all currently joined players. */ private final List<Player> players = new ArrayList<>(); public Room() { roomGraphics.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON); // Clear the image with white background. roomGraphics.setBackground(Color.WHITE); roomGraphics.clearRect(0, 0, roomImage.getWidth(), roomImage.getHeight()); } private TimerTask createBroadcastTimerTask() { return new TimerTask() { @Override public void run() { invokeAndWait(new Runnable() { @Override public void run() { broadcastTimerTick(); } }); } }; } /** * Creates a Player from the given Client and adds it to this room. * * @param client the client * * @return The newly created player */ public Player createAndAddPlayer(Client client) { if (players.size() >= MAX_PLAYER_COUNT) { throw new IllegalStateException("Maximum player count (" + MAX_PLAYER_COUNT + ") has been reached."); } Player p = new Player(this, client); // Broadcast to the other players that one player joined. broadcastRoomMessage(MessageType.PLAYER_CHANGED, "+"); // Add the new player to the list. players.add(p); // If currently no Broadcast Timer Task is scheduled, then we need to create one. if (activeBroadcastTimerTask == null) { activeBroadcastTimerTask = createBroadcastTimerTask(); drawmessageBroadcastTimer.schedule(activeBroadcastTimerTask, TIMER_DELAY, TIMER_DELAY); } // Send the current number of players and the current room image. String content = String.valueOf(players.size()); p.sendRoomMessage(MessageType.IMAGE_MESSAGE, content); // Store image as PNG ByteArrayOutputStream bout = new ByteArrayOutputStream(); try { ImageIO.write(roomImage, "PNG", bout); } catch (IOException e) { /* Should never happen */ } // Send the image as binary message. BinaryWebsocketMessage msg = new BinaryWebsocketMessage( ByteBuffer.wrap(bout.toByteArray())); p.getClient().sendMessage(msg); return p; } /** * @see Player#removeFromRoom() * @param p player to remove */ private void internalRemovePlayer(Player p) { boolean removed = players.remove(p); assert removed; // If the last player left the Room, we need to cancel the Broadcast Timer Task. if (players.size() == 0) { // Cancel the task. // Note that it can happen that the TimerTask is just about to execute (from // the Timer thread) but waits until all players are gone (or even until a new // player is added to the list), and then executes. This is OK. To prevent it, // a TimerTask subclass would need to have some boolean "cancel" instance variable and // query it in the invocation of Room#invokeAndWait. activeBroadcastTimerTask.cancel(); activeBroadcastTimerTask = null; } // Broadcast that one player is removed. broadcastRoomMessage(MessageType.PLAYER_CHANGED, "-"); } /** * @see Player#handleDrawMessage(DrawMessage, long) * @param p player * @param msg message containing details of new shapes to draw * @param msgId message ID */ private void internalHandleDrawMessage(Player p, DrawMessage msg, long msgId) { p.setLastReceivedMessageId(msgId); // Draw the RoomMessage onto our Room Image. msg.draw(roomGraphics); // Broadcast the Draw Message. broadcastDrawMessage(msg); } /** * Broadcasts the given drawboard message to all connected players.<br> * Note: For DrawMessages, please use * {@link #broadcastDrawMessage(DrawMessage)} * as this method will buffer them and prefix them with the correct * last received Message ID. * @param type message type * @param content message content */ private void broadcastRoomMessage(MessageType type, String content) { for (Player p : players) { p.sendRoomMessage(type, content); } } /** * Broadcast the given DrawMessage. This will buffer the message * and the {@link #drawmessageBroadcastTimer} will broadcast them * at a regular interval, prefixing them with the player's current * {@link Player#lastReceivedMessageId}. * @param msg message to broadcast */ private void broadcastDrawMessage(DrawMessage msg) { if (!BUFFER_DRAW_MESSAGES) { String msgStr = msg.toString(); for (Player p : players) { String s = String.valueOf(p.getLastReceivedMessageId()) + "," + msgStr; p.sendRoomMessage(MessageType.DRAW_MESSAGE, s); } } else { for (Player p : players) { p.getBufferedDrawMessages().add(msg); } } } /** * Tick handler for the broadcastTimer. */ private void broadcastTimerTick() { // For