Source/Game-Persistence.m
author Jens Alfke <jens@mooseyard.com>
Thu May 29 15:04:06 2008 -0700 (2008-05-29)
changeset 9 a59acc683080
permissions -rw-r--r--
Finally fixed the slow animation performance of board games; all it took was changing the board's z index from 1 to 0, somehow. Games working well now.
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//
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//  Game-Persistence.m
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//  GeekGameBoard
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//
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//  Created by Jens Alfke on 3/16/08.
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//  Copyright 2008 __MyCompanyName__. All rights reserved.
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//
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#import "Game-Persistence.h"
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static NSDictionary* parseURLFields( NSURL* url );
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@implementation Game (Persistence)
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static NSMutableDictionary *sPersistentGames;
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- (id) initWithCoder: (NSCoder*)decoder
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{
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    self = [self init];
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    if( self ) {
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        _players = [[decoder decodeObjectForKey: @"players"] mutableCopy];
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        _states  = [[decoder decodeObjectForKey: @"states"] mutableCopy];
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        _moves   = [[decoder decodeObjectForKey: @"moves"] mutableCopy];
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        self.currentTurn = self.maxTurn;
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    }
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    return self;
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}
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- (void) encodeWithCoder: (NSCoder*)coder
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{
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    [coder encodeObject: _players forKey: @"players"];
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    [coder encodeObject: _states  forKey: @"states"];
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    [coder encodeObject: _moves   forKey: @"moves"];
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}
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- (NSURL*) asURL
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{
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    return [NSURL URLWithString: 
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            [NSString stringWithFormat: @"game:type=%@&id=%@&turn=%u&move=%@",
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             [[self class] identifier], _uniqueID, self.currentTurn,_moves.lastObject]];
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}
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+ (Game*) gameWithURL: (NSURL*)url
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{
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    if( 0 != [@"game" caseInsensitiveCompare: url.scheme] )
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        return nil;
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    NSDictionary *fields = parseURLFields(url);
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    NSString *type = [fields objectForKey: @"type"];
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    NSString *uuid = [fields objectForKey: @"id"];
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    int turn = [[fields objectForKey: @"turn"] intValue];
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    if( !type || !uuid || turn<=0 )
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        return nil;
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    Game *game = [sPersistentGames objectForKey: uuid];
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    if( game ) {
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        if( ![type isEqualToString: [[game class] identifier]] )
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            return nil;
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    } else if( turn == 1 ) {
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        Class gameClass = NSClassFromString( [type stringByAppendingString: @"Game"] );
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        if( ! gameClass || ! [gameClass isSubclassOfClass: [Game class]] )
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            return nil;
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        game = [[gameClass alloc] initWithUniqueID: uuid];
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        [game setNumberOfPlayers: 2];
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        if( ! sPersistentGames )
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            sPersistentGames = [[NSMutableDictionary alloc] init];
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        [sPersistentGames setObject: game forKey: uuid];
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        [game release];
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    }
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    return game;
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}
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- (BOOL) addMoveFromURL: (NSURL*)url
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{
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    NSDictionary *fields = parseURLFields(url);
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    NSString *uuid = [fields objectForKey: @"id"];
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    NSString *move = [fields objectForKey: @"move"];
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    int turn = [[fields objectForKey: @"turn"] intValue];
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    return [uuid isEqualToString: self.uniqueID]
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        && turn==self.currentTurn
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        && move.length > 0
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        && [self applyMoveString: move];
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}
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@end
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static NSDictionary* parseURLFields( NSURL* url )
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{
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    // Parse the URL into key-value pairs:
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    NSMutableDictionary *fields = [NSMutableDictionary dictionary];
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    for( NSString *field in [url.resourceSpecifier componentsSeparatedByString: @"&"] ) {
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        NSRange e = [field rangeOfString: @"="];
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        NSString *key, *value;
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        if( e.length>0 ) {
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            key = [field substringToIndex: e.location];
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            value = [field substringFromIndex: NSMaxRange(e)];
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        } else {
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            key= field;
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            value = @"";
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        }
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        [fields setObject: value forKey: key];
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    }
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    return fields;
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}