/*
* Aphelion
* Copyright (c) 2014 Joris van der Wel
*
* This file is part of Aphelion
*
* Aphelion is free software: you can redistribute it and/or modify
* it under the terms of the GNU Affero General Public License as published by
* the Free Software Foundation, version 3 of the License.
*
* Aphelion 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 General Public License for more details.
*
* You should have received a copy of the GNU Affero General Public License
* along with Aphelion. If not, see <http://www.gnu.org/licenses/>.
*
* In addition, the following supplemental terms apply, based on section 7 of
* the GNU Affero General Public License (version 3):
* a) Preservation of all legal notices and author attributions
* b) Prohibition of misrepresentation of the origin of this material, and
* modified versions are required to be marked in reasonable ways as
* different from the original version
*
* Linking this library statically or dynamically with other modules is making a
* combined work based on this library. Thus, the terms and conditions of the
* GNU Affero General Public License cover the whole combination.
*
* As a special exception, the copyright holders of this library give you
* permission to link this library with independent modules to produce an
* executable, regardless of the license terms of these independent modules,
* and to copy and distribute the resulting executable under terms of your
* choice, provided that you also meet, for each linked independent module,
* the terms and conditions of the license of that module. An independent
* module is a module which is not derived from or based on this library.
*/
package aphelion.shared.physics;
import aphelion.shared.gameconfig.*;
import aphelion.shared.net.protobuf.GameOperation;
import aphelion.shared.physics.entities.*;
import aphelion.shared.physics.events.pub.EventPublic;
import aphelion.shared.physics.valueobjects.PhysicsMovement;
import aphelion.shared.resource.ResourceDB;
import aphelion.shared.swissarmyknife.ThreadSafe;
import java.util.Iterator;
import java.util.List;
/** .
* Using this interface you can only get data about state 0.
* This is because implementors might decide to do other states in threads.
* Implementations of this interface might expose ways to access other states.
* @author Joris
*/
public interface PhysicsEnvironment
{
/** Returns the primary environment configuration used.
* In case multiple inner environment are used, the returned
* value represents the config of the environment that has the final say
* in inconsistencies (the one other environments reset to)
* @return This value never changes
*/
public EnvironmentConf getConfig();
/** Used to sync up the internal tick count with the server tick count.
* @param tick
* @throws IllegalStateException If this environment has already began ticking
*/
public void skipForward(long tick);
/** The number of times tick() has been called.
* Tick values are sent over the network in order to synchronize events.
*
* @return
*/
public long getTick();
/** The System.nanoTime() at which the current tick has started.
*
* @return nano time
*/
public long getTickedAt();
/** Make sure this is called in such a way ticks are synchronized between peers */
public void tick();
/**
* Look up an actor by pid. The returned value is a wrapper (PhysicsActor) around the real actor class
* (PhysicsActorPrivate). This wrapper is unaffected by things such as temporary removal of the actor.
* @param pid
* @return
*/
public ActorPublic getActor(int pid);
/**
* Look up an actor by pid. The returned value is a wrapper (PhysicsActor) around the real actor class
* (PhysicsActorPrivate). This wrapper is unaffected by things such as temporary removal of the actor.
*
* @param pid
* @param nofail if set, an actor wrapper is always returned, even if the actor does not exist at the moment.
* This lets you get a wrapper before the actual actor creation operation has been executed (which may take a
* while, depending on the timestamp).
* @return
*/
public ActorPublic getActor(int pid, boolean nofail);
public Iterator<ActorPublic> actorIterator();
public Iterable<ActorPublic> actorIterable();
/** Return the actor count, including those who have been soft deleted.
* This is equal to the number of actors iterated by actorIterator()
* @return
*/
public int getActorCount();
public Iterator<ProjectilePublic> projectileIterator();
public Iterable<ProjectilePublic> projectileIterable();
/** Return the projectile count, including those who have been soft deleted.
* This is equal to the number of projectiles iterated by projectileIterator()
* This method is O(n) time and primarily intended for test cases.
* @return
*/
public int calculateProjectileCount();
public ConfigSelection newConfigSelection();
@ThreadSafe
public void loadConfig(long tick, String fileIdentifier, List yamlDocuments);
@ThreadSafe
public void unloadConfig(long tick, String fileIdentifier);
@ThreadSafe
public void actorNew(long tick, int pid, long seed, String ship);
@ThreadSafe
public void actorSync(GameOperation.ActorSync sync);
@ThreadSafe
public void actorModification(long tick, int pid, String ship);
@ThreadSafe
public void actorRemove(long tick, int pid);
/** .
*
* @return false if the operation was too old and has been ignored
*/
@ThreadSafe
public boolean actorWarp(long tick, int pid, boolean hint, int x, int y, int x_vel, int y_vel, int rotation);
/** .
*
* @return false if the operation was too old and has been ignored
*/
@ThreadSafe
public boolean actorWarp(
long tick, int pid,
boolean hint,
int x, int y, int x_vel, int y_vel, int rotation,
boolean has_x, boolean has_y, boolean has_x_vel, boolean has_y_vel, boolean has_rotation);
/** .
*
* @return false if the operation was too old and has been ignored
*/
@ThreadSafe
public boolean actorMove(long tick, int pid, PhysicsMovement move);
@ThreadSafe
public boolean actorWeapon(
long tick, int pid, WEAPON_SLOT weapon_slot,
boolean hint_set,
int hint_x, int hint_y,
int hint_x_vel, int hint_y_vel,
int hint_snapped_rotation);
@ThreadSafe
public boolean actorWeapon(long tick, int pid, WEAPON_SLOT weapon_slot);
@ThreadSafe
public boolean weaponSync(long tick,
int owner_pid,
String weaponKey,
GameOperation.WeaponSync.Projectile[] projectiles,
long syncKey);
/**
* @return the map
*/
public PhysicsMap getMap();
/** Iterate over all events that have not yet been discarded.
* An event may be discarded if it has been executed in every state.
* (see Event.isOld())
* @return
*/
public Iterator<EventPublic> eventIterator();
/** Iterate over all events that have not yet been discarded.
* An event may be discarded if it has been executed in every state.
* (see Event.isOld())
* @return
*/
public Iterable<EventPublic> eventIterable();
public GCInteger getGlobalConfigInteger(String name);
public GCString getGlobalConfigString(String name);
public GCBoolean getGlobalConfigBoolean(String name);
public GCIntegerList getGlobalConfigIntegerList(String name);
public GCStringList getGlobalConfigStringList(String name);
public GCBooleanList getGlobalConfigBooleanList(String name);
public GCImage getGlobalConfigImage(String name, ResourceDB db);
}