each Player, send all per Player buffered // DrawMessages, prefixing each DrawMessage with the player's // lastReceivedMessageId. // Multiple messages are concatenated with "|". for (Player p : players) { StringBuilder sb = new StringBuilder(); List<DrawMessage> drawMessages = p.getBufferedDrawMessages(); if (drawMessages.size() > 0) { for (int i = 0; i < drawMessages.size(); i++) { DrawMessage msg = drawMessages.get(i); String s = String.valueOf(p.getLastReceivedMessageId()) + "," + msg.toString(); if (i > 0) { sb.append('|'); } sb.append(s); } drawMessages.clear(); p.sendRoomMessage(MessageType.DRAW_MESSAGE, sb.toString()); } } } /** * A list of cached {@link Runnable}s to prevent recursive invocation of Runnables * by one thread. This variable is only used by one thread at a time and then * set to <code>null</code>. */ private List<Runnable> cachedRunnables = null; /** * Submits the given Runnable to the Room Executor and waits until it * has been executed. Currently, this simply means that the Runnable * will be run directly inside of a synchronized() block.<br> * Note that if a runnable recursively calls invokeAndWait() with another * runnable on this Room, it will not be executed recursively, but instead * cached until the original runnable is finished, to keep the behavior of * using a Executor. * * @param task The task to be executed */ public void invokeAndWait(Runnable task) { // Check if the current thread already holds a lock on this room. // If yes, then we must not directly execute the Runnable but instead // cache it until the original invokeAndWait() has finished. if (roomLock.isHeldByCurrentThread()) { if (cachedRunnables == null) { cachedRunnables = new ArrayList<>(); } cachedRunnables.add(task); } else { roomLock.lock(); try { // Explicitly overwrite value to ensure data consistency in // current thread cachedRunnables = null; if (!closed) { task.run(); } // Run the cached runnables. if (cachedRunnables != null) { for (Runnable cachedRunnable : cachedRunnables) { if (!closed) { cachedRunnable.run(); } } cachedRunnables = null; } } finally { roomLock.unlock(); } } } /** * Shuts down the roomExecutor and the drawmessageBroadcastTimer. */ public void shutdown() { invokeAndWait(new Runnable() { @Override public void run() { closed = true; drawmessageBroadcastTimer.cancel(); roomGraphics.dispose(); } }); } /** * A Player participates in a Room. It is the interface between the * {@link Room} and the {@link Client}.<br><br> * * Note: This means a player object is actually a join between Room and * Client. */ public static final class Player { /** * The room to which this player belongs. */ private Room room; /** * The room buffers the last draw message ID that was received from * this player. */ private long lastReceivedMessageId = 0; private final Client client; /** * Buffered DrawMessages that will be sent by a Timer. */ private final List<DrawMessage> bufferedDrawMessages = new ArrayList<>(); private List<DrawMessage> getBufferedDrawMessages() { return bufferedDrawMessages; } private Player(Room room, Client client) { this.room = room; this.client = client; } public Room getRoom() { return room; } public Client getClient() { return client; } /** * Removes this player from its room, e.g. when * the client disconnects. */ public void removeFromRoom() { if (room != null) { room.internalRemovePlayer(this); room = null; } } private long getLastReceivedMessageId() { return lastReceivedMessageId; } private void setLastReceivedMessageId(long value) { lastReceivedMessageId = value; } /** * Handles the given DrawMessage by drawing it onto this Room's * image and by broadcasting it to the connected players. * * @param msg The draw message received * @param msgId The ID for the draw message received */ public void handleDrawMessage(DrawMessage msg, long msgId) { room.internalHandleDrawMessage(this, msg, msgId); } /** * Sends the given room message. * @param type message type * @param content message content */ private void sendRoomMessage(MessageType type, String content) { Objects.requireNonNull(content); Objects.requireNonNull(type); String completeMsg = String.valueOf(type.flag) + content; client.sendMessage(new StringWebsocketMessage(completeMsg)); } } }